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Sett Build Guide by ak521

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👊 10.21 SETT GUIDE & MATCHUP SPREADSHEET 👊

By ak521 | Updated on October 15, 2020
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Runes: Phase Rush (SEE ALL OTHER OPTIONS!)

1 2 3 4
Sorcery
Phase Rush
Nimbus Cloak
Transcendence
Gathering Storm

Precision
Last Stand
Triumph
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Kill Pressure, Better Trades
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

LeagueSpy Logo
Top Lane
Ranked # in
Top Lane
Win 50%
Get More Stats

Ability Order VS Tank (see notes)

1 2

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

Champion Build Guide

👊 10.21 SETT GUIDE & MATCHUP SPREADSHEET 👊

By ak521
Feel free to check out my matchup spreadsheet guide, covering in-game matchups and their respective builds, as well as tips.
Click the Sett splash art above!

or copy and paste THIS link: https://tinyurl.com/SettGuide



Hey everyone, and welcome to my Sett guide!

I'm ak521! I started playing League of Legends in Season 6 and I recently picked up playing Sett top. I'm now beginning to consider myself a Sett OTP. The way I play him is rather unique and I chose to make a guide on him for that reason. That and I noticed that all the other Sett guides feel lacking as they do not cover the what the current meta is.

Sett is so incredibly strong. He's an incredible duelist, split pusher, and EVEN A TEAMFIGHTER! The guide will teach you how to play Top Lane as Sett. Personally I had no success playing Sett in the Jungle or Support role, so won't be including that.

Why should you play Sett? Well, let's look at his pros and cons, shall we?

PROS
  • Fun to play
  • High damage
  • Strong duelist
  • Great early game
  • Great engage
  • Great diver
  • Good sustain
CONS
  • Weak relative scaling into the Late Game
  • Prone to crowd control
  • Low mobility
  • Low range

Sett is known for none other than his dueling. His early game damage output is almost unparalleled. He's able to be in lane longer than others since he doesn't use mana. A majority of Sett's damage comes from his Auto Attacks because of how many he is able to weave in in a short period of time with his passive and Knuckle Down(Q) auto attack reset. And he has a massive shield which tilts enemies when they are so close to killing you and massive true damage from his Haymaker(W)! Not to mention taking a tank with The Show Stopper(R), and slamming them right into the center of the enemy team and watching the enemy team be obliterated. So satisfying.

On the other hand, he'll likely begin to suffer as the game progresses as he's especially vulnerable to crowd control. While cc'd, he can't cast his W to shield him, much like how Ekko can't ult to escape. He'll also have a harder time sticking, especially if he's not running Phase Rush.

Sett also offers two builds, although they're less obvious than many other champions. I'll get into that more in depth in just a little bit!
Back to Top
Sett is one of those champions where many keystones work on him. But that's not to say run Prototype: Omnistone. His playstyle and build generally depends on what he is running. For example, you don't want to run Hail of Blades or Phase Rush and go Juggernaut.
A lot the runes & items is based on preference as there is no "set-in-stone" build for Sett.

What is the JUGGERNAUT build? Juggernaut involves you going a tankier or more defensive build. Most of your damage should end up coming from your Haymaker(W) and you SHOULD be team fighting with this build as you can peel and tank damage well with massive shields from your Haymaker(W). However, Riot has been nerfing this build for some time now!
You'll have a relatively decent build & turnout even if behind early[!

What is the BRUISER (AD) build? Think of someone like Camille or Irelia (minus mobility). Deals tons of damage to squishies and hard to kill due to their healing. Now just imagine that but harder to kill. Right, so your priority in this build is damage, and splitting is a very viable option (you can also group). Most of your damage will be coming from your auto attacks and your Knuckle Down(Q). You'll be able to do significant damage to squishies and should be able to take AT LEAST 1 person down in team fights.
You rely on being ahead early, or at least even, to have this build work out well as many of your items are VERY expensive.

The way we pair these is that Juggernaut goes with Conqueror (I would not recommend any other keystone) and with Bruiser, you can choose from any three, however Phase Rush and Hail of Blades are currently stronger than Conqueror.
It comes down to a matter of preference, matchup, etc. I occasionally switch to Conqueror to use the Resolve tree as the Phase Rush path generally requires the Precision Tree depending on matchup.

RUNES

Phase Rush

Phase Rush

Phase Rush is slowly gaining traction on Sett as it is many other champions. The reason Phase Rush is so powerful on Sett is that Sett lacks mobility, but not damage. Many other keystones provide an increase to Sett's damage output, when really all he needs is the ability to stick to an enemy. Furthermore, it's really easy to proc, with simply two auto attacks and a Facebreaker(E), or you can also use Knuckle Down(Q) and reset your auto and activate it.
Phase Rush allows for many different playstyles. Sett could engage, activate Phase Rush, and use the bonus MS to disengage. Or, he can use the bonus MS to continue to chase down opponents.
I need to HIGHLY emphasize that Phase Rush incorporates an entirely new playstyle for Sett, which requires you to know exactly how to use the bonus move speed-- dodge an ability, back off, "kite", or stick. If you are not finding success with this keystone and don't feel you like this, use a more traditional keystone (e.g. Conqueror).

Still not convinced?
Watch this short clip:

You can essentially do this to throw an enemy under your turret. OP
Nimbus Cloak

Alternative Nullifying Orb

Nimbus Cloak should be ran only with Ignite, even though it does synergy with Teleport to some extent. Nimbus Cloak acts as a great gap closer to keep Sett chasing his opponents down. Furthermore, if he gets in an icky situation, the bonus MS from casting Flash may just be what he needs to dodge a threatening ability or escape.

A great alternative is Nullifying Orb, of which shield can really help in AP matchups such as Teemo or Mordekaiser.
Transcendence

Alternative Celerity

As Sett, you want to force a "Kill Lane" and constantly try to get ahead, and keep the top gap wide. You should be ahead in levels as a lane bully, and gaining a free 10% CDR when you reach level 10 allows for further snowballing. You can cast your W more often, resulting in more shields, resulting in more survivability.
In addition, it allows you to hit 40% CDR if you build what is in the example build, or if you decide to go an item like Frozen Heart instead, it allows to you to maintain gold efficiency in the item since it caps the 40% CDR maximum.

Into ranged matchups, a great alternative is Celerity, which synergies with Knuckle Down, Phase Rush, Nimbus Cloak, and Blade of the Ruined King. You'll likely not have a huge ledge over ranged laners or marksmen so definitely keep this rune at hand.
Gathering Storm

This row is rather "ok" not to say that no options are good, but we don't have much of a choice in this row.
Gathering Storm actually works well on Sett as it provides him with the late game power he needs. Sett's win rate falls steeply after the 45th minute and Gathering Storm is so incredibly powerful for just a sub-rune.
Triumph

As Sett, you want to force a Kill Lane, which involves you playing aggressive. Especially with Ignite, you should be able to get a few takedowns, and Triumph grants extra gold to give you a bigger lead, and health to sustain in case there are multiple enemies to fight. It's also important to note that this allows Sett to more safely dive enemy champions.
Last Stand

Last Stand is an incredible dueling rune as it provides just the damage you might need as you lose hp. It's so much more impactful than Coup de Grace with a higher damage amplifier. Sett also relies on taking damage (with his Haymaker) to make impactful trades, and so you can make use of this rune more often.
Rune Stats

First off, let's take a look at gold efficiency for each stat:
+9 Adaptive Force = 5.4 AD or 9 AP = 189g (AD) or 196g (AP)
+10% Attack Speed = 250g
+1-10% CDR = 27g (lvl 1) - 267g (lvl 18)
+6 armor = 120g
+8 magic resist = 144g
+15-90 hp = 40g (lvl 1) - 240g (lvl 18)
So of course, you want the most gold value. However, keep in mind that early defenses are also very impactful.
For the offensive row, we run Attack Speed since it amplifies Sett's damage, synergies with his passive, and is most gold efficient at Level 1, giving you an edge on many top laners.
For the flex row, we generally run Adaptive Force for being most gold efficient, working well with Attack Speed and Sett's rapid basic attacks, however we can run both Armor and Magic Resist if the matchup may be difficult to allow us to defend ourselves. You should choose based on what type of damage your opponent deals.
For the defensive row, we run either Armor or Magic Resist depending on what type of damage your opponent deals.

