Updated for patch 1.3.
With one of the simplest and most straightforward playstyles in the entire game, Sirius is rightfully labeled as a Beginner Friendly champion. He can put out a ton of burst damage with very little effort, and his abilities don’t require much forethought.
But he’s fragile. Of all champions, he’s the easiest to fail with. A single misplay can leave you gravely vulnerable, and it isn’t uncommon to see Sirius players get demolished from 100 to 0 within seconds. His ultra-aggressive kit requires care and respect if you want to succeed.
Crescent Strike (M1)
You must learn to play around the weapon charge mechanic. When it isn’t charged, it’s the weakest M1 in the game. When it is charged, it’s arguably the strongest and most valuable. The circular timer next to your name shows how long until the next recharge, so pay attention and glance at it every few seconds.
One thing newer players don’t realize is that Crescent Strike is both offensive and defensive. You don’t always have to be aggressive with charged hits. Sure, burst down targets with black health when opportunities arise, but the big damage and Weaken effect are great for discouraging enemies who are being aggressive and forcing them to back off a bit, and that’s true whether they’re aggressing on you or your teammates.
Charged Crescent Strike’s Weaken duration increases by 1s and the factor increases by 10%.
Very good against comps that are ultra aggressive and against supports with heavy heals. That extra second of being gimped, whether as a DPSer or as a healer, gives you the upper hand as a team and provides a wider window of opportunity to collapse and capitalize on targets. It’s also good for relieving pressure — any enemy who tries to stay aggressive for the duration of a 3.5s weaken is going to eat a lot of dust in the process.
Charged Crescent Strike deals 6 bonus damage.
A must-pick battlerite in all but the most defensive of builds. Think of all the ways Sirius can recharge his weapon, and think of how many charged hits you can get off in the course of a round. On a bad day, that’s still about 10-15 hits. An extra 6 on each one amounts to a lot of extra damage, but more important, this is burst damage so it’s more likely to be permanent.
Your weapon recharges 30% faster.
While Saros Cycle isn’t a bad battlerite, it is somewhat unnecessary with all the other ways Sirius can recharge his weapon: Sunrise, Celestial Rift, Prismatic Strike with Celestial Cycle, and even Lunar Strike with Lunar Charge.
The problem with Saros Cycle is that even when your weapon is charged, you still need an opening and an engagement to actually slash a target. Sunrise, Celestial Rift, Prismatic Strike, and Lunar Strike give you those opportunities. There’s no point to a 5.6-second recharge over an 8-second recharge if you’re engaging once every 10 seconds or so, which is how Sirius’s playstyle tends to go.
Sirius is tied with Oldur for having the worst M2 heal in the game, which is why Sirius is mainly slotted into ultra-aggressive mongo comps. Your best defense is an oppressive offense, and Sunlight simply exists to patch up injuries here and there. The only unique aspect of Sunlight is that it isn’t a projectile, so you can heal over walls — but since you can’t see over walls, it’s a risky move that usually isn’t worth it.
Sunlight heals you for 6 health when an ally is healed.
It may sound counter-intuitive, but Radiance is best used to increase your team’s offensive potential. Instead of sharing heals between yourself and your teammates, you can fully focus on healing your teammates and passively sustain yourself, and with that focused healing, your teammates can keep putting out pressure instead of falling back because your heals can’t keep up with damage.
Charged Crescent Strike hits empower your next Sunlight, causing 1 additional beam to strike the same area and healing the nearest ally for 12 health.
Sunbath is a must-pick against aggressive burst comps. Sirius can only provide burst healing by expending his outs (Celestial Split and Sunrise), so this is a great way to make up for it a bit, turning his next Sunlight into a 26-point heal.
Note that this effect is a buff that lasts about 20 seconds, meaning you have 20 seconds after hitting a charged Crescent Strike to cast Sunlight, and that Sunlight will consume the buff for the extra beam. 20 seconds is a long time so don’t rush it. Always use that next Sunlight on whoever on your team has the most black health.
Celestial Split (Space)
You’ll be tempted to use Celestial Split as an aggressive opener, and the Celestial Split > Crescent Strike combo is satisfying to hit, but keep in mind that this is your only reliable escape. Once it’s down, you only have Sunrise (can be whiffed entirely) and Prismatic Strike (short range, can be bodyblocked) as your only defenses.
If you want to use it aggressively, look for the right opportunities. Your team should already be pressuring the enemy team, and ideally the enemy’s big offensive cooldowns should already be used so they can’t turn around and punish your vulnerability. Whatever you do, don’t just space into the enemy team during a neutral zoning exchange and think you can cause enough damage to be threatening. You’ll just get popped.
Celestial Split deals 4 bonus damage and max distance increases by 20%.
