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Sett Build Guide by TheInkKingLoL

Jungle [11.3] Sett Jungle Guide - New Player Friendly

Jungle [11.3] Sett Jungle Guide - New Player Friendly

Updated on February 9, 2021
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League of Legends Build Guide Author TheInkKingLoL Build Guide By TheInkKingLoL 67 11 292,939 Views 7 Comments
67 11 292,939 Views 7 Comments League of Legends Build Guide Author TheInkKingLoL Sett Build Guide By TheInkKingLoL Updated on February 9, 2021
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Choose Champion Build:

  • LoL Champion: Sett
  • LoL Champion: Sett
Hi guys, I'm The Ink King and welcome to my Sett guide. I've been playing League of Legends for the past year and currently main jungle. 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 and Engage Tank
+ 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.

FLASH: Standard for 95% of champions. If you are not taking this in matches on Sett I can guarantee you that you will find yourself in a situation where you wish you grabbed it. You also need it for the utility build.
SMITE: The absolute non-negotiable for junglers. If you do not take Smite you can't buy items you will need like Hailblade or Emberknife. If you don't take this you will definitely lose the match.


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, as 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 going to lose.


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.
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Starting Order
Start Q at level 1. The auto reset and max health damage helps to clear your first camp extremely quickly.
Take W at level 2. You need to take this level 2 in case you get invaded and to help minimize some of the damage you take from camps. It also allows you to take the Wolves camp second if you want.
Take E at level 3. At this point you just need to take your last spell. It removes the shield on scuttle crab and also in general you need to take your third spell.

Max Order
Max Q first The increased damage and movement speed are essential to staying in fights longer and being able to stick to your opponents.
Max W second. You need to reduce the cooldown on this powerful ability as soon as reasonably possible. It also gives you a powerful shield and deals lots of damage.
Max E last. There's no need to max this ability first or second since there is not a very helpful difference in its upgrades in the early game.
Max R whenever possible. If you don't do this there's a problem. You increase ultimate damage quite a bit and reduce its cooldown.

Pit Grit
Sett alternates punches between his two fists, with a longer attack range on his right fist, and a short cooldown after hitting with the right fist.
Sett also passively has % missing health regeneration.
This makes it difficult to clear objectives quickly on your own before you get an attack speed item like Blade of the Ruined King. Keep this cooldown in mind when you are fighting as it will allow you to remember combos that reset your auto attack cooldown.
Knuckle Down
Sett gains 30% bonus movement speed towards enemy champions for 1 second. This is a powerful engage and sticking tool.
Sett also empowers his fists, gaining 2 empowered auto attacks for the next 5 seconds. This also resets Sett's basic attack timer.
This gives lots of damage and engage power, but it also is a powerful auto reset for clearing objectives, camps, or for use in fights.
Sett stores post-mitigation damage as Grit in his resource bar.
When he uses this ability it expends his stored Grit, blasts the area in a targeted direction, and gives him a shield. He deals true damage in the center.
This ability is insane for tanking. It allows you to tank towers and dive in fights without as much fear when you get low on health. Make sure that you use it when you are at as much Grit as possible. You can also Haymaker + Flash to move the direction and get the shield (for instance using the shield but moving you out of tower range).
Sett pulls in all enemy and neutral units on both sides of him slowing them.
This stuns enemies caught if there are units grabbed on both sides.
You can use this to combo enemies and camps or to prevent enemies from escaping. It's also very useful after you The Show Stopper into the enemy team.
The Show Stopper
Sett becomes unstoppable and grabs an enemy champion, slamming them into the ground a set distance in that direction, stopping at terrain.
This deals % max health damage to the target and enemy surrounding the impact area.
A powerful ultimate, allows you to get an engage into psuedo-insec (pulling the champion to your team) or allows you to get off massive damage in team fights by grabbing tanks and ulting them into the enemy team.

Bruiser Build

Item Set Import Code


Refillable Potion

Warding Totem
Whether you take Hailblade or Emberknife depends on the matchup. Hailblade is pretty much the basic standard with powerful utility and some instant damage, but you should take Emberknife when you're playing against 3 or more bruiser champions.


