Sett Build Guide by TheInkKingLoL
[11.1] Sett Jungle Guide - New Player FriendlyBy TheInkKingLoL | Updated on January 9, 2021
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+8 Magic Resist
+8 Magic Resist
Threats & Synergies
No real dueling potential, mainly a tank with focused cc and very little damage. Very AOE, don't focus in a fight unless he has gone full AP. If he goes AP build at least one MR item.
Mundo has a slow with his Q and does really well in general. He is very tanky and heals a lot. Focus him with cc and your ult in a fight unless there is a better target (i.e. a really ahead adc).
Ekko has lots of mobility as well as good AP and his ult reset is a fight changer if used correctly. He would be worth focusing in a fight as he is usually considered a carry. Try not to ult him until he's used his ult in order to get most out of it.
Very good at dueling and has a damaging ability dodge. Her cc and damage is also very consistent. Try to avoid dueling her in the early game until you have some MR.
Strong dueling potential and can easily catch anyone out. Constantly be setting up vision with pink wards to keep track of her. She can easily get caught out though, so look for picks in fights on her as she is a huge carry with no defense system.
Fiddle has really weak dueling potential but his instant burst is really good. If you are playing into him build lots of MR and always build Merc Treads. Try and set up as much vision as possible to prevent his fears and know where he is going to be in a fight.
Gragas is very tanky but doesn't have that much mobility, especially compared to you. Not much to say here honestly. He's a very zone-heavy champion.
Graves is very powerful right now, but because of Sett's kit, he doesn't counter you very well. Just be wary of steals and dueling him, especially early game. Try and track him in his jungle and steal what you can and get him behind.
Hecarim is similar to you with his mobility and damage, and he will have some lifesteal with runes. I recommend that if you aren't banning him you build Dead Man's Plate second item and Death's Dance Third in order to have a chance at winning fights against him.
Ivern is horrible into Sett jungle. As a support style champion, he doesn't do that much damage, and because of his kit, if he so much as damages anyone, it's an easy and free pick you absolutely should go for in most situations. Invading is a little hard into him, but looking for kills is really easy.
J4 has a really strong gank, and is pretty strong early game, but towards mid game falls off against Sett jungle. His lockdown becomes useless and works against him with Sett's ult.
Jax does a decent amount of damage and has some good lockdown potential, but is not super dangerous once you get a couple items.
Karthus has a lot of damage but is easily countered with MR. Karthus also has very low mobility. Watch for his slow.
Kayn has very high dueling potential, and into Sett will likely go Rhaast. If he does, he's very tanky, has lots of lifesteal, and is very mobile. Worth a ban.
Kha'Zix is very mobile and very good at dueling. He can easily be countered if he's caught out in a fight and if you just make sure to stay close together in fights. If you feel insecure against him because of his early game then you can ban him.
Kindred's ult is a life saver for the enemy team, so watch for that, and has very good damage. Look for stealing marks and camping if you can. Easily counterganked so start moving when someone gets marked.
Lee Sin is very strong if he knows what he is doing. Very good early game, try to avoid him and keep track with vision. He has a lot of lifesteal and is very strong in both fights and duels. Worth a ban.
Lillia is similarly a tank, but with AP damage instead of cc and AD damage. Her ult can be a fight changer, but you really just need to build MR in order to counter her.
Master Yi is a very cheese champion. He's easy to master, and does a lot of damage. ALWAYS build Thornmail into Master Yi to negate his damage. He has an advantage in early game duels but really falls off in late game fights with cc.
Nidalee does a decent amount of damage in fights. Not super powerful against Sett. You could look for invades around mid game for some picks and to prevent exp gain.
Nocturne is a deceivingly strong dueler. If you can catch a Noc out in the early game however, you will likely get a free pick. If you do, continue to look for these with your defense items. When Nocturne is ulting, try to keep in mind where he might go because once he gets through his ult combo he's very weak.
Nunu & Willump
Nunu & Willump is a very dangerous champion. They have very good ganks, so always try to countergank, and their have very consistent cc. They don't really fall off in the late game, so watch for that. Definitely worth a ban.
Olaf is very strong right now with his ult preventing you cc and his very fast damage. Look to build Death's Dance as a second item and then build Sterak's Gage to be tanky but with sustain. I recommend sacrificing mobility for Conqueror runes in this matchup. Worth a ban.