Hail of Blades

Hail of Blades

Hail of Blades is the go-to rune for quick, upfront massive damage, and short trades. If you know that you won't be winning extended trades, Hail of Blades should be your go-to. Think of champions like Kayle who can kite you and run away from you relatively decently, you want to take short trades.
Hail of Blades increases your damage output by a stupid amount as it puts 3 attacks (and the 4th will follow the 3rd at 8x attack speed with Pit Grit's passive) right together stupid quick, providing you with an insane early game and great short trading power.
Note the weakness before you take the keystone, which is a worse late game and worse extended fights & team fights.
But again, you're OP asf.
Cheap Shot

Alternative Taste of Blood

Cheap Shot increases your damage output, once again, and allows for more burst-y trading. After all, this is what this path is all about. When you use your Facebreaker(E) or The Show Stopper(R) you'll do even more damage on your next auto.

You can also run Taste of Blood, which can give you an upper ledge in a duel (short, hopefully) or if you are hesitant about committing to a trade.

These runes achieve similar purposes, however it depends whether you want a small heal or you want a small damage burst.
Eyeball Collection

As Sett, you will be enforcing a kill lane as you are a lane bully. Therefore, Eyeball Collection will give you stats the fastest as it scales on kills. The bonus stats synergy well with the AS burst from Hail of Blades.
Ultimate Hunter

This option is far superior than the other options as Sett will have access to his ultimate more often. Despite him not being an ultimate reliant champion, The Show Stopper does indeed apply a suppression which may be just what he needs to survive or win a fight.
Legend: Alacrity

Alternatives Triumph | Legend: Tenacity

There's a few options here;

Legend: Alacrity will increase your AS ratio even further. This build is about going full aggro and tapping into Sett's crazy damage output, and so why not just keep at it with more punches? This is recommended into ranged matchups.

Triumph will help Sett when he forces a Kill Lane. Especially with Ignite, you should be able to get a few takedowns, and Triumph grants extra gold to give you a bigger lead, and health to sustain in case there are multiple enemies you have to fight.
The heal is notable and helps enormously in team fights. It's also important to note that this allows Sett to more safely dive enemy champions.

Legend: Tenacity is a great defensive option you should consider. Tenacity can really go a long way for Sett as even if you are not directly against a CC-threat (if you are, it's even more reason for you to take it), enemies will lock you down and this is one of the most common ways that Sett will end up dying. A large majority of champions contain CC abilities and I encourage you to take this.
Last Stand

Last Stand is an incredible dueling rune as it provides just the damage you might need as you lose hp. It's so much more impactful than Coup de Grace with a higher damage amplifier. Sett also relies on taking damage (with his Haymaker) to make impactful trades, and so you can make use of this rune more often.
Rune Stats

First off, let's take a look at gold efficiency for each stat:
+9 Adaptive Force = 5.4 AD or 9 AP = 189g (AD) or 196g (AP)
+10% Attack Speed = 250g
+1-10% CDR = 27g (lvl 1) - 267g (lvl 18)
+6 armor = 120g
+8 magic resist = 144g
+15-90 hp = 40g (lvl 1) - 240g (lvl 18)
So of course, you want the most gold value. However, keep in mind that early defenses are also very impactful.
For the offensive row, we run Attack Speed since it amplifies Sett's damage, synergies with his passive, and is most gold efficient at Level 1, giving you an edge on many top laners.
For the flex row, we ALWAYS run Adaptive Force for being most gold efficient, working well with Attack Speed, Sett's rapid basic attacks, and Hail of Blades's massive AS boost.
For the defensive row, we run either Armor or Magic Resist depending on what type of damage your opponent deals.

Conqueror

Conqueror

Conqueror helps Sett in extended duels and team fights, providing him bonus stats and healing. The stats are notable as Conqueror can be the equivalent of over 12 AD at level 1, that's more than a Long Sword (350 gold worth!). Furthermore, the healing allows you to keep alive during these fights.
The reason I do not commonly encourage this is because it is difficult to stack up and takes long- most enemy champions will NOT want to fight Sett as they know he outduels them, and against Ranged laners or marksmen, you will make VERY little use of this rune with you being kited and getting limited attacks on them.
Triumph

As Sett, you want to force a Kill Lane, which involves you playing aggressive. Especially with Ignite, you should be able to get a few takedowns, and Triumph grants extra gold to give you a bigger lead, and health to sustain in case there are multiple enemies to fight. It's also important to note that this allows Sett to more safely dive enemy champions.
Legend: Tenacity

Alternative Legend: Alacrity

You would want to take Legend: Tenacity in almost every case as Tenacity can really go a long way for Sett as even if you are not directly against a CC-threat (if you are, it's even more reason for you to take it), enemies will lock you down and this is one of the most common ways that Sett will end up dying. A large majority of champions contain CC abilities and I encourage you to take this.

An alternative is Legend: Alacrity which increases your damage output with higher AS. I would take this into ranged matchups where your opponent does not have much CC, such as Kayle (post-6), or where the enemy team has mainly damage (such as, for a random and extreme example- Gangplank, Kha'Zix, Zed, Twitch, Yuumi).
Last Stand

Last Stand is an incredible dueling rune as it provides just the damage you might need as you lose hp. It's so much more impactful than Coup de Grace with a higher damage amplifier. Sett also relies on taking damage (with his Haymaker) to make impactful trades, and so you can make use of this rune more often.
Bone Plating

Alternative Second Wind

Bone Plating provides great defensive power as it mitigates a flat amount of damage off three attacks. The damage reduction is also quite a bit, especially for a sub-rune. The decreased damage could mean you surviving or winning a fight.

A viable alternative is Second Wind, which you should take against ranged laners or champions with poke. Champions like Quinn, Vladimir, Malphite, Gangplank, Teemo (for an extremely good example) who chunk down your health slowly in the early game will have a harder time facing you when you with Second Wind. It allows for more survivability in lane, and is a great option despite it not helping Sett significantly during his duels.
Revitalize

Revitalize increases the power of your Haymaker shield, which should be full when Conqueror is fully stacked up. And in that case, Revitalize will increase the shield even further since you have less health.
Rune Stats

First off, let's take a look at gold efficiency for each stat:
+9 Adaptive Force = 5.4 AD or 9 AP = 189g (AD) or 196g (AP)
+10% Attack Speed = 250g
+1-10% CDR = 27g (lvl 1) - 267g (lvl 18)
+6 armor = 120g
+8 magic resist = 144g
+15-90 hp = 40g (lvl 1) - 240g (lvl 18)
So of course, you want the most gold value. However, keep in mind that early defenses are also very impactful.
For the offensive row, we run Attack Speed since it amplifies Sett's damage, synergies with his passive, and is most gold efficient at Level 1, giving you an edge on many top laners.
For the flex row, we generally run either Armor or Magic Resist based on what type of damage your opponent deals. Conqueror pursues a more defensive path as you must stay alive during extended trades, which makes a defensive option the best choice.
For the defensive row, we run either Armor or Magic Resist depending on what type of damage your opponent deals.

