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Choose Champion Build:
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Damage Build (Bruiser/Meta)
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Tank Build (Juggernaut)
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Crit Build (Off-Meta)
Runes: Aggressive (Conq) into Winning Matchups











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

Flash

Ignite
Items
Ability Order VS Melee / Winning
Threats & Synergies






Sett
Be sure to check out my spreadsheet guide! It's being updated every patch, becoming better and better! You can access that HERE: https://tinyurl.com/SettGuide

Champion Build Guide
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
Hey everyone, and welcome to my
Sett guide!






Why should you play

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On the other hand, in the laning phase, ![]() ![]() ![]() ![]() |




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.
What is the JUGGERNAUT (TANK) build? Juggernaut involves you going a tankier or more defensive build. Most of your damage should end up coming from your


You'll have a relatively decent build & turnout even if behind early[! You will peel well for your teammates, so this is a great build to take when you have hypercarries on your team!
Should I go Bruiser (AD/DAMAGE) or Juggernaut (TANK)? It's mostly a matter of preference, but sometimes you will want to run one or the other. If you're into a very difficult matchup, say




As far as runes, Juggernaut wants to go








RUNES
Conqueror
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Hail of Blades
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A LOT of keystones will work on

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CHOOSING YOUR MYTHIC (click below)

BRUISER (AD) BUILD
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Winning Matchups "Sup meat?"![]() ![]() ![]() ![]() ![]() ![]() | ||
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Vs. Poke, Ranged, or Losing Matchups "Hah, I ain't about to lose to that."![]() ![]() ![]() ![]() |
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Vs. AP Poke "It ain't how many times you get knocked down. It's how many times you get back up." Many players simply skip defensive options, when in reality, they can do wonders. ![]() ![]() ![]() ![]() ![]() | ||
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Defensive Vs. AD Healing "You might wanna stay down." 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 ![]() ![]() ![]() ![]() ![]() | ||
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Offensive Vs. Healing "You should get some ice on that." This is a much more offensive option compared to ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Vs. AD "Looks like I brought my fists to a knife fight. Honestly, I feel bad for the knives."![]() ![]() ![]() ![]() ![]() | ||
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Vs. CC / AP "When you're on top, there's always some chump trying to drag you down. Pullin' at your feet, scuffin' up your nice shoes."![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Vs. ANY Ranged Threat / Anti-Kite First back: ![]() You should take ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||
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Dueling Power, into Duelists First back: ![]() ![]() ![]() ![]() ![]() | ||
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Tank Shred First back: ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||
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Burst Trading ONLY with ![]() First back: ![]() The "Eclipse" build is an entirely separate build path, which I'll explain in this description itself. You want to build this ONLY for split pushing! If you are against a squishy, you will pop them, and if you are against a Tank, you will still shred them. You go ![]() ![]() ![]() ![]() ![]() ![]() | ||
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Self-Peel / Healing / Defense First back: ![]() ![]() ![]() ![]() ![]() ![]() |
✦ Goal Have good damage to a balanced team while also having good survivability (not squishy).
Swap out an item for a Situational Item (below) if not an optimal buy.
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Generally, you want to buy your Mythic item first. However, you can also choose to rush ![]() ![]() The BoRK rush is half a matter of preference and half a matter of if you need it. You do NOT want to rush it into Ranged matchup, instead get ![]() ![]() ![]() Don't know which Mythic to buy? See the flowchart "Choosing your Mythic" above! | ||
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Anti-Tank, Dueling, & Sticking (everything Sett needs) 9 out of 10 times, you should be getting ![]() ![]() ![]() | ||
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Wave Clear![]() ![]() ![]() ![]() ![]() ![]() | ||
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Teamfighting![]() ![]() | ||
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Multikills & Anti-AD![]() ![]() ![]() ![]() | ||
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Wave Clear Now, we finish the ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Anti-Tank (vs. 3/+ tanks)![]() ![]() ![]() ![]() | ||
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Defensive Anti-Heal (Optimal Anti-Heal) Build ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||
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Offensive Anti-Heal This is your offensive anti-healing option. You can take this into tanks like ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||
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Heal power / Vs. AP This item works excellent into AP-heavy teams, or if the champion carrying the enemy team is AP. The healing increase amplifies ![]() ![]() ![]() | ||
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Anti Crowd Control Take ![]() ![]() ![]() ![]() ![]() ![]() | ||
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Map Traversing & Engage / Picks This is your offensive armor option which will allow you to run at enemies and lock them down. ![]() | ||
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Crit Defense Build ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||
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Solo-Carry I label this the "Solo-Carry" item, even though some might disagree, as it is a more "selfish" buy that will focus on keeping yourself alive. In other words, you won't be peeling as well as you would buying other items- meaning you shouldn't peel. Run ![]() ![]() ![]() ![]() |
JUGGERNAUT (TANK) BUILD
Starting Items
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Vs. Poke, Ranged, or Losing Matchups "Hah, I ain't about to lose to that."![]() ![]() ![]() ![]() |