Poppy doesn't really do much damage, especialy in the jungle, but does have some decent cc, so be aware of that. She will likely build either Cinderhulk or Sunfire Cape in the jungle situation so watch for that and try to keep her away from your team with your ult.
Rammus is a very cc heavy tank, but he is easily stoppable with your cc.
Rek'Sai is a very good jungler, but is about even with Sett, and is honestly pretty easily counterable. Just build to Rek'Sai with at least one item.
Rengar is a pretty strong jungler, and has some tankiness with his build path. He's dangerous in the early game but eventually can't do anything but get picks.
Sejuani is very tanky and has good cc, but isn't honestly that big of an issue and is a GREAT target for your ult.
Shaco is very dangerous in the early game with his damage and easy picks, but is honestly easily to counter him with items, and in fights you should always target him as he is a hard carry.
Shyvana is very strong right now with her recent updates and her AP damage is very good. Building MR and Black Cleaver is recommended.
Sylas is extremely powerful. He's pretty weak early game so you can take advantage of that, but is a very powerful scaling champion. Watch out. Build Black Cleaver/Sterak's Gage AND Death's Dance into him.
Taliyah is pretty weak and is bad into Sett
Trundle is a strong champion with good healing and cc. Build Black Cleaver instead of Death's Dance into him.
Udyr has fairly low mobility but his AD build is very strong. Worth a ban. Build Death's Dance into him as well as Dead Man's Plate.
Vi is fairly strong, but easily counterable with armor.
Volibear is a tank with good cc but usually pretty bad at damage unless he didn't go tank build.
Warwick is extremely powerful, especially in lower and mid elos. However, if you can hold him down he's very weak and easily counterable. In lower elos, he would be a 5 rating and should be banned.
Wukong nerfs have changed his 1v1 and teamfight ability, but he is still not horrible. Watch his movements and countergank + invade.
Recent patches have buffed Xin Zhao, he is a very strong dueler and early game player. Watch out early game, but after he's pretty easily counterable.
Zac is very strong, he is a perma-tank, and he has good cc. You can cancel his jump with your E so try to catch him with that, and he is a good target for ult. Be aware of his passive.
Orianna's abilities provide for faster move speed and allow better and healthier engages on enemies.
Yuumi is super strong and gives you a heal as well as a speed up with her E. Extremely ideal.
Also gives a speed up as well as her ultimate is fight-changer.
Very good lockdown potential as well as more AOE for the team.
A slow with abilities and an escape blocker.
The ult is an escape block but because it is an ult, it has a much longer cooldown than other abilities. Also has a slow.
Fast damage, a slow, vision, and a stun.
A good tank, but is very much the opposite of what we are looking for as a tank jungler.
Also a tank, and while has good damage, relies on the same type of thing you rely on and his engage is really not needed with Sett jungle in a standard setting.
|Hi guys, I'm The Ink King and welcome to my Ekko guide. I've been playing League of Legends for the past year and currently main jungle. I am climbing through the demoralizing environment of ranked solo queue with my Season 10 rank being Silver IV. I have experience against Platinum and Diamond players through my playing of Clash and competitive esports. If you have any questions please let me know in the comments!|
+ Powerful Skirmisher|
+ Good early and mid game
+ Strong cc
+ Strong shield
+ Several item and rune path options
- Poor late game|
- Easily kited out
- Low cross-map mobility
- Easily caught by cc
- Low base attack speed
|Sett is a decently powerful jungler right now and is an extremely powerful skirimisher. He has an especially strong mid game and will usually win fights with his cc and sustain. He also has multiple rune paths he can run, as well as multiple item options. He's a great addition for a frontline for your team.||While Sett has powerful early and mid game, in late game he tends to do more poorly. He gets easily kited out by enemies at this stage in the game. He also has extremely low mobility for getting across the map, so can have difficulty being a good control jungler. He also doesn't have a dash so gets easily caught by cc. Finally, he has a low base attack speed, so his DPS is extremely poor without items.|
|This is simply the best keystone in the Precision tree. It provides you with healing and damage and is extremely good for dueling in all stages of the game.|
|The only option in this row. Presence of Mind is useless for Sett and so is Overheal since in this scenario he is being played in the jungle. Triumph is also helpful for diving or getting kills on low HP, so take it every game.|
