S12 Mathematically Correct Sett (IMPROVED)
+ High damage
+ Passive enables him to survive brutal trades/fights
+ Strong scaling teamfighter
+ Tank bombing
+ Amazing counter-engage
+ Good CC
+ AOE True Damage Nuke
+ Easy to learn and play
+ Very strong lane bully
+ Decent Peel
+ Lots of ganks / 1v2s can be turned into a double kill
- Low Range
- Can be kited easily
- Long cooldowns early game
- No Poke
- Below average wave clear without items
- Falls off in certain 1v1s
When should you pick Sett? The best time to pick Sett is if the enemy team has a big beefy frontliner that you can ult into their backline for a devastating engage, or if they happen to have a lot of melee fighters who like getting up-close and personal with you.
Best Overall Runes
Best Overall Build
Mathematically Correct Sett is a combination of runes and items which massively boosts your W (
How big can the W damage be?
In the second title image, you can see some pretty disgusting examples. Although the number can vary each game, you can usually get an average of 2.5k-2.7k at full build, that doesn't mean the damage stops there, the limit is much higher.
How reliable is this build?
This build is actually one of the best builds Sett has ever had. Initially, it was the #1 build on him for a few months, being played in most ELOs and having great success. That was, until the bruiser items took a hard hit.
Although, even now, I would consider this to be one of the best builds for him. Sure, it lost some damage, but long term, your damage still hits one-shot numbers.
So, if this build is centered around the W, is the rest of my kit useless?
ABSOLUTELY NOT! One of the reasons this build works so well is also the fact that you don't handicap yourself by using it. You can still take certain fights even without
Do I need to know maths to play this build?
No, you don't need to know any maths to do this:
- Haymaker (W)
(Level 18 Full Build Sett VS Level 18 Full Build Kayle, only
- LETHAL TEMPO
- GRASP OF THE UNDYING
Take every game no matter what.
The Mathematically Correct build provides no anti-heal items, so take ignite if anti-heal is necessary, albeit, it's quite a bit weaker with the grevious wounds nerfs and durability increase.
It is not stopped like Recall upon taking damage, but it still can be stopped with crowd control abilities such as stuns, roots, silences, etc. Bonus movement speed and the ability to TP to minions and wards becomes available after 14 minutes have passed.
Take this Summoner Spell into matchups you can easily win, or against ranged matchups against which is risky to take ignite. It allows you to arrive at crucial fights for objectives across the entire map, which can be game-changing. Lots of map-agency, in basic words.
All of the bruiser/tank items were tested on
The ones listed below were deemed the most efficient at that task:
When it comes to stats, Hullbreaker will give you 50 Attack Damage, 400 Health, and 150% Base Health Regen, alongside a unique passive that gives you Armor and Magic resist, with 20% increased damage to towers (when allied champions aren't nearby), as well as extra armor and Magic Resist for nearby large minions.
The rare stats of this item are really good on their own, even without the passive part. You should buy this item and keep it as the stats you get make your
Its unique passive reduces the damage dealt by basic attack modifiers and abilities that act like a basic attack, but not abilities that proc spell effects (E.g: Nasus'
Must-have item in lanes like
It's good against: Heavy AD teams, Auto-attackers.
Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizations (Excluding Airborne and Suppression effects) by 30%.
If you see a
It's Good against: Heavy Magic DMG teams, High CC teams.
You might be wondering why we're delaying our mythic so much. We're doing that because it's simply better to have both
By getting the mythic beforehand, you will notice a big drop in damage as it provides no AD, which is crucial on Sett. But when you buy it after your Titanic, you gain a pretty massive powerspike, first of all due to its pure nature (explained below in the
Due to the recent
The Immolate and Snowbind passive it provides grants Sett the ability to do a lot of mixed damage (Physical, Magic, and True), as well as letting him stick to his opponents once he gets in range much easier than before.
The only con is the fact that it gives no AD, but it really isn't that big of a problem when you have
Works great with other Health Items and High Base AD champions.