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AoE Burn There isn't a lot of question about your First Back as there would be if you're going the Bruiser/AD build. You don't need to worry about counterbuilding since you're already going tank. You want to get your Mythic first item as it's a big powerspike and a BoRK rush doesn't go that well on Tank, and this item gives you slightly better trades against melee enemies. TL;DR Nothing shocking about this buy. |
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Vs. AD "Looks like I brought my fists to a knife fight. Honestly, I feel bad for the knives."![]() ![]() ![]() ![]() ![]() | ||
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Vs. CC / AP "When you're on top, there's always some chump trying to drag you down. Pullin' at your feet, scuffin' up your nice shoes."![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Tank + Damage, especially in extended fights First back: ![]() ![]() ![]() ![]() | ||
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Better Engage First back: ![]() ![]() ![]() |
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Defensive Anti-Heal (Optimal Anti-Heal) Build ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||
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Map Traversing & Engage / Picks This is your offensive armor option which will allow you to run at enemies and lock them down. ![]() | ||
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Crit Defense Build ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||
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Anti-AP Run ![]() ![]() | ||
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Heal power / Vs. AP This item works excellent into AP-heavy teams, or if the champion carrying the enemy team is AP. The healing increase amplifies ![]() ![]() ![]() | ||
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Anti Crowd Control Take ![]() ![]() ![]() ![]() ![]() ![]() |
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Wave Clear There's really only two ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||
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Teamfighting![]() ![]() | ||
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Multikills & Anti-AD![]() ![]() ![]() ![]() | ||
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Anti-Tank (vs. 3/+ tanks)![]() ![]() ![]() ![]() |
ABILITIES
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D (FIRST SPELL)
![]() Flash ![]() No question or dispute about this summoner spell, ![]() ![]() |
F (SECOND SPELL)
✦ ![]() 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 ![]() ![]() |
✦ ![]() The emerging meta of healing with items such as ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
✦ ![]() People run this to aid in mobility or close gaps, but in reality, you don't need this. Sure, it might help, but with ![]() ![]() ![]() ![]() |
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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 ![]() ![]() ![]() ![]() ![]() ![]() ![]() 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 ![]() ![]() ![]() ![]()
GAME START
Watch for invades! Especially against champions like ![]() ![]() |
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 ![]() ![]() ![]() ![]() ![]() 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 1400 gold. This translates to around 6:00 in the game. It's best to have your wave shoved when you do so so you won't miss CS. Last for this section, a few warnings. Be aware if you're Blue side vs. ![]() 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 ![]() |
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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. ![]() ![]() ![]() 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 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. 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. Furthermore, the enemy laner will not be able to back (they will lose a lot of Gold/xp with they do) and they will not be able to roam or respond 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 ![]() ![]() 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 may be selfish as your team may 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 ![]() Keep in mind this can happen to you, as well. |
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WAVE MANAGEMENT CONT.
Here are tips to shoving:
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 ![]() ![]() My wave is pushed to the enemy turret and Deep Vision tells me that enemy jungler is coming top. Safer option: Back. OR, if your mid laner and/or jungler is available and nearby, spam ping the enemy jungler and collapse on them, getting a kill. Enemy top laner will have difficulty reacting. Avoid dueling the enemy jungler in their jungle. 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 ![]() 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 ![]() In ranged matchups, you can use your ![]() ![]() ![]() |
ROAMING WITH

Your general goal for roaming with


Ideally, you want to come from behind. Like this, you can easily use

Most

You can also


You should look to flank with

POST-LANE GAMEPLAN
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:
- Team is ahead: Amazing! You should look to snowball and create an even bigger lead if not immediately close out the game. The only way you really will lose this is if you die, that is throwing your lead since the enemy will get big shut downs which will give them free items and put them back in the game. The most likely way you'll die is
MID GAME
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 haveTeleport, 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 yourFacebreaker(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.[/columns]
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
MostSett 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 yourThe 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. RunFarsight 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.
Useful Terms
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.
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
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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 ![]()
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For the RED side:
✦ The RED dot represents where you should place a ![]() ✦ The YELLOW dot represents where you should place a ward WHILE pushed.
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It's especially important to use




SWITCHING WARDING ITEM
As explained in the "Late Game" section of Gameplay:
Run


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

Top Sett Guides

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