Even though it affects both Celestial Split and Celestial Rift, it isn’t useful enough to justify picking. The bonus damage doesn’t add up to much because half the time you’ll be using this ability as an escape. The extra distance can help with aggression and retreats, but it’ll only make a difference in edge cases that occur once a match at best.
Celestial Split heals 8 more health. Healing an ally reduces its cooldown by 4s.
This battlerite lets you be more aggressive with your spaces if that’s how you want to play. It fits into pretty much any comp, but it’s especially good with melee teammates. Once engaged, you can Celestial Split to heal your teammate, unleash a Crescent Strike, put out some additional pressure, and not worry about vulnerability because your Celestial Split will be ready again soon. Regardless, always try to space onto a teammate, whether you’re engaging or disengaging, because the cooldown reduction boosts overall survivability.
As Sirius, you’ll either oppress the enemy team and force them to shrink back or get flattened and die like a worm — and your skill with Sunrise is what determines which side of the fence you’ll fall on. Sirius’s potential ultimately hinges on this ability.
You can counter any melee or projectile attack with Sunrise. When triggered, it recharges your weapon and teleports you to your cursor and heals you. If you land near teammates, it heals them as well. It’s not much but don’t underestimate it — Sirius sucks at M2 healing and needs all the help he can get to support his teammates.
But of course, the weapon recharge is the most important aspect. You’ll be tempted to Celestial Split > charged M1 > Sunrise > land on the same target > charged M1 again for massive burst damage, but this leaves you wide open for punish. Generally speaking, it’s safer to use Sunrise as a way to engage rather than disengage because there’s no guarantee that your counter will be triggered. This is a big mistake newbies make.
And just because Sunrise recharges your weapon doesn’t mean you have to use it aggressively. In hairy situations, it’s perfectly fine to teleport to a safe spot. You can always reserve the charged M1 for the next engagement.
Sunrise can be recast for 1.5s to return to the origin location.
Daybreak can be a situational pick when you’re playing a more supportive role as Sirius or as a safety pick against sticky melees. It enables you to be more aggressive with Sunrise placements, allowing you to dish out a quick charged M1 (and maybe a Prismatic Strike too) out of position then immediately pop back back to safety. And with melees, sometimes when you disengage with counter you’ll find that melees can immediately jump right back on you, in which case the recast lets you get away again.
Sunrise illuminates self and nearby allies, increasing damage output by 20% and healing received by 20% for 3s.
Illumination can be a fun pick if you have the Lethal Slash battlerite, essentially boosting your charged M1 damage by an extra 6 when striking out of a successful counter. It also increases the healing of your M2s by an extra 3, which isn’t amazing but is worth noting. Plus, it boosts the damage of teammates you land beside.
Triggering a counter and then immediately unleashing Astral Beam on an unsuspecting target can rip them to shreds quite fast. Fun, but impractical.
The problem is, the buff only lasts for 3 seconds and you won’t always be landing Sunrise next to your teammates, so a lot of its potential is never realized in actual play. I would only get it for the extra charged M1 damage on top of Lethal Slash, and even then I’m not sure it’s reliable or valuable enough to justify a battlerite slot.
Sunrise grants self and nearby allies a shield that absorbs 16 damage and lasts up to 2.5s.
Sunscreen can be useful in conjunction with Daybreak: you can counter to engage, pop a quick hit or two, then recast back to safety without losing any health because of the shield. Even without Daybreak, the fact that it mitigates some of the danger in countering aggressively can be nice if you’re in a mongo comp.
But Sunscreen is often a bad pick for the same reasons as Illumination: you won’t always be landing Sunrise near your teammates so it’s unreliable, and the value of a shield falls short compared to the utility offered by other battlerites.
Lunar Strike (E)
Lunar Strike is Sirius’s only true support ability other than his heal. It completely arrests all momentum for whoever it hits, and its AOE is so big that you can consistently catch at least two enemies if your aim and prediction are good.
Remember that petrifying grants a shield, so don’t use in on enemies who are already being pressured by your teammates. If you do that, you’re actually saving the enemy by forcing your teammates to stop attacking or eat through that shield to resume pressure (and of course eating through the shield ends the Petrify short).
Instead, petrify targets who aren’t being focused. In terms of priority, you should try to lock down the enemy team’s healer, but if you can’t do that safely, then go for ranged targets. In the rare occasion than an enemy melee is far from a fight, you might petrify him.
Each Lunar Strike hit charges your weapon by 25%.
While this actually isn’t that bad on paper, remember that Lunar Strike has a 12-second cooldown — the longest non-R cooldown in the entire game. That makes it a risky prospect, though not as risky in 3v3 as it is in 2v2.