As I mentioned before, a LOT of keystones will work on Sett. The three listed above are my three favorites.
Here's a rundown of a few more you can run.
Press the Attack - This is REALLY easy to proc, makes short trades good, but Hail of Blades feels more powerful. After proccing it, you can either keep attacking, though, and do more damage, so it allows for a more flexible playstyle. Furthermore, the Precision tree is really nice.
Electrocute - Very similar to Hail of Blades, Electrocute is meant for a burst-y play style. It does feel like it scales a bit better into the late game, and you shouldn't have a huge problem proccing it. You should really play around this keystone if you take it-- only engage when it's up, and play back while it's down.
Glacial Augment - This is a VERY intresting key stone on Sett. You want to make the most use if to in lane, and rush a Bilgewater Cutlass so you can proc it. So, to make the most out of it, proc it and continue to auto/Q. When the effect wears off, then you want to use your E. I would furthermore suggest Approach Velocity so you can get to enemies quicker once you use Bilgewater Cutlass or Blade of the Ruined King.
Grasp of the Undying - This is your defensive option, especially into melee champions with high cooldown kits. It's also a great keystone on Juggernaut, but it hasn't much popularity. The main thing here is you want to be proccing it as much as you can, especially whenever Knuckle Down is up.
Prototype: Omnistone - Troll much? We do see this on some Sett supports but in reality this should work better on Sett top. It's harder to make use of against ranged laners, but the low cooldown feels so great. Now the reason I don't like this is it in a way "dictates" your playstyle. Almost every keystone will be good to decent on Sett, with the exception of Arcane Comet, Summon Aery or Guardian. Furthermore, Sett has pretty long cooldowns in the early game, so it's even harder to make use of.
Back to Top

BRUISER BUILD

Starting Items

Doran's Blade
Doran's Blade is a highly gold-efficient starting item that grants a great deal of dueling power, especially for the early game. Not only does it grant AD, it grants health and life steal, both of which synergy well with Sett's bruiser build. It's a great item to take into any champion whose duel you could win. Fighters like Renekton, Garen, or even Tanks like Maokai are matchups you would generally want to run Doran's Blade in. Buy this along with a Health Potion.

Doran's Shield
Doran's Shield is a highly underrated starting item which can do wonders in trades. Its passive allows you to heal a decent amount in the early game whenever you take damage, making it an excellent choice into poke matchups- for an extreme example, Teemo. Most ranged champions are also good at getting damage on you, so you should run Doran's Shield into them to sustain yourself. This is your defensive option, not to say you won't get kills with it, but you want to not die in the early game. Buy this along with a Health Potion.

Long Sword
Both Doran's Blade and Doran's Shield are better starting items than Long Sword, however some players enjoy the extra AD. Well, it's only 2 more AD than Doran's Blade, but it builds into other items, meaning you won't have to sell it. The main reason you would ever want to go this is if you want to rush an Executioner's Calling. For me, I only think you need to get Executioner's Calling into Volibear since he has incredible early game healing with his Frenzied Maul. Some players will also buy it to get Bilgewater Cutlass on their first back, which is not a rush item, so I wouldn't recommend buying this for that. Keep in mind this is an offensive option and will give you limited sustain in lane.

First Back

Bilgewater Cutlass
Personally, I love getting AD on my first back so I miss less CS. And aside from that, getting a Bilgewater Cutlass on your first back means that you almost definitely have a lead. And if you don't, you'll probably get one. Your dueling power is better with AD and life steal, and the active is so underrated- you can use Bilgewater Cutlass to engage on ranged matchups while saving your Facebreaker(E) and chase down enemies, securing a kill, when they try to run away. This is your first component of Blade of the Ruined King, and so purchasing this will generally end up getting you to finish your first item faster.

Spectre's Cowl
Many players simply skip defensive options, when in reality, they can do wonders. Spectre's Cowl is an excellent early item choice against AP laners who rely on poking you down before going all-in. Champions like Teemo or Malphite (if you are struggling) make Spectre's Cowl a great first back choice for its passive, mainly. Be sure you have a Doran's Shield as well, as the passive from Doran's Shield acts similar, but is cheaper.

Bramble Vest
This is your AD defensive option, specifically against champions with considerable heals. You'll want to build this into almost every scenario vs. healing, even if you are ahead. Getting more defenses means you'll be harder to take down, so might as well. For examples, matchups like Fiora due to her Vitals, Olaf due to his life steal, and Darius with is Q-axe-swing will be tilted in your favor if you get a Bramble Vest. It's also quite effective into ranged AD matchups, even if they do not heal, although you could simply get a Warden's Mail instead.

Executioner's Calling
This is a much more offensive option compared to Bramble Vest, but it's also cheaper with a price point of 800 gold. It's also probably a bit more reliable to mitigate healing, especially into matchups where you won't be kited (melee matchups). However, it's less cost/gold efficient than Bramble Vest and Bramble Vest builds into Thornmail, which is a very viable Final Item option. Executioner's Calling will build into Mortal Reminder, which provides no defenses, but is a tank-demolisher. Like this, you want to take Executioner's Calling into tanks that heal, and most notably AP tanks that heal (as they won't trigger Bramble Vest's Grevious Wounds). That raise a bell? Dr. Mundo is a perfect example.

Boots

Ninja Tabi
Ninja Tabi works well if the enemy top laner is AD or attack-reliant. Champions like Vayne, Fiora, Renekton, and Jax to name a few.

Mercury's Treads
Mercury's Treads is generally a better buy since the passive helps Sett more. Sett suffers to crowd control, so if the enemy team has any at all, you should be asking yourself if it is OK to buy this item. If your enemy laner is AP, then you should run Mercury's Treads- Teemo, Vladimir, and Mordekaiser to name a few. If you won early and you don't think that AD is a threat, especially not from your laner, and the enemy team has some CC, then go Mercury's Treads instead. Last scenario is if the enemy laner is a CC-heavy tank. Maokai is a good example.

First Item

Blade of the Ruined King
9 out of 10 times, you should be getting Blade of the Ruined King as your first item. It's absolutely monstrous, granting AS, AD, Life Steal. All of these will increase your dueling power. AD and AS tied together with Life Steal is insane as you get more attacks with more damage, causing you to get healed more per auto and more often due to the AS. Ok, but really, we buy it for the passive and active. Each auto deals 12% of the target's current health per hit. INSANE!! Remember Pit Grit, Sett's passive? Procs on that, too! So basically you'll be obliterating tanks. And remember how Sett struggles into getting to ranged champions? Well the active is a free engage for you.

Black Cleaver
Black Cleaver is a defensive first item that should be bought somewhat rarely. If you're building this, remember to rush Phage. It may be worth taking a look at the Juggernaut build below if you want to go defensive. There are only a few situations you'd buy this in- first is when your enemy is stacking Armor (e.g. Nasus getting an early Frozen Heart) and at least one person on your team is building lethality (preferably Jungler, e.g. Kha'Zix). Second is when the enemy is stacking early Armor and you are running Hail of Blades. Third is when you are behind while your team (preferably your ADC) is ahead, and the enemy team (not necessarily the top laner) has multiple tanks that are or will get Armor. Black Cleaver provides the Phage passive, allowing you to keep at enemies during duels, provides AD, health, and a lot of CDR (which works excellent on Sett) and can reduce an enemy's armor by 24%. That's quite a lot, and when you have an ally with lethality on your team, this item will allow them to maximize their damage output. Similarily, if you are running Hail of Blades, you'll be able to get full stacks on an enemy very fast and make their effort of building Armor go waste. If you run Black Cleaver, consider getting Blade of the Ruined King second to continue the Bruiser path.

Second Item
Note Rush Phage

Black Cleaver
This is a very viable Second Item option. Trinity Force is the more offensive option, but there are a few things to consider about Black Cleaver. First, it has a lower price point. If you're behind, you should consider running this so you can finish your build quicker. Second, more health and so more survivability. Third, no AS. This means you'll probably rely on your allies for damage, so it's a good idea to buy this if your team is ahead. Lastly, the passive does a number to tanks and how useful they are, so run Black Cleaver against a high-armor team. If you are running Hail of Blades and there are enemy tanks (getting Armor), then definitely run Black Cleaver for its passive. You'll get the full stacks VERY quickly.

