Sett Build Guide by ak521
👊 11.18 SETT GUIDE & MATCHUP SPREADSHEET 👊
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Goredrinker (Teamfighting)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order VS Melee / Winning
Threats & Synergies
Be sure to check out my matchup spreadsheet guide for more detailed, full matchups! It's being updated every patch, becoming better and better! You can access that HERE: https://tinyurl.com/SettGuide
Abuse your Level 1 advantage and exploit cooldowns. He will outscale if you don't get a lead.
This isn't fun, take Doran's Shield and Second Wind(Resolve Tree Rune) to mitigate her poke from Autos. Attempt a Cheese. She will outscale you if you do not get a lead.
It's a pain to win this - you need to abuse him when his clone is on cooldown, or try to bait it out if it's not. Beware of his strong Level 1.
Nunu & Willump
Nunu & Willump
Champion Build Guide
Hey everyone, and welcome to THE ONLY Sett guide you will ever need!
I'm ak521! I started playing League of Legends in Season 6 and I've been an avid Sett top player since he was released. The way I play him is unique and I chose to make a guide on him for that reason. This guide will teach you how to play Top Lane as Sett.
Sett is an incredible duelist, split pusher, and even a team fighter, all-in-one! He's also a great blink pick, meaning you can lock him in anytime he's not banned!
Why should you play Sett? Well, let's look at his pros and cons, shall we?
Feel free to check out my matchup spreadsheet guide, covering in-game matchups and their respective builds, as well as tips.
or copy and paste THIS link: https://tinyurl.com/SettGuide
Join the SETT Community Discord, where you can give feedback on the guide or spreadsheet, ask for help with your gameplay, share your favorite builds, and connect with other Sett players!
or copy and paste THIS link: https://discord.gg/D3bzjzcASy
What is the FIGHER 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. This build allows for incredible versatility; specifically the Goredrinker build allows you to either group or split at your discretion. The Trinity Force build is specialized for splitting as it makes turrets look like paper and makes your opponents bang their head against the keyboard when they see you ripping apart the Nexus Towers.
I'll talk when you should split in the Gameplay section. You'll be able to do significant damage to squishies and tanks alike and should be able to take AT LEAST 1 person down in team fights while also tanking great amounts of damage.
Sett's W has a large AD scaling ratio, which makes health and AD super valuable on him. This caused this Fighter build to prioritize tankier items such as Goredrinker. Your damage output is actually about the same... yeah.
The benefit of building tankier items (with more health) is that even if you're behind early, you will be very useful in the later game. Of course this is not optimal, however, since many of your items are expensive. So, when I say "useful", I am talking in terms of peeling.
Here's a rundown of a few more keystones you can run based on preference. I find Conqueror to be the best in every matchup, but you may like one of these as well depending on your playstyle.
IMPORTANT Health/Armor/MR Scaling
One of the biggest mistakes players make is stacking armor only. Armor and health scale off each other! And building too much armor gives it much less worth!!
However, with the Goredrinker build, it's okay to prioritize Health slightly more as it gives you a TON more scaling!
Find the right balance, and know that it shifts every game. If the enemy team has a lot of Physical Damage, I recommend building Death's Dance as a situational and an item that grants a lot of health. This will be sufficient. Similarly, buy a magic resist item and a health item as your situationals into a high AP team. Into mixed damage, however, I recommend buying items such as Thornmail or Force of Nature which grant both defenses and health. Consider a scale of the enemy damage composition in each of your games in order to effectively itemize and maximize your success.
FORMULATING A GAME PLAN
Pre-game, you should try to formulate an optimal gameplan. I talk about this a lot in the matchup spreadsheet guide, but I'll go over it roughly here. First off, identify your goal. Your goal is to snowball, to excel in the laning phase and create such a big lead for yourself that when mid and late game come, you are an overwhelming force. You can do this through good trading which leads to kills and good wave management which leads to high CS numbers and turret kills.
Next, identify your enemy's gameplan. This comes a lot from experience in the game. For example, Kayle and Akali want to get as safely as can 6, to unlock the range buff or their ultimate for solo kills, respectively. Take a look at my matchup spreadsheet guide for more insight.
Upon identifying these goals, formulate an optimal early game plan that details what you should do. For example, into late game champions that outscale you, you should look to freeze near your turret so you can continuously score kills to shut them down. For example, consider Jax. Into other matchups, especially ones you win, funnel as much gold into yourself through Tiamat shoving, especially after getting a kill or two (we go in depth about this a little later in this chapter). The pros of funneling outweigh the gold you can score from kills as you are also kept from riskier plays.
