He has a shield breaker. He has 2 dashes. Learn pain. Build plated steel caps/bramble and play safe. Play for teamfights. You can try to cheese him with dorans blade/ignite/hob if you abuse him lvl 1. Then kill lvl 2-3.
Riven
She is easy in low elo. High elo (top 10 rivens) know how to animation cancel. They will just stun combo and dash out. Play for teamfights. Or can go ignite/hob and cheese
Volibear
You win lvl 1 so fight him if he tries to. Push him off the first 3 cs. Run ignite and try to cheese him in the first 3 levels.
Malphite
Go grasp if you want to play safe. If not go conqueror. You can kill him before he backs for bramble. He beats you with bramble. Just get a cs lead and play for teamfights. Build Hullbreaker and take every tower while he can't stop you.
Darius
Take ignite max Q. Never fully commit when hes 100% hp. He will get another spell rotation and win. 60% hp fully engage. W when he ults. Volatile lane.
Fiora
Rush bramble/Plated Steelcaps. Try to bait out her riposte so you can E her. Volatile lane. Blade of the ruined king good against her
Yasuo
Go Ignite/Q max and run him down for cheese. You can go Conqueror.
Yone
Go Ignite/Q max and run him down for cheese. You can go Conqueror.
Illaoi
You win levels 1-5. You can take HOB if you really want to try to kill her. At 6 she becomes a major threat. Save your ult for when she ults and lands. The tentacles always spawn behind you so ult her away from them and fight.
Gnar
Ranged champ that becomes an op tank. Max W. Low elo you can win because nobody can kite properly. High elo just go plated steelcaps and bramble. Play for teamfights.
Camille
Go Conqueror and max q. She is a broken champ. Play around her passive shield. Rush bork if you want to win 1v1.
Gangplank
Take Fleet Footwork in this matchup. He will just spam q you until he runs out of mana early on. Then he will back to buy sheen and spam q you even more. Max W and just regenerate off your passive. He can orange your ultimate as well. Go bramble and plated steelcaps. If you wish to fight him in lane go Lethal Tempo and kill the barrels with the extra attack speed.
Jax
Max W and go conqueror. Grasp is good to if you wish to survive lane. You have to buffer your W when he is about to stun you and its a guaranteed true damage hit. He is a triple S tier champ.
Kled
Go Lethal Tempo. Max q. Play around his AA passive. Try to save your W after he dismounts since his dismount negates all damage and you wont get your full W worth.
Cho'Gath
Abuse him before he backs for a bramble. His stacks allow you to have some of the biggest ultimates of any champ.
Teemo
Go fleet footwork and max w. Only fight when w is off cooldown.
Akali
Go grasp and max w. I have found the most success with going Iceborn or Heartsteel.
Wukong
You beat him pre 6 but get run over post 6. Conqueror.
Sion
Go conqueror and run him down. You can use your E to cancel his knockup. He is extremely easy to kill before he grabs bramble. Post bramble it little harder but in teamfights just slam him into the enemy team for big damage. Hullbreaker and destroy all the towers with ease.
Kalista
Go fleet footwork and max W. Go bramble and plated steelcaps. You will lose this matchup just sit under tower and pray for a jungler.
Gwen
You can rush blade of the ruined king to win this 1v1 100% but its not needed. It will make you weaker in teamfights. She will outscale you.
Gragas
Go grasp and max w. Phase rush gragas is hard to auto attack. You can go HOB to deal with that.
Mordekaiser
Abuse him early levels. If he backs without you killing him you lose. If the enemy team has 3 aps top side you have the option of going wits end. Lethal tempo is good if he doesn't counter build you.
Akshan
Dorans Shield and Fleet. Only walk up when W is up.
Warwick
Go ignite. One of you will die level 2-3. Use W after his Q so he doesn't dodge it with Q. You have to hit the true damage or his damage reduction will nuke your damage.
Aatrox
Start w and wait in a bush lvl 1 and do a full trade. You have to win early or his cds get really low and can outtrade you. You can go ghost/flash and match his ult with ghost.
Olaf
You destroy him early. He will outscale you.
K'Sante
He becomes a threat if you don't get a lead pre-6.
Tryndamere
His auto ranged buff is dumb. Warden mail and tabis
Galio
SETT GALIO WOMBO COMBO
Anivia
Ultimates perfectly synergize.
Amumu
AMUMU SETT WOMBO
Zac
Strong fellow teamfight engage
Yuumi
A champion that should not exist but is good on sett.
Kai'Sa
Can follow up when you engage and get people low.
Synergies
IdealStrongOkLowNone
Galio
SETT GALIO WOMBO COMBO
Anivia
Ultimates perfectly synergize.
Amumu
AMUMU SETT WOMBO
Zac
Strong fellow teamfight engage
Yuumi
A champion that should not exist but is good on sett.
