Counter angle
Sivirを倒すだけでなく、彼女のテンポを崩すことが重要です。彼女はプッシュしてリセットし、dragonにチームで合流してUltで集団戦を加速させようとします。彼女の弱点は、短い射程、序盤のアイテム依存、そして適切な脅威のためにスペルシールドを残す必要があることです。シールドを早く使いすぎたり、プレッシャーの下でファーミングしたり、視界なしで川に入ったりすると、彼女のゲームプランは不安定になります。
Sivirは優れた射程と安定した物理ダメージで戦うADCADCだ。 これにより 強力なCC(サイレンス、サプレッション)を持つチャンピオン に対して特に弱くなる。 逆に、マクロで遅れを取り相手のテンポについていけないチャンピオン に対しては優位に立つ。
Caitlyn doesn’t need to win an all-in to beat you—she wins by distance. Sivir wants wave control, push, then breathe on the map. Caitlyn denies that comfort because her range turns every last-hit into a small risk, and traps punish exactly the spaces Sivir likes to play (inside waves, in front of turret, around objectives).
In 2v2 you often choose between losing CS or losing HP. If you push, you expose yourself to extended trades where you can’t answer range. If you don’t push, you lose plate pressure and arrive late to river timings. The worst pattern is getting pinned under tower: trap + headshot chips you down with no clean window back.
Accept a slower lane: controlled last-hits, and treat Spell Shield as a tempo tool (block the key spell that opens a trade) rather than an auto-reflex. The key timing is level 5 + first dragon: if Cait has permanent prio, you must set vision early, avoid being the lone defender under tower, and take a clean reset before the objective instead of greeding one more wave. If you can’t break distance in lane, your plan shifts to scaling and abusing ult rotations in midgame.
Versus Draven the issue isn’t your waveclear, it’s how brutal a short trade is. Sivir wants clean exchanges: block one spell, answer with Q + autos. Draven taxes every step forward—two axe autos plus an aggressive support, and your Spell Shield barely gets to matter.
The lane can flip off one spacing mistake. If you get chunked early, you lose the ability to push, and you also lose your main safety tool (having the wave). Draven loves mid-wave states: he forces you to choose between backing off and losing CS, or staying and risking the all-in.
Your goal is preventing snowball rather than “winning” lane. Keep wave closer to you, trade only when you know exactly what you’re Spell Shielding (support engage, slow that opens the all-in), and reset early if chunked. Key timing: level 5 and Draven’s first buy. If he returns on a spike, avoid prolonged 2v2—ask jungle cover, or trade tempo by moving mid/river with ult instead of stubbornly fighting bot.
Lucian gives you an immediate test: can you use Spell Shield with intent? His dash + double-shot burst is fast enough to force early shields (baited) or late shields (lost trades). And because Sivir has shorter range, Lucian often decides when the trade starts.
He can break your push plan. Every time you step up to auto the wave, Lucian finds an angle to punish and reclaim prio. If your support doesn’t have a clear answer, you bleed pressure constantly and arrive at dragon low HP—meaning zero margin for error.
Look for exchanges where you control first contact: long-range Q poke, then back off, and don’t commit until you’ve seen his dash or his burst window is gone. Key timing: level 5. If Lucian has ult, your Spell Shield must keep value for the tool that actually kills you (often support CC/slow that pins you, or the opener that forces you to sit in his DPS). If lane is unplayable, convert strength into rotations: shove one wave, ult to move, and play dragon through vision setup rather than raw 2v2.
Varus punishes one simple thing: range. Sivir can block one spell, but she can’t block the reality of constant poke forcing you backward. And if you auto-shield a random arrow, you’re left without the tool for the real threat: his ult or the support CC chain.
In lane, it’s usually HP pressure rather than CS pressure. You can technically waveclear, but at 60% HP you no longer get to push aggressively, so you lose your identity. At objectives, Varus can start fights from range: if you get caught, your move-speed ult doesn’t matter.