This item is great for engage, burst, and camp clearing ability. Its mythic passive, the increased movement speed, is very useful for sticking to your opponents. Another option that may come up is Trinity Force. It gives lots of attack speed so it could be a powerful option with its recent buffs in 11.2. If you wish to take it, there is no reason not to try it. This item is pretty much a given on Sett. It gives a lot of attack speed and in combat healing, which is great for skirmishes and extended fights. It also gives you a faster objective clear speed, so take this every game.

You need to get these every game. A great time to get them is on second back (or after you have Tiamat). They give you early movement speed which is useful for dodging abilities and getting around the map faster, and also open up the option for upgraded boots that give you more stats (like tenacity or attack speed). You will upgrade your boots every game as well, but the upgrades are all situational.
These are great when you need to be the main engage for your team. They give you a lot of movement speed and help your sticking power. They can be taken in any situation, though generally you will be going for defensive boots since you already have powerful engage.
These are one of your defensive boots options. This item will be taken when you are playing either against a heavy cc comp (lots of crowd control, i.e. Leona and Sejuani) or when you're playing against a heavy ability power/magic damage comp (i.e. Syndra, Veigar, Cho'Gath, and AP Shaco)).
These are your other defensive boots option. These will be taken only when playing against a high attack damage enemy team comp (i.e. Kha'Zix, Fiora, Vayne, and Talon).


You should be buying this item as soon as possible (preferably on your first recall). It increases the speed of you clears significantly and builds into the very useful Titanic Hydra. This item is great for a bruiser like Sett. It gives him powerful AOE attacks and increased damage as well as lots of health and tankiness. You should look to get this every game as a third or fourth item.

Aggressive Situational Items

Defensive Situational Items

Engage/Tank Build


Refillable Potion

Warding Totem
As an engage champion you will want to buy Hailblade in almost every situation for the slow utility. However, if you are against 3 or more bruisers you should take Emberknife.


If you are against powerful early AD or there is a fed AD source on the enemy team then you want to get this item before Turbo Chemtank. Otherwise this will probably be your second item. You'll always be buying Bami's Cinder before you choose your first item of these two. You will then decide to take this item as your standard (or of course if you need MR). This gives you powerful engage with Knuckle Down.

You need to get these every game. They give you early movement speed which is useful for dodging abilities and getting around the map faster, and also open up the option for upgraded boots that give you more stats (like tenacity or attack speed). You will upgrade your boots every game as well, but the upgrades are all situational.
These are great for countering slows and giving significantly more powerful engage. Generally you'll want to get this either when you're ahead or against very little cc (but balanced enemy damage).
These are one of your defensive boots options. This item will be taken when you are playing either against a heavy cc comp (lots of crowd control, i.e. Leona and Sejuani) or when you're playing against a heavy ability power/magic damage comp (i.e. Syndra, Veigar, Cho'Gath, and AP Shaco)).
These are your other defensive boots option. These will be taken only when playing against a high attack damage enemy team comp (i.e. Kha'Zix, Fiora, Vayne, and Talon).

Situational Items
Wolves, Raptors
Spawn At: 1:30
Respawn Time: 2:00

Gromp, Krugs
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)
Elemental Drakes
Spawns At: 5:00
Respawn Time: 5:00
Elder Dragon
Spawns: 6:00 after a team gets 4 Drakes
Respawn Time: 6:00
Baron Nashor
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.
Red = Blast Cone | Blue = Scryer's Bloom | Green = Honeyfruit

Blast Cones

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 spawn times of the blast cones are as follows (you can find each referenced location on the map):
  • 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.
The spawn times of the honeyfruits are as follows (you can find the referenced locations on the above map):
  • 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

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.
The spawn times of the scryer's blooms are as follows (you can find the referenced locations on the above map):
  • 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.

Warding Safely

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.

Trinket Management
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

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.

Raptor Brush
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.

Red Buff
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.

Objective Vision

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
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TheInkKingLoL Sett Guide
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[11.3] Sett Jungle Guide - New Player Friendly

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