Its one saving grace is that Lesser Lunar Strikes from the Lunatic battlerite (right below this one) also grant the same recharge rate. If you can catch two enemies with the initial Lunar Strike and then re-petrify with the Lesser Lunar Strike, that’s a complete recharge. And since they’re petrified, you can just walk up and strike them with it.
Lunar Strike can be recast for a short time period to spawn a Lesser Lunar Strike.
Extremely useful for several reasons. First, it grants you two chances to petrify an important target, so if you miss the initial Lunar Strike it’s not a complete waste. Second, it lets you use the initial Lunar Strike as a massive zoning tool, then catch them in a petrify with the second strike. Third, you can super-petrify one target for even longer than normal. I consider it a must-pick in any situation with any build because the extra utility is too rewarding.
Note that the second petrify’s duration is shorter than a normal Lunar Strike, so petrifying one and then re-petrifying the same target doesn’t actually extend the length by an entire 3.4 seconds — it’s much closer to a 1-second extension if performed perfectly.
Lesser Lunar Strikes grant energy! This accelerates your energy generation by quite a bit and plays a crucial role if you rely on fast ultimates.
Successful Sunlights reduce the cooldown of Lunar Strike by 1s.
Moon Stone is pretty effective against aggression. At the very least, you can expect at least three casts of Sunlight per cooldown of Lunar Strike, basically turning it into a 9-second cooldown ability (and it’s possible to cut it down even further, especially in 3v3). Note that Sunlights don’t have to heal for it to work — you just have to hit an ally or yourself, and it works even when at full health.
Combined with Lunatic, your petrify uptime becomes insane. As long as you choose good targets and as long as you order your M2 spam after using Lunar Strike, you can gimp the enemy team’s numbers for most of the round.
Crescent Gale (EX-M1)
When your team is pummeling someone who’s burned their outs, snaring them with Crescent Gale allows your team to push out a bit more pressure, and that little extra could be the momentum that sets you on a path to winning the round. The negligible cooldown means you can keep them snared for a long time.
But mostly you’ll use Crescent Gale for ranged poke and burst damage. It deals a moderate amount of damage, but when combined with charged Crescent Strike with Lethal Slash and Prismatic Strike, you can dish a lot of damage in just a few seconds. Just be mindful of the energy cost and how it delays your next Astral Beam.
Celestial Rift (EX-Space)
Celestial Rift is an amazingly fun ability because it gives you a free weapon recharge, and unlike Sunrise, there are no conditions. Just press the button and you have your next nuke ready! Often when you counter to engage and hit a charged M1, the target will try to escape — with Celestial Rift, you can chase and pop them with another big slash.
But as with Celestial Split, you’ll be tempted to overuse this ability because of the big numbers, and that’s as much a mistake as never using it. Be judicious with it because you need your energy for ultimates.
Prismatic Strike (R)
Prismatic Strike is a great ability but situational. It acts as a moderate nuke as well as a mobility spell that allows you to close gaps, run away, or dodge AOEs. Only use it to dodge high-damage and high-impact abilities because of its energy cost and long cooldown.
Note that Prismatic Strike is not an iframe. You can take damage if you get hit during the dash, and you can get interrupted by disables (e.g. when trying to dash out of Ashka’s Flamestrike). It also gets bodyblocked by enemies, so it becomes useless as an escape when stuck in a corner and surrounded.
Prismatic Strike hits recharge your weapon by 50%.
Instead of waiting for a weapon recharge, Celestial Cycle lets you use the Prismatic Strike > M1 combo as early as 4 seconds before your next charged strike is ready. I personally don’t pick this battlerite much because I watched my replays and found I never really used it during that 4-second window, so I wasn’t getting value out of it. Your mileage may vary.
Astral Beam (F)
Astral Beam wins rounds, which is why a lot of Sirius players ignore EX abilities and opt for a fast ultimate instead. You have to time it well though. As soon as an enemy has burned all of their outs, as long as they don’t have help in the form of a hard save (e.g. Poloma’s Other Side, Thorn’s Barbed Husk), and if they aren’t near any walls they can walk behind, you can unleash it and chunk them down to nothing.
Or use Astral Beam to save a teammate’s life. Your team’s Jumong is melting the enemy’s backline Lucie but he’s pretty hurt and needs to back off? Blast him to full health with Astral Beam and he’ll be able to keep that pressure up, hopefully securing the kill.
Astral Beam inflicts a 35% Snare on targets.
If you’re using Astral Beam properly, targets shouldn’t have any escapes anyway so the snare is redundant. Your turn speed is fast enough to keep the beam on walking foes.
The only time Gravity helps is when you’re trying to beam a melee enemy who’s on you. At that close of a distance, they can strafe around you faster than your turn speed, so keeping the beam on them just isn’t possible — unless they’re snared. But I’d say to avoid using Astral Beam in such a situation and grab a different battlerite instead.