Pre-decide what you’re Spell Shielding: either Varus ult, or the support CC that sets you up for arrow damage. Key timing is when teams group (first dragon, then mid rotations). Positioning: play behind your wave and behind your support, and accept missing one auto if it prevents free poke windows. If you arrive to fights at full HP, you already won half the matchup.
Ashe turns Sivir into a readable target. You’re a mid-range ADC that likes stepping up to push, but Ashe applies permanent slows that make every step forward more dangerous. And since Spell Shield is single-use, her ult creates a mindgame: shield too early and you get caught later; shield too late and you die to the initiation.
Lane becomes a positioning duel. Ashe can poke without exposing as much, and she sets a tempo where you’re always playing one step farther back than you’d like. At level 5 the lane fundamentally changes: one bad position becomes arrow + support follow-up, a lost fight even if you were up in CS.
Hold Spell Shield for what truly matters: Ashe ult or the CC that pins you long enough to make arrow guaranteed. Key timing: level 5 and the 30 seconds before dragon. Play safer wave control: shove only when you know jungle location, otherwise neutralize. In teamfights, use ult to reposition your team and reduce arrow angles (play more structured behind a frontline rather than spread out).
This matchup is often annoying because Xayah controls the exact space Sivir must play: mid-range, inside the wave. Your “push + auto” patterns give her time to set feathers, then she threatens a root that punishes your lack of dash. You can block one spell, but you can’t ignore the space her feathers control.
You can keep farming with waveclear, but it’s harder to convert prio into winning trades. Step too far to punish and you eat feather pull or root and lose your HP pool. At dragon, Xayah is also comfortable: she can front-to-back without being easily opened.
Positioning discipline is everything: don’t fight inside feather lines, and force Xayah to spend feathers on wave rather than on you. Key timing: level 5. If she has ult, don’t force a “guaranteed” kill—play longer fights and use your ult to reset angles after she dodges a threat. Spell Shield should prioritize the root that dooms you, not minor poke.
Kai’Sa isn’t always unplayable early, but she punishes you in a very clear way: when she finds an all-in window, your lack of dash shows. Sivir wants to dictate tempo through wave; Kai’Sa waits for the moment you’re advanced, then sticks to you and bursts while your Spell Shield is already spent.
Before level 5 you can play steadier. After that, threat rises: a support lands CC, Kai’Sa follows, and the fight becomes a survival test rather than a lane trade. If you shove without vision, you offer her ideal scenario: short chase + concentrated damage.
Don’t shove by default. Push when you know jungle location; otherwise freeze/slowpush and take clean resets. Key timing: level 5 and river skirmishes. Spell Shield should block the all-in opener (support CC or any pin tool), then use ult to kite and break pursuit. If Kai’Sa doesn’t get early kills, you get to breathe and play midgame rotations.
MF makes lane uncomfortable through simple but effective pressure: poke, wave, then objective ult threat. Sivir likes playing behind wave; MF can hit you through Double Up and create a pattern where you lose HP even when you’re “doing it right.” Spell Shield can’t erase an identity built on consistent AOE damage.
If MF holds prio, she sets up dragons with positional advantage. In fights your team must respect Bullet Time, which sometimes reduces the value of your offensive ult (you use it to escape or to break her ult angle). In lane, if you’re poked early, you lose your aggressive shove option.
Read the wave: don’t stand in line with a low HP minion that grants a free Double Up. Key timing: level 5 and every objective setup. Spell Shield often has more value against the support CC that pins you inside Bullet Time than against MF herself. If MF channels in fights, your ult should reposition the team: exit the angle, then re-enter after it ends.
Versus Ezreal the issue is conversion: your good trades are hard to turn into anything. Sivir can shove and create wave pressure, but Ezreal answers with long-range poke while staying extremely safe with blink. You often end up in a neutral lane where you can’t punish him and where he chips you enough to ruin objective timings.