Trinity Force
You can buy both Black Cleaver AND Trinity Force, but at that point, you'll be somewhat more of a Juggernaut- I'll cover this in the Juggernaut items section. Regardless, this is the item you want to run into squishies. The Spellblade passive increments your damage quite a bit which allows you to take down targets faster, with your Knuckle Down(Q) first attack dealing a lot more damage. Be aware of the high price point causing the rest of your build from being delayed and that you will lose 350 gold worth from the +250 mana stat, as Sett does not use mana.

Finishing Items (3rd & 4th)

Sterak's Gage
Sterak's Gage is an excellent item to take, mainly because of the Lifeline passive. This will proc as you take damage and stack up Grit, and the tenacity allows you to keep at enemies and actually cast your Haymaker(W) as many times you'll be CC'd. You will definitely want to take this third or fourth depending on your preference. I generally like Sterak's third as it helps to fight many champions at once and survive. Furthermore, the price point is lower than Death's Dance, your other option. Into AP-heavy comps, you can instead take Maw of Malmortius.

Death's Dance
Death's Dance is the more expensive finishing item, but the stats are very good. It's 88% gold efficient without the passives, which is pretty good, but with the passives, it's broken. When taken with Triumph, Sett is able to survive in many sticky situations in team fights as he heals up, and the damage cuts into the Haymaker shield, which makes it even better. There's no question about whether you should take this as a Bruiser, all the stats are good for Sett and the passives are also great. You will be healing somewhat from your Haymaker(W) punch, too! Awesome!

Final Item

Thornmail
Build Thornmail if you want to mitigate the healing of an enemy AD champion. It's defensive, and that's good- you want a defensive item as your final item so you don't get popped. Trust me when I say that the amount of healing is unreal in the game. Run Thornmail into champions like Renekton, Master Yi, Darius, Fiora, Kayn (red), Olaf- you get the idea. If you built Bramble Vest, it's probably a good idea to upgrade it.

Mortal Reminder
This is your offensive anti-healing option, and it also shreds tanks due to the Last Whisper passive. It's not a terrible option, but it's full offense so you might end up dying more often. You can take this into tanks like Dr. Mundo as well as hyper-heal enchanters like Sona, Yuumi, or Soraka, as well as champions like Sylas who'll do magic damage but not proc Grevious Wounds from Thornmail. The main reason you want this is for anti-healing!

Spirit Visage
This item works excellent into AP-heavy teams, or if the champion carrying the enemy team is AP. The healing increase amplifies Death's Dance's healing, which works great, but it's also important to realize that Sett doesn't heal much aside from that. If you have an Ocean Soul, then you have a good reason to buy this. Similar if you have a healer on your team.

Adaptive Helm
This is your mage-counter or Teemo counter. If Teemo is ahead and you think he's doing the most damage, run Adaptive Helm- it upgrades from Spectre's Cowl, which is great. It'll basically reduce his burn damage by 20%. Beyond this, it's good against the following champions: Brand, Katarina, Rumble, Fiddlesticks, Syndra, Taliyah, Ziggs, Mordekaiser, Malzahar, and Cassiopeia. The list is pretty specific and you should mainly be considering it if one or more of the above champions is fed.

Mercurial Scimitar
Take Mercurial Scimitar into Long-CC-Heavy comps. You should buy this only for the passive, meaning you should purchase Quicksilver Sash and that should achieve your purpose- you simply upgrade it for the bonus stats once you're overflowing with gold. It does cost quite a bit, and there's only a few champions you want to take this into: Morgana, Mordekaiser (for his ultimate if you lose to him), Malzahar, Ashe. I may have missed a few but this is the general gist.

Dead Man's Plate
This is your defensive armor option, especially when the enemy team does not have massive heals. Dead Man's Plate helps so much to make an engage, get picks, and go around the map. If your team is ahead AND you have turrets, then you probably need Movement Speed to traverse the map faster- this is the item for you!

Randuin's Omen
Build Randuin's Omen into AD-heavy crit-reliant champions, like Tryndamere, Kindred, Yasuo, Ashe, Caitlyn, etc. Generally, you want to be looking for 2 crit champions, however if there is one crit champion that is carrying the enemy team, then this item will still be great. The bonus health also increases the shield from Sterak's Gage.

Guardian Angel
I label this the "Solo-Carry" item, even though some might disagree, as it provides AD, Armor, and an insane Passive. Many players will likely just not try to damage you once they see that you have Guardian Angel up unless you get caught. Now the reason it's not fully solo-carry is that you generally require your team to continue the fight while you revive yourself. If you're building Guardian Angel, be sure to get Stopwatch first as it can make some really good plays (oops!- I mean a really good play).


JUGGERNAUT BUILD

Starting Items

Doran's Shield
We run Doran's Shield into every matchup as a Juggernaut, as we are running Conqueror. The sustain that Doran's Shield provides throughout trades is excellent, and this starting item allows you to lane safer and help you not die and become a burden for your team.

First Back

Tiamat
This is SUCH a good item to shove waves as well as do some good damage in trades. The wave clear this provides Sett is underrated as he's somewhat weak at clearing large waves on his own. Both autos (left punch and right punch) will proc Tiamat's cleave, so your damage output is just insane from buying this. Also, after using your Facebreaker(E), all the units around you are clustered, causing them to take max damage from your Tiamat cast. Beyond that, it's good to poke down a Yasuo to take his shield out before engaging.

Phage
Alternatively, you can run Phage, which will allow you to stay on targets and last-hit minions safer. It's a matter of preference, really. Phage will build into your next item, so you will get your first powerspike sooner.

Boots

Ninja Tabi
Ninja Tabi works well if the enemy top laner is AD or attack-reliant. Champions like Vayne, Fiora, Renekton, and Jax to name a few.

Mercury's Treads
Mercury's Treads is generally a better buy since the passive helps Sett more. Sett suffers to crowd control, so if the enemy team has any at all, you should be asking yourself if it is OK to buy this item. If your enemy laner is AP, then you should run Mercury's Treads- Teemo, Vladimir, and Mordekaiser to name a few. If you won early and you don't think that AD is a threat, especially not from your laner, and the enemy team has some CC, then go Mercury's Treads instead. Last scenario is if the enemy laner is a CC-heavy tank. Maokai is a good example.

First Item
Note Rush Phage if not already purchased.

Black Cleaver
This should be your general go-to First item for Juggernaut. Black Cleaver has a lower price point than Trinity Force, and as a Juggernaut, it's a good idea to get as many items down as you can. Also, Black Cleaver gives more health and so more survivability. However, no AS, meaning you'll probably rely on your allies for damage, so it's a good idea to buy this if your team is ahead. Lastly, the passive does a number to tanks' usefulness, so excellent choice against tank.

Trinity Force
Trinity Force is the item you want to run into squishies. The Spellblade passive increments your damage quite a bit which allows you to take down targets faster, with your Knuckle Down(Q) first attack dealing a lot more damage. Be aware of the high price point causing the rest of your build from being delayed and that you will lose 350 gold worth from the +250 mana stat, as Sett does not use mana.

Second Item

Sterak's Gage
Sterak's Gage is an excellent item to take, mainly because of the Lifeline passive. This will proc as you take damage and stack up Grit, and the tenacity allows you to keep at enemies and actually cast your Haymaker(W) as many times you'll be CC'd. A last reason to consider buying this is that you'll be able to stay alive while multiple enemies focus you. Into AP-heavy comps, you can instead take Maw of Malmortius.

Trinity Force
You can buy both Black Cleaver AND Trinity Force (vice versa- if you started Trinity Force, you can now get Black Cleaver) to peak at 40% CDR with just 2 items. That's quite insane, and I know I say insane a lot, but it really is. You're getting two Phage passives, but the cost of the passive is a meager 200 gold. Meanwhile, you excel at taking down squishies and shredding tanks. Be sure to get Sterak's Gage later if you do this.