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. See the "Warding" chapter for more information on this.
Cheesing is an excellent way to get the snowball rolling. Since Sett has one of the strongest early games and level 1s, you can catch opponents off guard and win lane within the first 3 minutes. This is because you often can chop 50% of the enemy's health off the block through this method, cause them to lose experience from the first three minions dying, and gain the push advantage.
You will always start Facebreaker(E), including for cheesing, so you can level that as the game starts without any hesitancy.
There are various types of cheeses, which I detail here:
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 Haymaker(W) is up (or Hail of Blades if you running that). Make skirmishes while you have appropriate vision to do so. It is REALLY easy to initiate skirmishes without using your Facebreaker(E) if you are near a low health ally minion- your opponent will go for it and then you can get 2 free autos before using your Facebreaker(E). Remember, with Hail of Blades you want SHORT trades (no more than 6 autos, abilities, etc.) and with Conqueror you want LONG trades. 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.
Last for this section, a few tips:
EVADING JUNGLE GANKS & TRACKING THE ENEMY JUNGLER
Getting ganked sucks. Even though Sett has 1v2 potential, it's generally not the best scenario for you to get ganked since you risk dying, something that's really bad for Sett.
What if I told you that it's really easy to know where the Jungler is?
While it's not super intuitive, as you learn, you will habitually just know where the enemy jungler is. Follow the below steps to effectively track the enemy jungler in most games. Note that this is not always going to be the case but it gives a good gist for the majority of your games.
(1) Did the enemy jungler start Bot Side, or Top Side?
Keep an eye out for who arrives LATE to lane - this likely means they leashed the enemy jungler.
If the started Bot Side, read the sections below labelled (a) and skip the sections labelled (b).
If the started Top Side, read the sections below labelled (b) and skip the sections labelled (a).
(2a) Is the enemy jungler a Farming jungler or a Ganking jungler?
Much of this is a matter of knowledge and understanding your enemy jungler's goal, which seems a bit extra, but you can guess if you know what their champion does and when they are strong; late game champions tend to be farming junglers while early game champions tend to be ganking junglers. Below are examples of several ganking and farming junglers, along with a brief quiz, and lastly the importance of this question.
Check out the "Warding" section for an in-depth explanation of where to place wards!
(3b) Ward at 3:30. There is no set-in-stone gank timing.
I recommend Deep Vision, which is warding in the enemy jungle, at 3:30.
Check out the "Warding" section for an in-depth explanation of where to place wards!
(4a) If the enemy jungler is a Farming jungler, ward at about 5:15 as you will see the enemy jungler again likely around 5:30 to 6:00.
If the enemy jungler is a Ganking jungler, ward at about 4:45 as you will see the enemy jungler again likely around 5:00 to 5:30.
(4b) Ward at about 6:00 as you may encounter the enemy jungler at about 6:15. There is no set-in-stone gank timing.
Sett's a great duelist however there's several ways to improve his dueling even further.
Your trades become freakishly positive if you're able to walk up to the enemy without using Facebreaker(E). This is why Cheesing is so effective throughout the entire game.
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.
Also, 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 use Facebreaker(E).
Furthermore, your W has a range of 790, so you'll be able to easily land it on most champions who do not Flash.
General Tip for movement: keeping your cursor closer to your character & moving (right clicking) in such fashion will actually give you more control over the game and where you end up moving and will also make your reaction time faster to allow you to dodge important skill shots. Be sure to keep your sensitivity LOW if you do this otherwise you will end up making a ton of movement errors, in which case normal targeting would be better.
Sett has a lower AA range (125) than most other champions especially on his Left Punch so avoid a situation in where you and your opponent are one auto away from dying and you walk up - you need to Flash-E, or wait for your Right Punch (which has 175 range).
Your first teleport is generally best used to get back to lane. In case you make a mistake and find yourself in a suboptimal wave state, you can Teleport to catch CS that would have died to your tower or to your minions. For example, when the wave is slow pushing away from you and you are at base, or when the enemy crashed the wave and you are at base.
I highly advise against using Teleport to roam in the early game, especially before 6, unless if there's a clear game-changing opportunity.
If you insist on using a Teleport in the early game to roam, use it ideally to flank as soon as you hit 6 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 and important abilities such as Flash or Morgana's Dark Binding(Q). Blowing off summoner spells is not worth Teleporting for.
If you can pull off a good flank, you can easily use The Show Stopper(R) to pick an enemy up and slam them right next to your allies.
ONCE YOU GET A LEAD
Not many players think about what a lead actually is. Let's discuss it. Once you get a lead, this is what you can do with it and what they mean. For example's sake, suppose you have a 600 gold lead at 10 minutes.