You can keep CS, but you can lose real prio: Ezreal doesn’t need to step up to deny your comfort. Midgame he can also bait early Spell Shields with poke, then punish when shield is down during a more dangerous moment.
Play resource economy: don’t Spell Shield an isolated Q if the real danger comes after (support CC, burst). Key timing: mid rotations after first dragon. Your ult can force faster rotations than Ezreal and secure position before him. If you turn the matchup into a map race instead of a duel, Sivir becomes very strong again.
Zeri doesn’t always crush you in pure lane, but she creates a fight problem: in extended fights she kites better and benefits from open space. Sivir can shove waves and play front-to-back, but if Zeri has room she stretches fights and forces you to chase—rarely comfortable for you.
In lane you can sometimes contain her, but once the map opens (river, mid), Zeri becomes hard to actually catch. If you ult to engage, she can kite back; if you ult to escape, you lose your tempo tool.
Your win condition becomes fight structure: play around choke points (dragon pit, jungle entrances) where Zeri has less space to dance. Key timing: first big objective fight after level 9, when fights last longer. Hold Spell Shield for the pinning CC (often support), and use ult to reposition your team as a unit rather than chasing a Zeri already kiting.
This is a read-based skill matchup: Tristana looks for aggressive jumps, and Sivir has a tool that can break the all-in—if used on the correct element. Shield the wrong thing and bomb stacks/explosion lose the trade. Shield the right trigger and kite well, and Tristana doesn’t get the snowball she wants.
Lane revolves around wave management. If you shove without vision, you give Trist a long lane to jump + chase. If you keep lane shorter, her all-ins become riskier. At level 5 her ability to convert one mistake rises, so your recall timing discipline matters even more.
Pre-plan your Spell Shield: either block the support CC that makes jump lethal, or block the tool that prevents kiting during bomb timing. Key timing: right before level 5 and on cannon waves (often where players greed). Positioning: stay at a distance that forces Trist to jump deep if she wants you; the deeper she jumps, the easier she is for your team to punish.
Jhin is a skill matchup because you have tools to answer him (waveclear, move-speed ult), but he also has a clear plan: catch you with root, then chunk with burst. Sivir is mid-range, so if you step up without respect, you can get caught and lose lane off one clean sequence.
Lane danger often comes from setup: traps in bushes/river, root during a trade, then fourth shot. If you Spell Shield too early, Jhin can wait and root after. If you shield too late, you eat CC and don’t have time to exit burst.
Use shove to make trap placements harder, and hold Spell Shield for the moment root actually dooms you (often when his support is ready to follow). Key timing: level 5 and movements around mid/dragon. Your ult breaks his snipe angles: speed your team out of his firing line, then re-enter once his window is over.
This matchup is interesting because ranges are similar, but win conditions differ. Sivir wants prio and tempo; Vayne wants duels and wall angles. If you autopilot shove, you can hand her a condemn into wall and lose a fight that never had to happen. If you manage wave and space cleanly, you can deny her playground.
In lane you can stop her from free-scaling by forcing her to farm under tower, but only if you keep enough HP to avoid getting all-inned. At level 5, Vayne can outplay more easily with ult stealth—your positioning decisions matter even more.
Play center-lane away from walls, and hold Spell Shield for the tool that instantly loses you the fight (often support CC or condemn when you see the angle). Key timing: before level 5 you want a wave advantage and a clean reset, otherwise you gift Vayne a comfortable lane. Midgame, your ult is for speeding your team to punish her when isolated, not for chasing her in long sides where she wants to duel.
Versus Jinx you often have a tempo edge: Sivir shoves faster and can decide when the wave moves. Jinx is strongest when she can DPS safely and chain a reset; Sivir can deny that by controlling rhythm, forcing wave responses, and reducing pick opportunities with Spell Shield.
In lane, if you handle poke reasonably, you can claim prio and dictate recalls. Jinx hates losing waves under tower because it delays her spike. At objectives, your ult also speeds your team into better position, reducing Jinx’s ability to set up extended fights.