Third Item

Titanic Hydra
Now, we finish the Tiamat item. There's really only two options however Titanic Hydra makes more sense. Titanic Hydra is a more defensive item. If you're ending with health (as your final item) and have Sterak's Gage, you should definitely run Titanic Hydra as it'll deal a ton of damage since it scales with health. Titanic Hydra is definitely the more defensive option, and I personally think it's a better one, as well. Ravenous Hydra doesn't provide defensive stats, but instead Life Steal, which is AD-reliant. As a Juggernaut, you will probably be doing the most damage with your Haymaker(W), so it's not an excellent option, but it might be worth considering.

Final Items (4th & 5th)

Thornmail
Build Thornmail if you want to mitigate the healing of an enemy AD champion. It's defensive, and that's good- you want a defensive item as your final item so you don't get popped. Trust me when I say that the amount of healing is unreal in the game. Run Thornmail into champions like Renekton, Master Yi, Darius, Fiora, Kayn (red), Olaf- you get the idea.

Death's Dance
Death's Dance is the more expensive final item, but the stats are very good. It's 88% gold efficient when passives aren't taken into account, which is pretty good, but because it has passives, it's absolutely insane. When taken with Triumph, Sett is able to survive in many sticky situations in team fights as he heals up, and the damage cuts into the Haymaker shield, which makes it even better. All the stats are good for Sett and the passives are also great. You will be healing somewhat from your Haymaker(W) punch, too! The expensive item makes it also a decent finishing item as ending with an expensive item will logically give you a ledge.

Spirit Visage
This item works excellent into AP-heavy teams, or if the champion carrying the enemy team is AP, but the Juggernaut Sett won't have much healing to amplify. The item is almost 100% gold efficient on its own, which is why it's listed here, but think twice before going for it. If you have an Ocean Soul, then you have a reason to buy this. Similar if you have a healer on your team.

Adaptive Helm
This is your mage-counter or Teemo counter. If Teemo is ahead and you think he's doing the most damage, run Adaptive Helm- it upgrades from Spectre's Cowl, which is great. It'll basically reduce his burn damage by 20%. Beyond this, it's good against the following champions: Brand, Katarina, Rumble, Fiddlesticks, Syndra, Taliyah, Ziggs, Mordekaiser, Malzahar, and Cassiopeia. The list is pretty specific and you should mainly be considering it if one or more of the above champions is fed.

Dead Man's Plate
This is your defensive armor option, especially when the enemy team does not have massive heals. Dead Man's Plate helps so much to make an engage, get picks, and roam around the map. If your team is ahead AND you have turrets, then you probably need Movement Speed to traverse the map faster- this is the item for you!

Randuin's Omen
Build Randuin's Omen into AD-heavy crit-reliant champions, like Tryndamere, Kindred, Yasuo, Ashe, Jhin, etc. Generally, you want to be looking for 2 crit champions, however if there is one crit champion that is carrying the enemy team, then this item will still be great. The bonus health also increases the shield from Sterak's Gage.

Guardian Angel
The revival can really help as you'll take a TON of damage. Furthermore, your Haymaker(W) might just come off cooldown, making you win a fight. This is the "peel more" item, as opposed to the solo carry item in the Bruiser build, as you come back to life mainly to tank more damage, not deal more. Many players will likely just not try to damage you once they see that you have Guardian Angel up unless you get caught. Keep in mind you require your team to continue the fight while you revive yourself. If you're building Guardian Angel, be sure to get Stopwatch first as it can make some really good plays (oops!- I mean a really good play).
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ABILITIES

PASSIVE ABILITY
Pit Grit

Passive Heavy Hands: Sett switches between Left and Right Punches, beginning with a Left Punch. The Right Punch follows the Left Punch in quick succession, granting Sett increased attack range dealing bonus on-hit damage on that attack.

Passive Heart of the Half-Beast: Sett gains bonus health regeneration based on his missing health.

Pit Grit is what makes Sett deal such an insane amount of damage and give him a ledge on a majority of the top-laners, including meta top laners. Think of Master Yi's Double Strike, except it occurs EVERY attack, the second attack deals BONUS damage as opposed to reduced damage. Of course, Sett requires 2 autos as opposed to Master Yi's one auto, but the bonus range it grants allows you to keep at them.
Q
Knuckle Down

Active: Sett gains MS while moving towards enemy champions. Sett's next two basic attacks deal bonus physical damage based on the target's maximum health.

This is Sett's bread-and-butter ability, and one of his main damage outputs in the Bruiser Build. It's so incredibly strong when you start max-ing it, with a mere 3 second cooldown at level 9 with 40% CDR.
You can use Knuckle Down to threaten an engage and put pressure on the enemy team, forcing them to back up a bit. You can also use it to chase, engage, etc. However, the most effective use is during fights as you can reset your auto.
There is implicit synergy with Pit Grit and Knuckle Down. The next two basic attacks should be a Left Punch - Right Punch, which should go across VERY fast.
The ideal combo would be LP-RP-Q:LP-Q:RP. LP is left punch, RP is right punch. As soon as your second auto, the first right punch triggers, use Knuckle Down to reset your Auto Attack timer and maximize your damage output. Use it as soon as your Right Punch lands.
W
Haymaker

Passive Grit: Sett stores damage he takes as Grit, up to a cap of half his health.

Active: Sett expends his Grit, gaining a shield and dealing physical damage to enemies in an area. The damage and shielding scales with Grit. Enemies hit in the center take true damage instead.

Probably one of the most tilting abilities in the game, aside from Teemo's whole kit. You can gain a MASSIVE shield through this ability and are able to deal MASSIVE true damage.
This should generally be a defensive cast, however in duels, it may also work well as an offensive one. Conqueror goes well with Haymaker as you'll stack up Grit throughout the extended trade, and then are able to expend it. They're both great in extended trades.
In a losing lane, you're going to want to use Haymaker to defend yourself. Either that, or you can use it to poke the enemy, much like Mordekaiser's Q at a smaller scale.
It's best to wait for your Grit to fully stack up and flash Yellow before using it, although many players know to disengage before this happens. It's important that you make use of the shield as well, so don't be casting a maxed out W while they are running away or disengaging. Use it when you think the trade will end SOON, keeping in mind that Haymaker will probably make them rethink whether they want to continue fighting you. Around 70% into the trade is the ideal cast, and try to fit in an auto attack before casting.
It's important to understand that Haymaker is one of your essential defensive tools. Prepare yourself to be harassed while it's down.
You can use the center of Haymaker to zone off opponents, but you generally want to aim the center into where they are OR where they are walking (get accustomed to their playstyle).
You can Flash during the cast of Haymaker to change the area of damage, much like how you can with Aatrox's Q's.
E
Facebreaker

Active: Sett pulls enemies on either side of him, dealing physical damage and briefly slowing them. All enemies are stunned if he grabs at least one enemy on each side.

After using Facebreaker you will focus (AA) an enemy champion if they are hit. It's a great ability to engage smaller skirmishes and even some fights. Keep in mind that the range of Facebreaker is smaller than that of almost every marksman. It is 490, and a low-ranged top laner like teemo will have a range of 500. You can simply use Knuckle Down to close this gap, but many experienced players will kite you.
R
The Show Stopper

Active: Sett grabs an enemy, suppresses them, carries them forward, and smashes them down. Enemies in the impact area are slowed and take damage that increases based on the target's bonus maximum health.