|Again the only good rune to take in this row. It gives you lots of tenacity, which is extremely useful in preventing deaths because of cc chain.|
|This is a very fighting oriented row and this one is great on Sett more often than not you will get below 60% HP and so the increased damage can save you in fights. Take it every game.|
|This rune helps you with fights significantly, allowing you to heal up even more. You should take this every game.|
|This rune has crazy synergy with Haymaker and if you aren't taking it then you are probably inting.|
|This is a great keystone that helps you provide a lot of utility for your team and gives you a lot of sticking power. Take this when you need to be a utility bot for your team or when you need to be able to stick to high-mobility enemies.|
|This is the only viable rune in this row, and it has a lot of synergy with Hextech Flashtraption.|
|This rune has a lot of synergy with Knuckle Down and your entire Phase Rush kit. Take this every game.|
|You need this rune to get around the map faster and to have more skirmish power against the enemy jungler.|
|This has perfect synergy with your Phase Rush runes. You can use this rune on a lot of ganks (but don't just waste your Flash to gain access to it).|
|Cosmic Insight healps with being able to use Hextech Flashtraption and any items with cooldowns more. However, if your team has some other cc then you should take Approach Velocity to make your movement utility be more effective.|
Spawn At: 1:30
Respawn Time: 2:00
Spawn At: 1:42
Respawn Time: 2:00
Buffs (Blue Sentinel, Red Brambleback)
Spawn At: 1:30
Respawn Time: 5:00
Rift Scuttlers (in river)
Spawn At: 3:15
Respawn Time: 2:30
Rift Herald (in Baron Pit)
Spawns At: 8:00
Respawn time: 6:00
Despawns at: 19:45 (19:55 if in combat)
Spawns At: 5:00
Respawn Time: 5:00
Spawns: 6:00 after a team gets 4 Drakes
Respawn Time: 6:00
Spawns At: 20:00
Respawn Time: 6:00
|Plants are stationary, neutral units with 1 health. They can be destroyed with a basic attack to trigger an effect. There are three different types of plants that will spawn in the jungle and river. Their spawn timers and locations vary slightly but for the most part they are fairly predictable. The first spawn locations for all plants are predetermined.|
Blast cones are red plants that, if you attack when a champion is within a radius of the unit, will launch the champion (yourself included if you are within the radius) in a predetermined direction. This can send units over terrain (so you can launch yourself or others over walls with it) and reveals enemy champions that get launched (this means that you can see them even in the fog of war temporarily). An indicator for landing point appears only for the player targeting the plant.
If the game is Infernal Rift (the map is changed because of an infernal soul), then additional blast cones will spawn in entrances to the jungle and in the alcoves. The locations are:
- Near each tri-brush near Gromp.
- By the Wolf Camp.
- In front of each base's gates.
- In the alcoves.
- The first inner cones initially spawn between 1:15 and 1:25.
- The first outer cones initially spawn between 5:00 and 5:30.
- The inner cones respawn between 5 minutes and 7 minutes after use.
- The outer cones respawn between 5.5 minutes and 6.5 minutes after use.
Honeyfruits are green plants that, when killed, drop 5 fruits that restore mana and health when walked over, while simultaneously slowing the champion. These are very helpful for restoring your health before or after fights (and sometimes during fights if truly necessary).
If the game is Ocean Rift (the map is changed because of an ocean soul), then additional honeyfruit will spawn in each jungle quadrant. The changes are:
- New honeyfruits first spawn 30 seconds after the rift transforms.
- The respawn times of the new honeyfruits from after the rift transforms is 2 minutes.
- First honeyfruits spawn between 6:00 and 6:30.
- The respawn times are between 5.5 and 7 minutes.
- Important Note: If a honeyfruit isn't taken before its respawn timer completes, a second honeyfruit may spawn. No more than two honeyfruits can exist per half of the river.
Scryer's Blooms are blue plants that, when hit, reveal enemy champions for 3 seconds and non-champion enemies for 12 seconds in a cone in the direction the attacker was facing. These plants are extremely useful for checking for and clearing vision in different parts of the jungle and river (specifically the pit) and to also check for objective contesting.
If the game is Cloud Rift (the map is changed because of a cloud soul), then additions scryer's blooms will spawn at the the entrances to the jungle. The locations are:
- In front of each base's gates.