1: Throw your lead.
Throwing your lead feels pretty bad. If you die, your enemy can recap roughly 300 gold + 50% of your lead, meaning they get about 450 gold from that shut down (shut downs don't work this way, this is just a rough calculation), leaving you with a 150 gold lead. Not to mention the experience and the CS. Yes. Dying with a lead is really that bad. Dying is the only way to "throw" your lead. This includes dying from a gank.
2: Narrowing your lead.
There's no formal term for this so I made one up. Suppose your enemy has 3000 gold while you have 3600 gold. At 20 minutes, if you do not really do anything with your lead, your enemy will have 6000 gold and you will have 6600 gold. Still 600, though, right? Well it's a lot less relative and that will come back and hurt you since you are prone to getting outdueled and throwing your lead. You narrow your lead by essentially not using your lead. I'll explain how to use your lead below.
3: Keeping your lead.
In the previous example, ten minutes after, you should have 7200 gold vs. 6000 gold for your enemy. What's the simplest way to do this? Freezing! Not much more to say here. If you're insecure about the enemy outscaling you, you should freeze to keep your lead so you don't throw it. Keeping your lead is GOOD. Expanding your lead (next) is better.
4: Expanding your lead.
In the previous example, at the twenty minute mark, you will have OVER 7200 gold vs. a 6000-6300 gold enemy. This is what you really want to do as Sett.
If you believe you can juice your enemy out (for example, if you only have 1 or 2 kills on them, follow this), then you should slow push while attempting to force small trades to get the enemy low. The idea is that you can crash the enormous wave when the enemy is at below 50% health so you can all-in dive them and they will lose a TON of farm. This will take them out of the game for a good 5-10 minutes and end their laning phase with a big L tattooed on their large forehead. This will keep them at the 5400 gold in the example.
Now, if you've already juiced the enemy out (you have 2+ kills and they aren't worth a lot OR they are not fighting), the easiest way to expand your lead is to Tiamat shove. Tiamat shoving funnels so much gold into yourself as you can just clear the wave and then potentially go for turret plates, roam, or invade the enemy jungle. All of these are excellent ways to snowball. In the gold example, your enemy will have 5700 gold since they are getting their farm but you will have over 7500 gold at 20 minutes since you are expanding your lead.
Against a LATE GAME CHAMPION however, Tiamat shoving is NOT a great idea, especially if you have no late game on your team! You should instead Keep your lead through freezing.
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.
With perfect CS and no kills, at 15 minutes, you will have about 5769 gold. At this rate, you will be above most pro players in terms of gold, even when they score kills.
Let's be real. That calls for about 12 cs/min and for you to get every minion in each wave. Nobody is perfect, and don't expect to get every one of them. You'll miss a few, so does every professional player. Do not tilt over it.
Your goal, a realistic one, should be a minimum of 70 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. You may be like, "I will never hit that!" Focus. You can make it happen if you pay enough attention. Proper wave management is the key to this, backing at appropriate times to not miss any CS. Ideally you want to back when you crash a big wave, which you can create by slow pushing, which is detailed in this section.
Continue to CS throughout the game. Whenever you are not actively creating pressure, farm jungle camps. There's no reason to stop, consider it an "investment" of time and effort for you to absolutely dominate in team fights. Players who focus on CSing well over kills, especially in the early game will score more multikills and carry games easier.
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". 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. Melee minions are tankier, ranged minions do more damage, and cannons are a mix of both.
There are several ways to exploit minion waves in your game that will put you at the top. Often times, your enemy won't even know what is happening! They'll simply just find themselves falling behind you. Keep on reading to learn about ways to exploit minions.
What it is: Cheater recalling refers to a tactic used at the beginning of the game. You will slow push the first two waves, crash the third, back, and come back to lane with an item advantage.
When to do it: Whenever you have priority (you have more lane control than your enemy), do it!
What this means to Sett: Sett is an excellent champion for this because of his early power. His ability to zone enemies from wave allows him to build the minion advantage up effortlessly. Story told, you can pull this off. Pulling this off makes the laning phase much easier for you and scarier for the opponent. This strategy nearly always guarantees a lead safely. Early ganks are something Sett is super scared of and evading that is extremely important to him! TL;DR win lane within the first 3 minutes of game.
How do I stop this from happening to me?: You're pretty strong early, and even into ranged matchups, you will have enough sustain to contest the wave. You can thin the wave out by attacking it and then Freeze the wave. If the wave crashes, however, and the enemy attempts to back, you should try to interrupt their recall. If they end up recalling, you should Slow Push the wave back so their item advantage is pretty useless since they can't fight you in a big wave (see the Slow Pushing chapter).