With that said, this item is no longer an early buy for
Great Item on Sett for Survivability.
It gives Sett good stats for more
Optional, but in my opinion less viable than Defensive boots.
They can also be bought mid-game to give a temporary stat advantage during ganks and teamfights, although you should optimally buy this right after completing your build most of the time.
Helps out greatly with extra Tankiness, Tenacity and
You should generally be looking to buy them against champions that are significantly faster than normal champions (Either through Base Movement Speed or Abilites), or against champions that commonly abuse slowing effects.
The only "con" they have is the fact that they provide no resistances, which is never really a problem for
In the late game, it all ends up looking like this:
Those are some pretty INSANE stats for a Juggernaut, huh?
Why would you ever get
The answers to this question is simple.
Mathematically Correct Sett falls off in certain duels if you fail to land your
But you do sacrifice some
TL;DR: Stronger dueling, lower W damage.
Long-term, it doesn't require you to stack it in lane for the bonus effects and gives you better damage in teamfights on all of your abilities, including the
I would personally rate it better than Grasp.
You can take this rune on Sett if a short-burst trades fit your playstyle better.
I would grade it worse than
Although the pros of this rune is the fact that you don't have to stack it unlike
The lesser rune shards
You might think that Sett needs the
As for the
Infernal Drakes are a largely great asset on
Same could be said for Baron Nashor, the buff you get when you slay it grants you bonus AD along with all the other effects for a limited amount of time.
Getting 4 Infernal Drakes and a Baron Buff means your
If the enemy team HAS a lot of melee champions/little mobility, it is optional to sell your
Alternatively, you can get a
So first of all, your
Aside from that, you don't cripple yourself as much as you would think.
Due to the 5% BONUS MOVEMENT SPEED and the SHIPWRECK Passive (bonus movement speed that you ramp up) , your movement speed is greater than that you get from boots. Even when you expend the SHIPWRECK stacks with your auto, you slow your opponent by 50% for 1 second, which means they're likely not gonna escape you without using
Before the game starts, try to formulate an optimal game plan.
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,
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
Watch for invades! Especially against champions like
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.
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, and if you can achieve this, it will put you ahead of even pro players with kills factored into their gold per minute.
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.
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.
However there are further strategies you can make use of. For example, you can Cheese the enemy laner, make skirmishes while you have appropriate vision to do so. It is REALLY easy to win skirmishes with
Set yourself up for the mid and late game.
What it is: Pushing the wave at a slow rate. Doing this allows you to rack up a large minion wave of 2 or 3 waves. It is done by only last hitting minions as your wave is pushing forward.
The enemy will have a hard time contesting you. If they try to trade, they will take a large amount of damage from minion aggro.
You rack up an Experience lead and will be ahead in levels while leaving the enemy behind till their clear your wave.
Crashing a slow push gives you a LOT of flexibility. You can roam, invade, get deep vision, back with time to spare, or even dive the enemy. Pulling off a successful dive ends the lane for them if they do not have Teleport, or forces them to use it if they do.
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. It is done by simply slaughtering the minions while still trying your best to go for last hits.
Creates pressure fast. Enemies that refuse to respond will lose CS.
You can get damage on turrets and gold from killing turrets or minions.
Allows you to back.
What it is: Keeping the minion wave in a certain spot, generally close to one's turret. It is done by letting the enemy wave have more minions than your own wave, which will naturally cause it to only move towards you. When your current wave dies before a new wave arrives, you need to keep the minions in the same spot by either tanking them or juking them between bush vision. When the freeze is astablished, only last hit low minions as they are about to die and make sure to trim the wave so it doesn't get too big or you won't be able to tank it as much. Be careful not to hit minions when it isn't necessary, and not let them walk past you to the turret. Freezes can be easily broken with mistakes.
Keeps you safe from ganks.
Makes your enemy vulnerable to ganks and all-ins that you have the power to initiate.