- In front of each tri-brush in the river.
- First spawns are between 3:00 and 3:30, always at each quadrant's spawn point nearest to the side lanes.
- Next spawn time is at either spawn point, between 5 and 6.5 minutes after the plant is destroyed in that quadrant.
- Important note: Only one scryer's bloom can be present in each individual quadrant of the jungle.
If you've played this game before and you've ever tried to place wards, you've probably ended up dying because of it at least once. That can easily occur since you naturally want to make the dark areas of the map light. However, while you (probably) had good intentions doing this, we want to avoid dying when warding. So how do you ward safely?
To avoid this trap, when you are looking to ward you need to go through a mental checklist to decide on safety and how deep you can push into the enemies side to ward.
|1. How many, and which, enemies are missing?|
|2. Do my nearby laners have lane priority?|
|3. Where and when did I see the enemy jungler last?|
|4. Will allies be able to rotate to me if I get into trouble?|
If you have recently seen the enemy jungler on one side of the map, then that should be your cue to go in and ward in the enemy jungle. This is a very important condition unless you are extremely ahead because it will minimize the risk of getting killed simply to place a ward.
You should also look at mid priority. Does the enemy mid laner or your mid laner have priority? (This means that they are pushed up) If they do you should be careful or not go to place a ward at all. Other considerations are the champions that are being played. If the enemy laner is playing a champion that can rotate very easily (examples include Talon, Galio, and Taliyah) then you might not want to go ward unless you know they just recalled. This also applies vice versa for champions on your team.
The main thing to consider when going to ward: Will I die if I run into the missing enemies? If you will then don't. If not, then you are clear to do as you wish. You may make mistakes sometimes, but we are only human, and so this is normal. The main thing to remember is to learn from these mistakes.
Level 1 Wards
These wards can be crucial to place in the early game. It gives you information about the enemy junglers pathing, as well as potential invade information. It isn't necessary to place this ward every game, but it can be extremely useful, and I recommend especially against powerful early game junglers like Graves.
If you place your ward from the time frame of 0:45-0:50 you can recall and buy Oracle Lens (for ganking and vision clearing) in time to get back to your starting camp when it spawns. However, you can start recall at 0:50 and place a ward at 0:56 in the middle of your recall to get the maximum value out of it.
||Level 1 Wards: Pixel Brush|
|This is one of your options for an early ward. It helps gives you information about enemies invading early into the match as well can help alert your laners about level 2 ganks. However, while this is a good warding location, it does not give as much information as you could get out of a level 1 ward. It depends on the situation though, so if you are playing against a level 2 ganker or the enemies won't let you ward raptors you can place your ward here.|
||Level 1 Wards: Raptors|
|This is the best level 1 ward you could place. It gives you information on the enemy junglers early clear path. The best way to make use of this is to check which lane leashes their jungler (they will be late to lane) and then keep an eye on your ward if it is on the side where they started. If they started on that side but don't walk past the ward then they likely went to Krugs, which is still useful information for you.|
|This trinket is your starting trinket and has a cooldown of 240 - 120s per charge (this decreases with levels). This trinket provides vision for a large area, but only provides vision of bushes it is in.|
|This trinket sweeps for enemy wards within a large detection radius, with a cooldown of 90 - 60s (this also decreases with levels). It will deny the vision of enemy wards it detects until the ward is no longer being detected, and allows you vision of the ward so you can clear it (this includes Stealth Wards)|
When swapping your trinket, it carries over the cooldown from the previous one. An example is if you just used a Stealth Ward 5 seconds ago and then swap to Oracle Lens you will have the full cooldown of the trinket at whatever level you are, minus 5 seconds. Keep this in mind when swapping trinkets.|
Usually when you are swapping trinkets in a match it will be permanent. You will also always be swapping to Oracle Lens. Good times to do this are: after a level 1 ward, once a champion with lots of traps hits the level where they can place lots of traps (example being Teemo at level 6), or once your support has gotten their upgraded ward item and can place Stealth Wards for you.