Ever looking for that champion with a hard engage? Well, here it is. Sett's The Show Stopper is one of the most underestimated engages in the game. What's even better is that it has a AOE slow, AOE damage, and a suppression. And point-and-click!
In lane with Phase Rush, you can rapidly reposition yourself and smash your opponent into your wave or even your own turret, almost guaranteeing a kill. Similarly, you can do this to catch enemies out.
During team fights, the main idea would be to carry forward a juggernaut/tank/frontliner and slam them into the backline. It's not uncommon that the squishies will take half of their health from this ultimate.
If you engage with this, you want to use Facebreaker shortly after (not instantly) after they start to run. The slow lasts 1.5 seconds, so you would generally want to do it around then.
You can also use this in duels or skirmishes that you are losing simply for an escape or to suppress an enemy.
As a final note, your dash BEFORE you grab the enemy can cross walls, however after grabbing them, you will collapse with them on terrain.
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D (FIRST SPELL)


Flash
Flash
No question or dispute about this summoner spell, Flash is the strongest summoner spell on a majority of champions, Sett included. There is no "substitute", it's unique and allows for play making potential like none other.

F (SECOND SPELL)


TELEPORT
Teleport
Absolutely excellent in many cases for example to get back to lane (preventing your turret from taking damage AND preventing you from missing CS), get to other lanes for a flank/roam, get to other lanes for a fight, or teleport to secure a Dragon . Sett's offense is already strong and this allows him some utility and map agency. While ahead, he can easily shove the wave into the enemy turret and then teleport to another lane to help them win. While behind, he can teleport back to lane, staying in the CS-game. This is a "safer" pick, however is harder to use and easier to waste (or just not use).

IGNITE
Ignite
The emerging meta of healing with items such as Death's Dance has made anti-healing almost a must. Ignite helps you save on costs so you don't HAVE to run Executioner's Calling (might still be a decent idea in certain matchups). Regardless, most top laners you struggle with have some form of healing or sustain, which makes it difficult to fight them. Ignite helps with kill pressure, secure kills, and its low cooldown synergies well with Nimbus Cloak. Low cooldown- you can use Ignite twice and still have time to spare against someone running Teleport. All-in-all a more aggressive spell that I would highly encourage you take.

GHOST
Ghost
People run this to aid in mobility or close gaps, but in reality, you don't need this. Sure, it might help, but with Knuckle Down, you're already pretty decent. I'm not encouraging anyone to run this rune, but feel more than welcome to experiment in normals and see if this works for you. You could run this into Darius if you're uncomfortable dueling him, but you should still win if you follow this guide. I personally don't like the new cooldown of 210 seconds, you'll have a harder time against people running Ignite, and I would list Teleport as a better option than this.
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BEFORE GAME
Make sure you have the cheat sheet here pulled up! It's best to be ready when the game starts as opposed to rushing things up when the game starts.
Also be sure to have about 45 minutes allotted for the game! If you don't, then don't play (or play ARAM).

LOADING SCREEN
So I'd just one thing, not to rely completely on it, but for a guide.
What keystones are the enemies running -- are there obvious deviations? What does this tell you about their playstyle?
This is the idea of Conqueror vs. Predator on someone like Hecarim, or if you see a Darius running Hail of Blades. Also look out for Fleet Footwork, the people running this generally want a safe early game to scale. Possibly means they will play passive. The opposite I would feel are most of the keystones in Domination.
As you can see, this by itself should tell you PLENTY. It also gives you some insight on what they will build! For an obvious example, take a Neeko running Press the Attack (I know this lost popularity) instead of something like Arcane Comet or Electrocute.

GAME START
Watch for invades! Especially against champions like Rengar, Blitzcrank, etc., be ready to rotate if necessary. Place Buff Safety wards if necessary, depending on your Jungler's preference.

EARLY GAME
Early game, you want to maximize pressure on the enemy laner and get yourself as much of a lead as you can. Main way to do this is through CSing, which I explain in a section below, however there are further strategies you can make use of. For example, you can Cheese the enemy laner if you are on Blue Side, waiting in the tri brush, which I explain in the next section.
In lane, you want to be initiating trades whenever Hail of Blades or Phase Rush is up (if you are running Conqueror disregard) as well as most of your kit. Make skirmishes while you have appropriate vision to do so. Remember, with Hail of Blades you want SHORT trades (no more than 6 autos, abilities, etc.) and with Conqueror you want LONG trades. Phase Rush is rather flexible as you can chase as well as disengage with the bonus MS, however your main priority is activating that. Use your Haymaker(W) near the end of the trade to even the trade out or make it in your favor- make use of the shield, though! Shield is valued more than damage. I talk more about trading in the "Trading" section following "Wave Management"
Set yourself up for the mid and late game through CSing. Kills should come naturally and not be forced, meanwhile you want to pressure the enemy so they miss CS and experience.
Your first back should be at 1600 gold. This translates to around 5:30-6:00 in the game. It's best to have your wave pushed when you do so so you won't miss CS. 6:00 is longer than normal champions, and it's OK to back earlier if you are uncomfortable or low on health. Bilgewater Cutlass INSANE to have on your first back.
Last for this section, a few warnings.
Be aware if you're Blue side vs. Twitch, you're 90% going to get lvl-2 ganked.
Most Junglers that start Bot-side will complete their first clear and look to gank Top around 3:30 to 3:45 on their first clear.
Make sure to back only when your wave is pushed (unless you have Teleport & it is up), otherwise you'll lose CS and your turret will take damage. Even further advanced, look to back after clearing the wave with the cannon!

BLUE SIDE START, CHEESE
Do not engage until they enter the brush. Wait till 1:47ish before going back to lane to get the first minions. If they are there, then you want to get as much damage down as possible. If you're running Phase Rush or Conqueror, start Knuckle Down(Q)- LeftPunch,RightPunch,Q(reset AA timer),Left,Right. If you're running Hail of Blades, start Facebreaker(E)- complete at least 2-4 autos, and then Facebreaker(E) when they are running away to continue attacking them. If they Flash, let them be, pressure them (don't AA, just walk) to put them under turret, and get experience from the first 3 enemy minions dying. If they are not there, you can simply start Facebreaker(E) and note the enemy jungler started Blue.

CS'ING
CSing is the process of killing minions for gold.
The gold is often underestimated. Casters (Ranged minions) grant 14 gold, Melees grant 21 gold, and Sieges (Cannons) will grant 60 gold early game. If you're unable to get a minion in a wave, you want to prioritize in such Siege (Cannon) > Melee > Caster (Ranged) to maximize your gold input.
Throughout the early game (until 15:00 minutes) the average possible Gold in a single wave is 125. That's a lot.
The first wave of minions will meet at roughly 1:50 minutes in the game, spawning at 1:05, and then subsequent waves spawn every 30 seconds after. Every 3 waves will contain a Siege (Cannon) until 15:00 minutes, where every other wave will spawn a Siege (Cannon), until 25:00 minutes, where every wave will spawn a Siege (Cannon).
After 1:50, everyone will generate 122.4 gold per minute naturally. Back to the gold costs, with 2 waves spawning every minute, you can get up to 250 gold from minions, resulting in 377.4 gold per minute.
Impact of CSing (Gold Calculations)

Your goal, a realistic one, should be a minimum of 70 to 75 minions at 10 minutes for those who run Ignite, and for those who run Teleport, you're likely to get an extra wave or so, so you should have at least 80 CS at 10.
To get all 3 melee minions in the first wave, you want to LeftPunch-RightPunch one melee minion on the side when it has less than 30% of its health, then LeftPunch the next at rougly 15% of its health, and RightPunch the last one. You'll almost never lose the first 3 minions this way.
Continue to CS! There's no reason to stop, consider it an "investment" of time and effort for you to absolutely dominate in the late game team fights. Players who focus on CSing well over kills, especially in the early game will score more multikills and carry games easier. If you can do both, well, you've mastered the game!