Enemy can only poke you or go for short trades. Matchups that want to all-in you will not be able to, protecting you from aggressive champions such as Renekton or Darius, who will only be able to land little damage.
You can leave the lane as it is if your enemy does and you will not lose CS, and will come back to the same Freeze.
Beyond the minion wave, you are less likely to make mistakes.
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: Snowball. Don't make risky plays. Stay Alive. Create maximum map pressure.
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 by getting caught out. You prevent this through good warding and map awareness. Don't push while there are more than two enemies that are a threat to you missing! In order to snowball, you should look to Split Push and establish a high amount of map pressure by pushing lanes before initiating a skirmish with your team. The idea is that you create so much map pressure that the enemy team has to consistently make decisions in which they will lose something (not to mention they'll generally be uncoordinated), and this will lead you to getting to their Nexus.
Team is behind: Untilt. Mute All. Isolate. Snowball. DO NOT DIE!
Yikes!! DO NOT TILT. This is the easiest way to tilt your teammates even further, they are probably upset and annoyed that they lost, do not rub it into their faces. Do not flame. Do not get tilted yourself. Mute all your allies INCLUDING their pings. OK, that aside, you want to literally ISOLATE yourself and play off the enemies' mistakes. People in low elos are bound to make mistakes, you want to capitalize off that through decent vision. Now, ISOLATE yourself. The importance is significant- enemy is taking Dragon? Go top lane and push it out. Get that turret. An enemy shows up? Invade the enemy jungle. Lose vision of enemies in mid and/or see them rotating top? Back off. Take the turrets and secure yourself a huge lead. You do NOT want to react to any skirmish until your lead is significantly bigger than the strongest person on the enemy team. The reasoning behind this is because the 4-5 enemies are sharing gold while you are getting a similar amount of gold to yourself only. Items scale off each other (armor and health; AS and AD; AP and AH) which gives you a ledge and makes you an enormous threat. The only three objectives you should rotate for are Baron, Elder Dragon, and your Nexus/Nexus Turrets.
Lost Lane & Behind
Team is ahead: Untilt. Mute All. Farm it out.
Not much to say here, you've been given a blessing! Now your goal is to be as light as a feather. You simply do this by farming to catch up and reacting to your team when they are organized. In other words, you'll know when to group -- for Dragon fights, for Baron fights. In team fights, go IN but do not int! Do not play it too safe but don't wait out too long since then the enemy team can use their powerful abilities on your allies and lose you the fight. You should peel if your team has no peel, if not, you can also make an engage and have your team follow up on your CC.
Team is behind: Untilt. Mute All. Play off opponents' mistakes.
This is REALLY difficult to do, but the enemies will make mistakes. Look at the comments I made for Won Lane & Ahead; Team is Ahead. Do you recognize your enemies doing this? What are they NOT doing? How can you abuse that? If they are making risky plays, focus with your ultimate that one person with a 700 gold bounty. The main issue is the mental, here, though. You cannot change your teammates' mental, just keep yours strong. The main goal is to try to extend the game and farm it out. This should hopefully Narrow the enemies' lead and allow you an easier time to capitalize off enemies' mistakes.
As for the overall Mid-Game, you want to be playing for Souls during the Mid-Game. Souls are a pretty good wincon, that along with Baron/Elder. If you have Teleport, you want to split in the Top Lane, especially if you can win a 1v1. If you do not have
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
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
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 late game 3.5K DMG
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
Vision is INTEGRAL. It helps you react to ganks and 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.
This combo is used to make the chances of hitting your
A Stun guarantees it unless the enemy has 25% Tenacity.
Standard Trade Combo.
All-in combo. If the enemy doesn't die, keep punching.
- Vayne (Marksman)
Quick Sett AD Top Build
Best Overall Build
That's pretty much all the info I can give you about this fun and bizarre build, it used to be stronger when the bruiser items weren't nerfed, (Especially
"It ain't how many times you get knocked down,
It's how many times you get back up."
GO OUT THERE AND MAKE MOMMA PROUD!
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