Defensive wards can be used in many situations. They can be used to protect your laners or your jungle, even against specific champions. They can also help keep you safe from invades when you are behind or none of your lanes have priority. Keep in mind these wards if you are ahead too since the enemy jungler might have a brain and use them.
||Jungle Protection: Entrance to Raptors|
|This ward is extremely defensive. It provides you vision of the entrance to your jungle, which is useful against highly aggressive junglers (I've brought him up many times but my mind goes to Graves as an example). It can help you be aware of or prevent invades from the enemy jungler, and it is also a very useful ward when you don't have lane priority in either that side of the map, or just anywhere in the map in general. Keep in mind if you are ahead the enemy jungler might place a ward here.|
||Jungle Protection: Blue Side Jungle Entrance|
|This ward is like the pixel brush ward, but less highly contested by the enemy jungler. It still provides a decent amount of information, and can be extremely useful to both you and your laners if the enemy jungler has been camping/focusing a specific side of the map.|
||Lane Protection: Pixel Brush|
|This is a highly contested ward position. It provides a lot of vision of the river and can help defend you against invades, in objective fights, and protect your laners from incoming ganks/roams from both the jungler and mid laner. Make sure to check for wards here and place a Control Ward if you don't need it in a different place.|
||Lane Protection: Mid|
|This is not going to be a ward you place often simply due to the fact that it is very matchup specific. What this ward does is prevent your laners (or at least give them more information) from getting ganked by specific champions. These champions include Zac, Shaco, and even Twitch who can gank mid lane with stealth of high mobility and don't necessarily have to enter the river (or even your side of the map) to do it.|
||Lane Protection: Top Tribush|
|Sometimes your top lane will not remember to ward, or will ward, but not here. What this ward does is allow your laner to push a lot more safely and also protects top laners that may be ahead or are being camped. However, keep in mind this ward spot doesn't work as well against some champions (like Nocturne who doesn't need to leave his jungle to gank you with ultimate) and is very situational depending on the state of your top lane.|
Jungle Tracking Wards
These are important wards in the early and mid parts of the game. These give you information on where the enemy jungler is throughout the game, allowing you to take objectives, gank lanes, and invade.
|This is a strong ward to place, but can be very risky. This deep ward gives you lots of information about the enemy junglers jungle pathing and it can help protect you from getting caught invading the enemy jungle. While this is a strong ward, it can be risky to place, so you can just place a ward in the location of the level 1 raptor ward if necessary.|
|This is a good ward to place when the enemy's red buff is coming up or up, or if you are looking to get more information on the enemy's red side jungle. However, this isn't the greatest ward unless the red buff is up/coming up or if you are looking to start an objective in the baron pit.|
||Blue Side Jungle|
|This ward gives you lots of information on the pathing of the enemy jungler, giving you information on a large amount of the blue side. An alternative to this location is placing it in the little dirt crossroads above and to the right of the blue buff alcove. This is a powerful ward for protecting objectives as well as your laners.|
||Red Side Control Ward|
|This is definitely not the greatest ward to place in the mid-late game. However, it is a powerful deep ward to place at about 6:50-7:00 when red buff is respawning. It gives you some information on the enemy jungler, but is a very cheeky ward. It's also very deep in the jungle, so make sure to have lane priority before you go to place this.|
You will often ward like this when you are trying to get/force objectives. They provide lots of information about potential steals and prevent the enemies from getting vision on the pit. You should try to ward these locations when you are doing objectives, or be aware of these ward locations when looking to steal objectives.
||Around the Pits|
|These are amazing ward locations for around the pits. They help you know about potential steals and what enemies are waiting on the other side of the pit wall. You don't necessarily need to place these wards when doing dragons since you can pull the objective out to the edge of the pit, but when looking to get baron nashor you should be placing these wards since it is stationary.|
||In the Pit|
|This is a good Control Ward location when looking to prevent vision on the pits if enemies can place wards over the pit walls (the pit wall is on their side of the map). It disables wards that the enemies place and requires the enemies to get in the pit to destroy it.|
|This is another good ward to deny vision for objectives. Place your Control Ward here is the enemies are not in a position to place wards over the pit wall (the pit wall is on your side of the map). If you place it here then you are giving yourself vision and denying any possible vision of the pit as long as you swept the pit with Oracle Lens first.|
Thank you for reading my guide and I hope you found it helpful. If you are currently reading this conclusion then you should know that the guide is nowhere near done, I am currently still working on formatting and aligning the design and coloring.
Special thanks to Wicked Cherry for creating the heading banners for this guide! Please go check her out! :D