Don’t rush all-ins: your plan isn’t always killing, it’s suffocating. Key timing: first dragon. Arrive first with prio, establish vision, then play clean front-to-back while holding Spell Shield for the CC that would give Jinx a reset. If you deny her first reset, the teamfight becomes much easier.
Samira needs real access to fights: she wants to enter, stack, then ult. Sivir can make that access much harder by controlling wave and holding Spell Shield to break the opener (support CC or the tool that lets her stick). As long as Samira can’t turn an engage into chaos, she plays an uncomfortable matchup.
In lane, your waveclear reduces her all-in windows: with a clean wave and spacing, she must expose to touch. If she commits into a bad wave state, she can be punished before she even stacks style.
Play clean and patient: shove, keep distance, and save Spell Shield for the moment engage becomes real. Key timing: level 5. If Samira has ult and her support has engage ready, respect the angle and play back until the dangerous spell is spent. Once the opener is gone, you can reclaim prio and force structured fights where Samira struggles.
Twitch loves lanes where he can farm quietly then surprise on stealth timings. Sivir can break that comfort through prio: you shove, force Twitch to show to collect waves, and reduce the value of his surprise windows. Spell Shield adds another layer: it’s harder for Twitch to convert a pick if you block the pin tool that keeps you in place.
In lane, if you play correctly, Twitch suffers: farming under tower, losing space, and his support must work hard to create an opening. At level 5, his impact often depends on the first stealth ambush; if you arrive to dragon with prio and vision held, his plan becomes far less explosive.
Play vision + reset discipline: ward early, ping missing, and don’t sit low HP in lane (that’s when Twitch punishes). Key timing: right before objectives. Shove a wave, reset, return with position, and hold Spell Shield for the CC that makes his stealth exit lethal. If Twitch doesn’t get kills on early rotations, you can run your shove/rotate midgame without living in constant fear.
Buy these items to reduce this champion's effectiveness in your games.
Sivirを倒すだけでなく、彼女のテンポを崩すことが重要です。彼女はプッシュしてリセットし、dragonにチームで合流してUltで集団戦を加速させようとします。彼女の弱点は、短い射程、序盤のアイテム依存、そして適切な脅威のためにスペルシールドを残す必要があることです。シールドを早く使いすぎたり、プレッシャーの下でファーミングしたり、視界なしで川に入ったりすると、彼女のゲームプランは不安定になります。