FAST PUSHING (SHOVING)
What it is: Pretty much what it sounds like, it's pushing the wave at a fast rate. Doing this allows you to create a large amount of pressure in a short period of time and get damage on turrets.
When to do it: If you need to back, or quickly create pressure before an objective or imminent fight along your game plan. If your Jungler is pathing towards the Top Scuttle at around 3:00, push the lane so you can assist your jungler if there is a skirmish at the Scuttle when it spawns at 3:15.
What this means to Sett: Sett can push the wave with above mediocre speed due to Pit Grit(Passive)'s fast auto attacks allowing you to get a lot of damage onto the wave. With Tiamat, you can push twice as fast, and Tiamat shoving is one of the most important mechanics when playing Sett. When you're not against a late game champion, you should Tiamat shove to funnel gold into yourself and when the wave is crashed, you should look to invade the enemy jungle if it is safe to do so. Against late game champions, you should instead freeze.
How do I stop this from happening to me?: You can thin the wave out to freeze it. If the wave is about to crash, you can also tank minion damage if it is safe to do so, which freezes the lane as well.
What it is: Pretty much what it sounds like, it's pushing the wave at a slow rate. Doing this allows you to rack up a large minion wave of 2 or 3 waves.
When to do it: When you are looking to invade, back, dive, or simply rack up a minion advantage to stay healthy in lane.
What this means to Sett: Sett's not excellent at pushing without Tiamat, but his presence is generally strong enough to begin a slow push. In many difficult matchups, Sett can slow push to make sure he doesn't die and secure himself a good trade. Furthermore, in easier matchups, you can slow push then dive the enemy to completely and utterly end the lane for them as they will lose out of several CS waves. However, you will also notice that you may die in a 1v2 situation when you're slow pushing, since it's a high risk high reward play.
How do I stop this from happening to me?: This depends on who has the lead in the matchup. (Enemy Leading): First off, BACK OFF. You are in a tough spot and so you should look to just let the wave crash to your tower. Do not get greedy as it will be unlikely for you to get a good trade. (Even Matchup): First off, BACK OFF. You are in a tough spot, however, you can look to THIN the wave out (make it smaller but not too small) and then establish a Freeze as it nears your side of the map. (You're Leading): You have a few options. You can do any of the above but then you can also straight up contest the enemy in their wave. Getting a good trade will be fatal for the enemy. If you score a kill, establish a Freeze and quickly back to make them lose a lot of CS.
What it is: Keeping the minion wave in a certain spot, generally close to one's turret. This could also happen in the center of the lane with equal number of minions (e.g. when minions first collide), however I will not discuss that beyond what was said right here.
When to do it: When you are against a late game champion where harassing the enemy champion would be beneficial to you for, when the enemy backs to cause them to lose cs, and to stay safe from enemy ganks or enemy engages, especially if they do not have a form of harass.
What this means to Sett: Sometimes enemy junglers love to camp your lane and make your lane hell. Meanwhile, your jungler won't do it because they think it's fun to troll. Jokes aside, you quite really are immune to ganks unless the enemy tries to dive you. This is a good mechanic, but not the best for Sett unless he is losing. Sett is all about getting a lead and expanding that lead. He's all about applying pressure which Freezing does not do. With a lead or when even, the only time you should Freeze is to all-in and score a kill or to set up a gank when an ally is coming. This should generally be done into late game matchups such as Kayle so you can effectively shut them down. Without a lead, you only want to do this to keep yourself safe and stop the bleeding. In this case, also max Haymaker(W) for additional sustain.
How do I stop this from happening to me?: Through one of the following 3 ways; 1) You can back and hope the enemy will stay. 2) You can shove the wave into the enemy turret and it will come slow pushing back your direction. 3) You can wait for the enemy to break the freeze by CS'ing - do not hit the minion wave yourself.
BASIC MINION RULES
TEST YOUR KNOWLEDGE
Find below a quiz on what to do in different scenarios as well as conceptual questions.
What are the downsides of pushing?
Click to see answer!
An objective is coming up in 15 seconds, specifically the Dragon, and you are Top with a neutral wave state. You do not have Teleport. What should you do?
Click to see answer!
The dragon is coming up in 15 seconds, and you are Top with a neutral wave state in the center of the lane. You have Teleport. What should you do?
Click to see answer!
You are ahead, and the enemy froze the wave and you can't harass since the enemy jungler is top side. What should you do?
Click to see answer!
You are behind, and the enemy froze the wave near their turret. What should you do?
Click to see answer!