WAVE MANAGEMENT
I wouldn't consider myself too great at explaining wave management but I know a pretty good amount, I'd say.
You want to be positioning the wave in a way that is optimal for you. I'd recommend watching a video on how to control waves, including what Freezing is, etc. Here are a few clips that I just found that can help:
https://www.youtube.com/watch?v=V8RxGZ5OPMs (skip to roughly 8:00)
https://www.youtube.com/watch?v=zd0boZQkyuo (skip to 0:30)
https://www.youtube.com/watch?v=Q7QXeujR5XA (skip to 1:00)
NOTE: Some of these are outdated.
Think of the minions as having a sort of "Equilibrium" until they are affected by champions. They'll indefinitely fight each other, push minimally, etc.
Now you can break the equilibrium by damaging the enemy wave and give the lane "Momentum". I know it sounds stupid, but it's a very accurate word. The more damage you do, the more the wave pushes (as it has more "Momentum"). Even if you do the slightest damage, say just one auto attack, it will cause the wave to push, however at a slower rate. Similarly, if the wave is pushing to you, you have to match that "Momentum" to stop it from pushing. Momentum is measured in the amount of minions and type.
The further you push, the more vulnerable you are to ganks and roams.
Also note that the further you push, the harder it is to score a kill, especially while you don't have a lead.
This doesn't mean that pushing is bad. The game is very meticulously designed. High risk high reward is something that fits this relatively well. You receive more experience and CS while pushing the wave. You also can damage the enemy turret, either yourself or with your minions. This allows you to get plates, resulting in more gold. Additionally, the enemy laner will have a harder time CSing under turret, and that's not because they're bad, it's because it's generally harder to.
For those who don't know: A melee minion takes 45% of its health per auto attack. Therefore, 2 turret hits and 1 auto attack will kill it. A caster minion takes 70% of its health per auto attack- so 1 turret hit and ~2 auto attacks.
Dealing AOE damage will push a wave rather than simply using auto attacks. For Sett, that's his W and E. Additionally, Tiamat if you run that (Juggernaut build).
While an objective is up, make as much map pressure as you can. You can do this by shoving, pushing the wave as fast as you can. This is especially prevalent if the enemy laner has left lane. You'll get a lead, but this is a little "selfish" as your team will fight a 4v5 and likely lose it. Your next option is to shove and leave to match the enemy laner and 5v5. You'll be late to the fight, especially if the enemy laner used Teleport and you don't have it/didn't. Your third option is the most optimal, and is if the enemy laner is still in lane. Shove the wave and then leave, forcing your enemy laner to push back, resulting in a 5v4. The enemy laner is unlikely to make it to the fight in time unless they let the wave crash.
Keep in mind this can happen to you, as well.
Here are tips to shoving:
  • Focus the caster minions.
    They are squishier, and deal more damage.
  • Use AOE abilities
    Use W and E if it is safe to do so. Use Tiamat if you run it.
  • Stun the minions, especially Casters.
    Use your E to do so.
  • Take aggro from minions, especially casters.
Here are a few scenarios of what you should do in certain situations regarding the wave etc.
I'm ahead, but my wave is pushed, and I do not want to be continuing to push as the enemy laner is playing too safely
Establish Deep Vision in the enemy jungle. See next section.
I'm behind, my wave is pushed, and the ahead enemy is freezing the wave near their turret.
Try shoving the wave, or asking your jungler for help in shoving the wave. The wave will reset near the center of the lane after a short delay. See if you can roam during this time.
I'm behind and the ahead enemy laner is persistently pushing the wave into my tower, and poking me- I'm losing CS and cannot back.
Make sure you have Doran's Shield. Try forcing a fight and/or using The Show Stopper to dunk the enemy into your turret. Try your best to shove wave in either case, and continue to shove.
My wave is pushed to the enemy turret and Deep Vision tells me that enemy jungler is coming top.
Back.
I'm low on health, while my opponent is not, and my wave is pushed.
Back. If you do not have gold, see if a Honeyfruit is up in the topside river and go to that to refill your health.

TRADING
Your trades become freakishly positive if you're able to walk up to the enemy without using Facebreaker(E).
If you save your E, then you can auto, and when they start to run away, use your E to pull them back in to keep at them. This type of trade should look like Left-Right-Q[reset auto]-Left-Right-E[stun if possible]-Left-W.
If you don't save your E, try your best to at least get a stun. This way, you'll still have done some damage. This type of trade should look like E-Left-Right-Q[reset auto]-Left-Right-W.
Try saving your Haymaker(W) until the enemy is about to disengage or your Grit is full. Notice the "about" in "about to disengage"-- your W should force them to disengage, but also try to make use of the shield. You can get a free W-center if you stun the enemy with your E.
In ranged matchups, you can use your Knuckle Down(Q) to close the gap and then E, as your E range is 490, while most ranged champions have ranges of 500-600. If you have Bilgewater Cutlass, you can gap-close with that instead. But most times, you won't be able to just walk up. Furthermore, your W has a range of 790, so you'll be able to easily land it on most champions who do not Flash.

ROAMING WITH Teleport
Your general goal for roaming with Teleport is to get Bot Lane after the enemy bot lane engages on yours. Like this, you become ahead in numbers and logically win the fight. Now, that's not to say go ahead and TP at any time. You want to see if you can Teleport after the enemy team use their mobility for an engage.
Ideally, you want to come from behind. Like this, you can easily use The Show Stopper(R) to pick an enemy up (preferably the ADC) and slam them right next to your allies so your allies can focus them.
Most Teleports should be coming from wards that are on the enemy team's half of the map, or minions if the enemy team is extended (pushed too far).
You can also Teleport for Dragon fights. With the meta (explained in the next section), objectives are of the utmost importance and it's important to secure them. You do this by winning a fight, or just scaring the enemy team off, and your presence will do that.
You should look to flank with Teleport, but not risk getting caught out.

MID GAME
In the Mid Game, you want to be playing for Souls. Souls are the current wincon for 90% of the games- yes, the winrate is really that high. Killing 3 dragons results in a ~80% winrate (https://www.leagueofgraphs.com/rankings/drakes). That along with baron, which gives you over an 80% winrate as well. If you have Teleport, you want to split in the Top Lane, especially if you can win a 1v1. If you do not have Teleport, you need to shove Top and then rotate closer to Drag, pushing the Mid Lane, etc. It's a better idea to be pushing Bot Lane instead of Top in this situation so you can rotate faster. Keep in mind it's a lot easier to overall win drag fights when you have prio on all lanes. Even if you do not get the dragon, you'll likely get one or two turrets, and you if your team survives but gives the drag, you can push the waves even further.
Sometimes it's worth it to completely isolate yourself, especially if your team is doing well, and split push. See more in the Split Pushing section.
Most times, however, you should be there to assist fights, peeling for your carries with your Facebreaker(E) and The Show Stopper(R). In many cases, use your ultimate to CC a high priority target, but you can make the most out of it if you use it on a tank. Also note that if you are focusing that high priority target, you don't want to ult them away from your team, but somewhere where you team can follow up.

SPLIT PUSHING
Split pushing is GREAT to snowball leads, and should especially be done when your team is self-sufficient (they are somewhat aware of what they are doing, able to pick fights wisely and win them, and not get caught). Let's first talk about what split pushing is, though.
Split pushing is commonly confused with pushing a side lane. Pushing a side lane is not split pushing, and split pushing incorporates pushing a side lane.
Could you split push mid? - Well, technically, you could, but it's not really logical. Split pushing is best done in a side lane.
Split pushing comes from the logic of numbers. It revolves on you pushing a wave in a side lane, however has some strategy involved. Most split pushers are good duelists, and may even be able to 1v2- or at least survive this. You have 4 members on your team, and then the enemy team has their top laner and 4 additional members. It's not necessary that they will send their top laner to match your split, which means them pushing the wave back towards you or protecting their turret, but they almost generally will send someone. If they don't, then you can CS freely AND get turrets, or possibly even an inhibitor! If they do, you want to try to force a fight IF you can win it, which you should be able to. Then you can continue to CS freely AND get turrets, or possibly even an inhibitor!
Now, this sounds almost like just pushing a side lane, but you need to be cautious while doing so. You should be checking the minimap VERY often to see if enemies are missing. If that's the case, they're probably coming FOR YOU!
In this case, back off! You can take some camps in the enemy jungle if it's safe to do so, or you can simply reset. It's actually a great idea to go invade the enemy jungler for camps every time you clear a wave. This way, you can also see how the enemy team will react. If no camps are open, establish Deep Vision if it is safe to do so. Deep Vision will give you an advance when an enemy is coming to you. I cover this in the "Warding" section.
When they send more than 1 person to deal with you, you want the rest of your team maximizing map pressure. Make it very clear- all 4 of your teammates should be pushing OR taking an objective, however not necessarily taking a fight, unless if it's positive in numbers for them. When I refer to numbers, I refer to the number of allies/enemies alive, ready, and present.
Like this, even if you do get caught or die to the hands of multiple enemies, you'll end up allowing your team to take a turret or an objective.