Hello everyone! This is a guide designed for top lane Sett. Its focus is to help refine your understanding of the champion’s strengths and limitations. This guide will help breakdown and cover various topics such as his abilities, specific matchups, and the items and runes available to him. I have been a challenger player since Season 6. I stream 5-7 days a week at twitch.tv/autolykuslol. There you can ask more specific questions and learn how to play him.
A two part passive: 1. Sett will alternate punching a target with a Left Punch and a Right Punch. His Right Punch specifically will have an additional 50 attack range(does not stack with his Q range), deal an additional 5-90 AD (+50% bonus AD) and apply on-hit effects. 2. Sett’s health regeneration will become stronger for every 5% health he is missing, increasing by an additional 0.25/0.5/1/2(based on level). Meaning, the lower he is, the stronger the regeneration will be.
NOTE + ABILITY PREVIEW
The increased auto range on his right punch will give you opportunities to get cheeky autos off on your opponent while you are CSing, as well as giving you an edge to proc Bone Plating(if they are running it) so you can commit to fighting them later when it is on cooldown.
Within 5 seconds of being active, Sett’s next two autos will both gain 50 bonus attack range(does not stack with Right Punch range) and will deal 10/20/30/50 AD and an additional 1% of the target’s maximum health (scaling by 1/1.5/2/2.5/3% per 100AD). He also will gain 30% bonus movement speed towards visible champions within 2000 units.
NOTE + ABILITY PREVIEW
This ability is ideally used as an auto reset. You will want to auto twice, then instantly use Knuckle Down(Q) to get another two empowered autos on your target.
Passive: Any damage Sett takes, calculated after resistances, will be stored 100% as Grit at a maximum of 50% of his maximum health. The Grit will decay after 4 seconds if Sett is not taking any damage. Active: When casted, he will punch a conal AoE that deals 80/100/120/140/160(+25% of his current Grit) and an additional 20% per 100 bonus AD. Anyone in the center of the blast will receive True Damage. He will also gain a shield equivalent to the stored Grit at the time of the cast, that decays after 0.75 seconds.
NOTE + ABILITY PREVIEW
You cannot achieve full Grit if your current health is below the amount of Grit you can store. This ability has a high cooldown early and should be used carefully. If misused, it will open up opportunities for your opponents to all in easily.
Sett will grab enemy targets on either side of him and pull them towards him dealing 50/70/90/110/130(+60% AD). If there are enemy units on both sides of Sett, they will get stunned for 1 second, otherwise they will be slowed by 50% for 0.5 seconds.
NOTE + ABILITY PREVIEW
This ability is your bread and butter for trading in laning phase, position to stun your opponent, interrupt dashes or to guarantee landing the center of your Haymaker(W). Stunning them will give you the ability to have a double auto into a Knuckle Down(Q) reset.
Sett will suppress an enemy champion and carry them 600 units, where he will then slam the target and cause a shockwave that extends 250 units around him. Any enemies caught within the center of the impact will take 200/300/400(+120% bonus AD) and an additional 40/50/60% of the grabbed champions bonus health. Enemies caught outside the center of the impact can reduce the damage by up to 75% but all targets hit will be slowed by 99% for 1 second.
NOTE + ABILITY PREVIEW
Mostly used as a gap closer in teamfights, but it can also provide peel and CC for priority targets. Can use thick terrain to land early or to separate enemies through thin walls. Also a good tool to disengage from unwanted fights if in the proper position.
Before we have a look at his runes, it is important to understand what stats are valuable to Sett, and which are not.
— Attack Damage: Best stat. All sources of damage scales off bonus attack damage, even the amount his right punch deals.
— Health: Second best stat, very close to AD in importance. Heath is a more favorable stat than magic resist or armor because of how it works with his Haymaker(W).
— Attack Speed: Good stat in theory, but in application, not so much. This stat is heavily reliant on Sett’s ability to be able to stick to his targets to benefit from it. If you are against a team that can easily kite and prevent you from autoing, it’s a worthless stat. Another major problem with attack speed items is that critical strike is also a primary stat on it, which is a bad stat on Sett.
— Ability Haste: Good stat but not a priority. It will give you more opportunities to stay in a fight longer and trade more often.
— Armor/Magic Resistance: Good stat to consider when the enemy damage is really high and you are having issues getting combos off.
— Movement Speed: A good stat if necessary. Consider getting if you will have a hard time engaging fights without it.
— Omnivamp: Eh stat. Your abilities have high CDs, you would benefit more from lifesteal.
— Lifesteal: Eh stat. Only good lifesteal option is Blade of the Ruined King. That item is a risk in itself. This stat also has the same issue as Attack Speed; if you’re unable to stick on a champion, you aren’t benefiting from it.
As a juggernaut, Sett has very distinct weaknesses that can be easily abused by other champions that you will face in the top lane. You will want to choose a major rune that will maximize your ability to control the lane in order to farm and stay relevant to the team. Trade patterns of the champion you face will be major indicators on what rune you should consider.