Due to his powerful charged M1 mechanic, Sirius is built for an in-and-out playstyle that alternates between aggression and passivity every few seconds: unload the charged strike when it’s ready, then back off until it’s ready again.
Try not to use Celestial Split or Celestial Rift for engaging a target unless they are vulnerable (i.e. they have no outs) and isolated (i.e. no other teammates nearby). You need Celestial Split as an escape mechanism, so learn how to initiate on enemies without it. The easiest alternative is to Sunrise into combat, but it’s also possible to petrify, walk up, then strike as the petrify runs out. If an enemy walks near you, Prismatic Strike > M1 is a standard combo.
Be mindful of energy usage because Astral Beam is just so good. One well-timed ultimate can win entire rounds, more so with Sirius than other champions, and a fast ultimate can be so impactful that it dictates the flow of the rest of the round. Resist the urge to overuse Celestial Rift and Prismatic Strike.
The Lunatic battlerite is necessary for fast ultimates. If you can catch two targets in a petrify, then catch them with the follow-up petrify, that’s a whopping 20 energy. Other than that, your main source of energy is Sunlight so don’t feel bad about sitting back and heal-bombing between charged M1s. It’s all in service of a faster ultimate.
There isn’t much to say about this.
Sirius is slippery with his Celestial Split so save it as an escape. I’ve said it a million times already in this guide, but seriously, stop engaging with his space! This is Battlerite 101.
Sunrise is an excellent but unreliable escape so treat it as such. If you’re in trouble and you have both Celestial Split and Sunrise available, considering using Sunrise first in case you’re still in trouble afterwards and need another follow-up escape.
Use Lunar Strikes on enemies who are pressuring but aren’t being pressured themselves — this includes melees who tunnel you when you don’t have any escapes. Petrify and then leave them be. Stop breaking petrifies and stop petrifying targets who are being attacked.
Also important: don’t stack weaken and petrify! Striking an enemy with charged M1 and then immediately Lunar Striking is a waste of the weaken. Either trade while they’re weakened then petrify them, or petrify them and then weaken right as the petrify ends.
Prismatic Strike > charged M1 with Lethal Slash deals 46 damage. That’s a quick snipe, but obviously you have to wait for someone else to damage the orb first.
Celestial Rift > charged M1 with Lethal Slash > Prismatic Strike deals 60 damage. It’s a great combo if you don’t have a charged M1 to start with. Sure it’s a net loss of 25 energy for you, but your teammates get energy and you all get true healing, so the trade-off can be worth it.
If your timing is good, you can try to snipe from afar using Crescent Gale. The 24 damage doesn’t leave a lot of leeway when enemies are trying to break the orb, and it can get bodyblocked by enemies, but it’s good for denying orbs without sacrificing your position.
Worst case, you can always petrify enemies and steal the last hit from under their noses. Not quite as easy as it sounds but at least it doesn’t cost any energy.
- Debilitating Slash (M1)
- Lethal Slash (M1)
- Radiance (M2)
- Sunwell (Space)
- Lunatic (E) or Daybreak (Q)
This build is designed for solo queue consistency. The two M1 battlerites compliment Sirius’s in-and-out playstyle, making each offensive strike as impactful and annoying as possible. Radiance lets you focus on healing teammates without sacrificing your own recovery. Sunwell is mainly picked for the extra mobility and survivability. Lunatic is just great overall, but you can opt for Daybreak for even more survivability.
- Lethal Slash (M1)
- Radiance (M2)
- Illumination (Q)
- Lunatic (E)
- Lunar Charge (E) or Celestial Cycle (R)
A touch more aggressive than the Standard build. Debilitating Slash is swapped out in favor of Illumination, which boosts your counter damage even further and allows for big immediate bursts. In 3v3, catching two people with Lunar Strike and Lesser Lunar Strike means a full weapon recharge, so more mongo for you. In 2v2, skip it and grab Celestial Cycle instead for a more reliable way to recharge your weapon.
- Debilitating Slash (M1)
- Sunbath (M2)
- Sunwell (Space)
- Lunatic (E)
- Moon Stone (E)
A passive build that focuses on lots of control and getting a fast ultimate to secure kills. Works well with hyper-aggressive partner champions who can tunnel while you petrify, petrify, petrify. Sunbath and Sunwell aid with healing output while Lunatic and Moon Stone provide insane petrify accuracy and uptime. Best used in an arranged team with players who understand what you’re trying to accomplish. Not recommended for solo queue.
I wouldn’t say Sirius is the best support for a new player, but he’s definitely up there. His extremely aggressive kit produces big damage numbers that are satisfying to pull off, and his playstyle is straightforward: hit them when you’re charged, back off when you aren’t. As long as you don’t Celestial Space to engage then immediately Sunrise, you’ll be way ahead of the curve.