You are behind and the enemy laner is constantly shoving the wave into your tower and harassing you - you are losing CS and cannot back. What should you do?
Click to see answer!
Your wave is pushed to the enemy turret and Deep Vision tells you that enemy jungler is coming top. What should you do?
Click to see answer!
You are low on health, while the opponent is not, and the wave is neutral, but your enemy is in lane. What should you do?
Click to see answer!
Your enemy just went to Teleport to a fight in the Bot Side -- they cannot come back to lane for a while. What should you do?
Click to see answer!
After the laning phase, identify how you did and how your team is doing. Like this, you should know what exactly you have to do to close out the game if the outlook is good or get back in the game if the outlook is bad. If your performance and your team performance contradicts each other, it's a bit of an issue which is what I want to discuss here. I noted both "Won lane" and "Ahead" since they should coincide, if you win lane, you need to also be denying Gold and Experience by good wave management since you will have lane priority (you get to decide where you will put the wave).
Won lane & Ahead:
In the Mid Game, you want to be playing for Souls. Souls are the current wincon for most 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. Keep in mind that killing only the Casters will still cause the wave to push. 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 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.
The most common mistake players make is not paying enough attention to the minimap. When you do not know where enemies are, you should back up and get vision where it is safe to do so or farm the enemy jungle.
Don't be afraid to play passive and don't be afraid to play aggressive. When you're ahead, you should focus on literally using your team as BAIT to keep yourself alive. Let them flame you, mute them because in the end, who is carrying them? To reiterate, the most important thing is that you keep yourself alive when you're ahead! But don't play too passive. You want to look for an easy engage when the enemy team has used a lot of their valuable resources, such as summoner spells, ultimates, or important crowd control abilities like a Morgana Q. And players, especially in low elo, are not afraid to burn these! The most fatal thing you can do is die with a lead. This is not your teammates fault, and you cannot blame them even if they have their Heal up or your nearby Zilean had R and mana. Yes, that's troll, but your job is to get past trolls. And you won't win every game, that's ok. Your literal goal should be to hard engage a squishy champion WITHOUT ult (use Stridebreaker optimally) or hard engage a tank to slam them into enemy team WITH ult. This is why a flank is quite effective (you can save your ult), but you can't get caught while enroute to flank-- get your sweepers! Once again, be decisive and be on the lookout for exactly what is fatal to you, so you know when you can go in.
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 & more frequent kills! Whenever your team is not actively applying pressure, you should be farming constantly. Take your jungle camps and then push waves when your team is ready to pressure. An even diagonal line should go through the entire map to demonstrate where waves are. If you clear waves and shift the diagonal line correctly, you will find big gains!
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.
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.
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.
Thank you for reading and special thanks to KuuHaKu_OtgmZ and Katasandra for their BBCode templates/guides that helped me with the aesthetics 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.
AA'ing - Auto attacking
AA Reset - Casting an ability during the attack cooldown (AS cooldown) to reset the cooldown, attacking again. Best used as soon as your AA finishes. Sett loves this as he can use his Q after Right Punching, dishing out a lot of damage.
CSing - Process of killing minions for gold
Dueling - 1v1'ing, Sett excels at this.
Engaging - Initiating a fight or skirmish. Sett has an excellent hard engage with his R and can threaten an engage with his Q.
Freezing - Keeping the wave in a position, generally near your turret.
Kill Pressure - What it sounds like, the ability for a champion to kill another and therefore the pressure exerted by it. Sett has a LOT of Kill Pressure in most matchups.
Last Hitting - Attacking minions only to kill for gold, used to push minimally.
Objective - Turrets, dragons, rift heralds, etc.
Presence - The proximity of nearby allies... if you have Jungler presence and you see that your enemy doesn't (since they just ganked bot maybe), you should feel safer to play more aggro. If you have team presence when Dragon spawns, you will likely take the dragon unless pushed out by enemy- zoning is important here to hold off engages, Sett does not have good zoning.
Priority (Lane) [abbr. prio] - Advantage of being able to push / pushing the lane. A Malphite will not have prio into a Heimerdinger top, but the jungler can tell Malphite to get prio when Heimer backs and Malphite will push the wave.
Push (wave) - Allow your minions to move further down a lane. Generally to create a gold/experience difference, or push to the enemy tower to back.
Roam - Heading to another lane to gank for them to get a lead, best when wave is pushed.
Shoving - Pushing the wave as fast as possible, used to punish when enemy roams.
Winions - A large minion wave crashing an enemy turret, often the Nexus or Nexus turrets.
MATCHUP SPREADSHEET https://tinyurl.com/SettGuide