Best for team fighting and dueling. He can stack Conqueror easily like Lethal Tempo, causing his autos and abilities to gain an additional 1.2-2.7(based on level) bonus AD per stack (14.4-32.4 bonus AD at max stacks). Once fully stacked, he will heal for 9% of the damage he deals to champions, calculated after resistances. This keystone is more favorable over Lethal Tempo if you don’t think you can upkeep autos as much.
Best for dueling other champions if you can maintain the stacks. Any basic attacks will grant stacks of Lethal Tempo, 13% attack speed per stack (capping at 78%) and upon reaching maximum stacks, gain 50 attack range. Sett can easily achieve maximum stacks which allows him to auto-attack targets easier with the extended range. Combined with Sett’s passive and Knuckle Down(Q), he can quickly become overwhelming to his target and give him the upper hand in fights.
Best when going against champions where you will absolutely have very little openings for counterplay without a junglers help. This will often be recommended versus champions that will push you under tower and try to poke you down cheesily. These champions usually have utility in their kits that allow them to kite you well or disengage from your aggression. Anytime you are energized (moving and basic attacks generate stacks up to 100), your next basic attack will heal you for 10-100(based on level) scaling on 40% of your bonus AD. Unfortunately, the healing on minions is only 20% effective vs hitting an enemy champion, but you will gain 20% movespeed for 1 second. Paired with your Knuckle Down(Q), you may have openings to run them down if they aren’t careful with their spacing.
A very niche rune to run, wouldn’t recommend taking this rune since Lethal Tempo is a better option. Since most top laners will go Bone Plating versus Sett, the minor rune will negate a decent amount of the damage you intended to cheese them with by taking Hail of Blades. A lot of the minor runes in Domination do not help you as much as the minor runes within the Precision or Resolve trees. This keystone is a purely offensive option that you have to be confident in winning every trade you take, otherwise you will have a hard time contesting anything for farm.
Best for scaling to be a damage soaker, but only when you can get procs on the opponent consistently. This keystone is recommended only if you are able to have it ready to proc on the opponent consistently. Otherwise you will be gaining nothing from it. When you enter combat with a minion or champion you will gain stacks, upon reaching 4 your next auto will deal 4% of your maximum health as bonus magic damage and heal for 2% of your maximum health. Each proc will permanently grant 5 bonus health. You would benefit from this rune against tank champions, or other melee champions you can’t upkeep autos on reliably but can get a quick couple hits on them before they disengage. Any stacks you gain from grasp will help you beef up overtime and become a massive threat for their backline with your Haymaker(W). Notably, against a majority of the tanks within the game, you will have kill potential on them before they buy Bramble Vest or Plated Steelcaps. Once they purchase those items, you will have a harder time capitalizing on any kills, but rather your focus would shift to maximizing stacks.
— PROS
+Teamfight Threat - Sett can position himself against any enemy champion that is trying to pressure your team into a teamfight, especially tanks. A poorly positioned enemy can give you a free ride into their backline.
+Damage Soaker - Upon engaging a fight, if you have appropriate stats, you can cause a lot of chaos and damage simply by being able to withstand the damage they throw at you.
+Lockdown Potential - Within a teamfight, Sett has the ability to lockdown high priority targets and buy time for his team. He has an easier time dealing with melee threats such as Yasuo, Irelia, Camille as they will come to you. Ranged threats are a lot harder for him to lockdown, since it will require a flank, Flash, or an R for you to get on top of them without taking too much damage.
+Versatile Gameplay - Sett has the option to build as a split pusher or as a team fighter. Although teamfighting is his strength, he does have that option to split push, while a lot of champions do not.
+Good at Offensive/Defensive Dives - He is very good at diving enemy champions because turret shots help build your grit, and the shield will help you disengage. Enemy champions will also have a hard time diving Sett if his abilities are up, as he will have access to CC and a shield that will buy time for the turret to do a lot of damage to them.
— CONS
-Kitable - Although Sett has a small speed boost on his Q and some items that can get him on top of champions, he is very immobile. He does not have any dashes that give him the opportunity to juke projectiles/cc, which means he can lose a lot of HP before even getting close to enemy champions. Other mobile champions can also wait for your grit to decay after chunking you, forcing your grit to build again from its current low HP.
-Predictable - Sett’s kit is very straight forward, which makes his next course of action very predictable. Everyone knows that Sett wants to R the champion with the most health into the enemy team, or anyone who steps too close when he wants to engage. Working around their vision by looking for flanking opportunities can help create opportunities.
-Falls Off - He will always be useful in teamfights, but he loses his ability to 1v1 champions later in the game unless you prioritize items specifically for 1v1s like Blade of the Ruined King. Doing that will make you squishy in teamfights though.
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