Sivirは、ウェーブクリアを有利に変える時間を与えないレーンに対して苦戦します。エンゲージサポートは、複数の脅威を重ねることでスペルシールドを強制できます。アグレッシブなADCは、ブラッドサースターとナヴォリ クイックブレードの前に対処できます。長距離ピックも彼女の自由を奪います。なぜなら、ダメージを与えるために前に出る必要があるからです。最も効果的なカウンターは、彼女を突くだけでなく、ウェーブクリア、エンゲージの尊重、またはシールドを温存することの間で選択を迫ることです。
エンゲージサポートはSivirにとって危険です。なぜなら、彼女の唯一のスペルシールドが複数の脅威に対応しなければならないからです。BlitzcrankまたはLeonaが最初のプレッシャーでシールドを強制した場合、Sivirは安全なしに短い射程でプレイしなければなりません。重要なスキルをブロックしても、ウェーブや川の周りのスペースを失う可能性があります。
How the champion adapts. Sivirはウェーブの後ろでプレイし、茂みの視界を確保し、どのスキルがスペルシールドに値するかを特定する必要があります。Wで自動的にプッシュする場合、情報のないエリアに足を踏み入れることになるなら、そうすべきではありません。
アグレッシブなレーニングADCは、Sivirにとって問題です。なぜなら、安定したファーミング、クリーンなウェーブクリア、大きな損失なしの最初のリセットという理想的なプランを許さないからです。DravenとLucianは、ブラッドサースターがトレードを処理するために必要なサステインを与える前に、彼女を強制することができます。Sivirはウェーブをクリアできますが、すべてのラストヒットが激しいトレードの脅威になるなら、彼女のテンポコントロールは防御的なサバイバルに変わります。
How the champion adapts. Sivirは、長引くトレードを拒否し、Qを使用して過度に露出することなくウェーブを確保し、最初のアイテムのタイミングを守るためにいくらかのプレッシャーを失うことを受け入れるべきです。最優先事項は、彼女が強くなる前にキルを与えないことです。
射程は、エンゲージよりも微妙な方法でSivirを罰します。Caitlynは、Sivirが適切に対応できる射程に入る前に、スペースを争うことができます。これにより、SivirがウェーブにWを使用する自由が減り、スペルシールドに間接的なプレッシャーがかかり、川への侵入が困難になります。Sivirがオブジェクト前にHPを失いすぎると、UltはDPSスペースの不足を補うことができません。
How the champion adapts. Sivirは、レーンを射程デュエルとしてプレイすることを避けるべきです。彼女は、受けるすべてのオートアタックに応答するのではなく、適切に配置されたウェーブ、通路でのQの角度、そしてクリーンなリセットを探す必要があります。
Blitzcrankは、スペルシールドの規律を直接試すため、優先的に説明すべきマッチアップです。Sivirは理論上フックをブロックできますが、本当の危険は、彼女が速すぎるプッシュをして保護してくれたミニオンを失ったときに来ます。パニックでシールドを使用したり、視界のない茂みに歩いたりすると、Blitzcrankは長いトレードに勝つ必要はありません。1回のフックでレーンテンポとdragonのタイミングを崩すのに十分です。
Dravenは、有用なスケーリングアイデンティティが確立される前にSivirを攻撃するため危険です。彼女はコントロールされたレーンでブラッドサースターとナヴォリ クイックブレードに到達したいと考えていますが、彼はすべての射程ミスを勝利トレードまたはキルに変えたいと考えています。したがって、このマッチアップは拒否がすべてです。長いトレードを受け入れず、悪いウェーブで戦わず、ウェーブクリアとレーン支配を混同しないでください。
Sivirを罰する最善の方法は、リスクなしのプッシュを止めさせることだ。彼女はWとQでウェーブをコントロールしようとするが、前に出すぎるキャストはすべてエンゲージやトレードのチャンスになりうる。ブッシュを奪い合い、別の脅威で彼女のSpell Shieldを使わせ、それが使えない時に攻撃しよう。平和にファームさせてアイテムを揃えさせると、彼女を動かすのはずっと難しくなる。
常にではないが、彼女が本当にブロックしたいスキルを見極める必要がある。君のチャンピオンが複数の脅威を持っているなら、重要度の低いアビリティでシールドを使わせ、その後で本命のクラウドコントロールを温存しよう。決定的なスキルが一つしかない場合、それをセットアップなしで投げるのは間違いであることが多い。Sivirは、敵が明白で予測可能なSpell Shieldを使わせると、大きなアドバンテージを得る。
オブジェクトはdragonが好む状況を作り出す:狭い通路、集まったチーム、そして誰が最初に動くかを決めるウェーブだ。彼女のQは複数のターゲットを貫通し、Wはダメージを拡散し、Ultはチームにエンゲージまたは離脱するための速度を与える。したがって、dragonの周りで彼女に対抗するには、彼女がペースを握る前にウェーブと視界を準備する必要がある。
Sivirは主に、彼女自身のペースでプレイさせないチャンピオンに悩まされる:直接的なエンゲージ、アグレッシブなレーンプレッシャー、そしてより長いレンジだ。エンゲージサポートは彼女の短いレンジを脅かし、アグレッシブなADCはアイテムが揃う前に彼女を強制し、ロングレンジチャンピオンは彼女がウェーブにアクセスするためにHPを失わせる。共通点は単純だ:彼女に冷静にウェーブクリアをオブジェクトコントロールに変えさせないのだ。