LATE GAME
Most Sett players will begin to fall off. The only way you can prevent yourself from falling off is CSing! As the game progresses, your CS/min should RISE, not FALL. It does seem to happen naturally that it falls, but try your best to keep those numbers up. More cs = more gold = more items = easier kills!
The most important thing in late game are objectives. Turrets, inhibitors, dragons, barons. They raise your winrates insanely! Don't be taking these at the risk of dying, however. Your best bet is to push lanes as far out as it is safe, establish vision without "Vision Flooding" (ward every other brush, if that makes sense) and make good fights. Use your The Show Stopper(R) on high priority targets or tanks.
Get picks, and don't get picked. Stay appropriately close to allies, especially when going into a dark area. Run Farsight Alteration if no other ally is running it/using it so you don't face check brushes and get caught. Sweep often if you have Oracle Lens, which may allow you to get a pick, allowing you to win the subsequent fight, or get an objective.
The Elder Dragon is perhaps one of the most powerful things to ever exist in the game. If you killed the enemy jungler and the Elder is up, try to get it. If you're on Red Side, pull the dragon out, but not so much that you lose aggro.
Baron is also incredible to give your team a lead and push. It's always a great idea to back as soon as you kill the Baron Nashor.
Your main objective is to close out the game- however necessary. Sett's not great at backdooring, especially without Teleport, so keep that in mind while playing.
Your ultimate can be a game changer, but main thing is: Pick or Get Picked. And how do you Pick and prevent yourself from getting picked? Well, VISION! You can sweep to Pick, and ward to prevent yourself AND ALLIES from getting picked. Bait out objectives if you're in an optimal spot that's sweeped, but never stay too grouped for the AOE kings & queens.
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IMPORTANCE OF VISION
A major part of the game is vision. Vision helps you react to ganks, roams, potentially saving yourself from a difficult situation. By doing so, you may save a summoner spell or even yourself from dying, which is TERRIBLE as it gives the enemy team gold, while they are able to do what they want with the wave, including taking Turret Plates, giving them a further lead. Enemies with a lead may end up snowballing as they can continuously win trades. So let's prevent that from happening in the first place.

EARLY GAME WARDING AREAS

Here's an image of the top lane, disregarding the Season 10 map changes. Dots represent different things for each side.
For the BLUE side:
The YELLOW dot represents where you should place a Control Ward, especially when the wave is in the center of the lane.
  • Attempt to place the ward slightly further in the brush towards the river when you won't risk losing CS. Like this, the enemy laner will have a harder time clearing it and you'll get a slightly more vision in the river.
The RED dot represents where you should place a ward WHILE pushed, OR if the enemy jungler is Kayn, Fiddlesticks (post-6), or Zac and the wave is at the center of the lane.
  • If you are consistently winning trades and keeping the wave shoved, keep a Control Ward here instead.
The PURPLE dot represents your deep vision ward.
  • When you have the wave pushed, but the enemy laner is there or you aren't comfortable with damaging the turret, you can instead go in the enemy jungle to get deep vision, giving you a great advance on when the enemy jungler is coming towards you. It's better if you can get the enemy Red buff in sight as well, in case your jungler is looking for a steal OR looking to take a dragon while the enemy jungler takes red.
  • When you take first turret and continue pushing along the horizontal stretch, you'll want to keep a ward in this brush, however not necessarily with the Red in vision.
  • An alternate position is where the Blast Cone near the Rift Herald is.
The GREEN dot represents your general ward position while the wave is in the vertical stretch after your Outer has fallen.
  • You can ward here if your Outer is still up, but the wave is at turret and you worry about getting dived.
  • You should keep the wave pushed, however if you are losing lane, this is your next warding position.
  • While splitting bot, the OPPOSITE brush (the tribrush near enemy Blue) should be your warding place.
The BLUE dot represents your Buff-safety ward.
  • Many junglers who are reliant on blue will have their blue stolen. Good idea to ward at 1:40, fake a leash, and rotate when you see the Blue being stolen (if your jungler/midlaner is on their way!). Also prevents your Jungler from tilting.
  • If your wave is pushed to your Inner, along with your Mid wave, then you can place a ward just a little below that, just below the brush near the Blue Buff.
The PINK dot has no significance.

For the RED side:
The RED dot represents where you should place a Control Ward, especially when the wave is in the center of the lane.
The YELLOW dot represents where you should place a ward WHILE pushed.
  • If you are consistently winning trades and keeping the wave shoved, keep a Control Ward here instead.
  • Attempt to place the ward slightly further in the brush towards the river when you won't risk losing CS. Like this, the enemy laner will have a harder time clearing it and you'll get a slightly more vision in the river.
The PINK dot represents where you should instead place a regular Warding Totem while your wave is either in the center of the lane or pushed ONLY WHEN THE ENEMY JUNGLER IS Zac, Kayn, or Fiddlesticks (post-6).
  • Simply ward from the Top river brush, across the wall.
    The BLUE dot represents your deep vision ward.
  • When you have the wave pushed, but the enemy laner is there or you aren't comfortable with damaging the turret, you can go in the enemy jungle to get deep vision, giving you a great advance on when the enemy jungler is coming towards you.
  • When you take first turret and continue pushing along the horizontal stretch, you'll want to keep a ward in this brush, however not necessarily with the Red in vision.
  • An alternate position is where the river merges with the pathway to the enemy Blue Buff.
The GREEN dot represents your general ward position while the wave is in the vertical stretch after THEIR Outer has fallen.
  • If you are split pushing in the Top Lane, keep a Control Ward here instead.
The PURPLE dot represents your Buff-safety ward.
  • Good idea to ward at 1:40, fake a leash, and rotate when you see the Red being stolen (if your jungler/midlaner is on their way!). Also prevents your Jungler from tilting.

It's especially important to use Control Wards and get Deep Vision if the enemy jungler has stealth, such as Twitch, Evelynn, or Shaco (among others).

SWITCHING WARDING ITEM
As explained in the "Late Game" section of Gameplay:
Run Farsight Alteration if no other ally is running it/using it so you don't face check brushes and get caught. Sweep often if you have Oracle Lens, which may allow you to get a pick, allowing you to win the subsequent fight, or get an objective.
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Thank you for reading and special thanks to KuuHaKu_OtgmZ and Katasandra for their BBCode templates/guides that helped me with the aesthatics that are in this guide today to make the guide better view-able to readers.

If you have any questions or suggestions, please do ask or comment, and please rate this to help me improve.

This guide will be edited every patch, probably within 2 days of since when the patch came out! If not, expect a few major updates hence the reason I am not updating.

My other guide is about Amumu! You can access that HERE: https://www.mobafire.com/league-of-legends/build/giving-amu-deathmu-tank-ap-w-matchups-531668



Best of luck on the Rift!
League of Legends Build Guide Author ak521
ak521 Sett Guide
👊 10.21 SETT GUIDE & MATCHUP SPREADSHEET 👊
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