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S12 Mathematically Correct Sett (IMPROVED)

AOE True Damage One-Shot Nuke build.





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SETT (Juggernaut-Class Champion)



PROS



+ High damage + Passive enables him to survive brutal trades/fights + Strong scaling teamfighter + Tanky + Tank bombing + Amazing counter-engage + Resourceless + 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



CONS



- Low Range - Can be kited easily - Predictable - Long cooldowns early game - No Poke - Below average wave clear without items - Falls off in certain 1v1s

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Why is Sett a good Fighter? When and why should you play Sett?





Sett
is a beefy, high damage juggernaut that excels in dominating the early game and carrying mid-late game teamfights. His kit gives him potentially insanely high damage if used properly, as he is of the most reliable top laners in the game due to his true damage, tankiness, and crowd control.

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.

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What is Mathematically Correct Sett?



Best Overall Runes


Spells

Skill Priority

Q

W

E

Best Overall Build



Mathematically Correct Sett is a combination of runes and items which massively boosts your W (

Haymaker
) damage allowing you to devastate the entire enemy team all by yourself if you manage to hit your abilities.



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

Haymaker
due to the nature of Sett. Your autos hurt, your
Haymaker
hurts, your
The Show Stopper
hurts, it's simply really good and viable.



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

Facebreaker
and
Haymaker
were used).



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How do you optimize your items and runes to make the most out of the build?



RUNES, ITEMS, SKILL ORDER & SUMMONER SPELLS

  • CONQUEROR
  • LETHAL TEMPO
  • GRASP OF THE UNDYING


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SUMMONER SPELLS



Flash



Flash
is a blink-type summoner spell that activates instantly upon being cast, teleporting the player's champion a short distance in the direction of their cursor.

Take every game no matter what.



Ignite



Ignite
is an offensive summoner spell that gives you heavy kill potential in lane and allows you to beat harder matchups easier. If you're confident you can beat someone without
Ignite
, you're playing into a hard-ranged matchup that makes you risk death often, or their poke is too strong/hard to dodge so they push you out of lane, take
Teleport
instead.

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.



Teleport



Teleport
is a 'Targeted' Summoner Spell. It is used to quickly travel from a current location to a friendly turret or minion anywhere on the map.

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.

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Skill Order

    Sett

    1
    1
    1
    1
    2
    2
    2
    2
    3
    3
    3
    3
    4
    4
    4
    4
    5
    5
    5
    5
    6
    6
    6
    6
    7
    7
    7
    7
    8
    8
    8
    8
    9
    9
    9
    9
    10
    10
    10
    10
    11
    11
    11
    11
    12
    12
    12
    12
    13
    13
    13
    13
    14
    14
    14
    14
    15
    15
    15
    15
    16
    16
    16
    16
    17
    17
    17
    17
    18
    18
    18
    18
      

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      ITEMS

      

      All of the bruiser/tank items were tested on

      Sett
      for the purpose of increasing your
      Haymaker
      damage.

      The ones listed below were deemed the most efficient at that task:

      

      

      

      Hullbreaker

      

      Hullbreaker
      is the number 1# rush item on Sett right now.

      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

      Haymaker
      stronger than most other items do, and it enables you to splitpush quite well.

      

      Plated Steelcaps

      

      Plated Steelcaps
      are boots commonly bought on most fighters, including Sett.

      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'

      Siphoning Strike
      ).

      Must-have item in lanes like

      Fiora
      and
      Tryndamere
      .

      It's good against: Heavy AD teams, Auto-attackers.

      

      Mercury's Treads

      

      Mercury's Treads
      are the anti-magic damage counterpart to the Plated Steelcaps. Along with its base stats, it provides you with Thirty Percent Tenacity:

      Reduces the duration of stuns, slows, taunts, fears, silences, blinds, and immobilizations (Excluding Airborne and Suppression effects) by 30%.

      If you see a

      Morgana
      or
      Lux
      in the enemy team, consider getting these.

      It's Good against: Heavy Magic DMG teams, High CC teams.

      

      Titanic Hydra

      

      Titanic Hydra
      provides a synergistic area-of-effect option for more basic-attack- centric brawlers like Sett to get to clobbering.

      You might be wondering why we're delaying our mythic so much. We're doing that because it's simply better to have both

      Hullbreaker
      and
      Titanic Hydra
      before getting
      Iceborn Gauntlet
      . I have determined this through multiple tests that Hydra second item always came out on top.

      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

      Iceborn Gauntlet
      section). Second,
      Titanic Hydra
      gives you bonus AD and massive on-hit damage that scales with bonus health. When the Gautlet is purchased third, you gain 650 HP, that's both extra tankiness and damage! Both from
      Haymaker
      and
      Titanic Hydra
      .

      

      Frostfire Gauntlet

      

      Iceborn Gauntlet
      is a Tank-Heavy item which provides a lot of stats that
      Sett
      likes.

      Due to the recent

      Goredrinker
      nerfs and
      Iceborn Gauntlet
      buffs, this item started to overperform
      Goredrinker
      . It grants a total of 950 HP in the late game from its mythic passive, which is MASSIVE for Sett as it scales with his
      Haymaker
      and
      Titanic Hydra
      . He also gains more survivability through the resistances.

      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.

      Unlike

      Sunfire Aegis
      ,
      Iceborn Gauntlet
      gives its user more burst damage (Snowbind) than sustained damage (Flametouch).

      The only con is the fact that it gives no AD, but it really isn't that big of a problem when you have

      Titanic Hydra
      .

      

      Sterak's Gage

      

      Sterak's Gage
      grants bonus attack damage based on the champion's base attack damage. This means this item can enhance abilities and runes that scale with bonus attack damage. The Lifeline passive gives the user a large chunk of his bonus health as a shield which slowly decays over a few seconds.

      Works great with other Health Items and High Base AD champions.

      With that said, this item is no longer an early buy for

      Sett
      as he does not have high base damage compared to other champions, although it works great as a 4th item.

      Great Item on Sett for Survivability. 

      

      Black Cleaver

      

      Black Cleaver
      is a natural Anti-Tank item to help counter Tank champions, providing necessary Armor Shred and Sticking with its movement speed boost to run down even the beefiest defenders while also boosting your team's Physical Damage Dealers against the targets you shred.

      It gives Sett good stats for more

      Haymaker
      damage and the Armor Shred passive makes fighting Armor Stacking champions much easier.

      

      Warmog's Armor

      

      Warmog's Armor
      is a bulky tank item that grants you immense sustain and a large chunk of health. In the late game, you can sell your
      Hullbreaker
      or boots in order to buy Warmogs if you need the sustain it provides.

      

      Ionian Boots of Lucidity

      

      Ionian Boots of Lucidity
      provide a chunk of ability haste but lack any defense. Some would say this is the best option because you can stack grit easier with less defense, but let's be honest, you'll get shredded anyway even if you were to build full tank. The low cost is one of the biggest cons of the item, it's pretty easy to purchase early on.

      Optional, but in my opinion less viable than Defensive boots. 

      

      Elixir of Iron

      

      Elixir of Iron
      is a great tool for initiators like Sett to make sure their team can follow up after he uses the
      The Show Stopper
      . Elixirs are often bought towards the end of long games when builds are all completed and the extra gold continues to accumulate.

      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

      Haymaker
      damage.

      

      Boots of Swiftness

      

      Boots of Swiftness
      are a great, underrated choice of boots. They provide you more Movement Speed than all of the boots in the game (Except for stacked
      Mobility Boots
      .) while also making you more resilient to slow effects. Not only that, but their price is the lowest boots price there is in the entire game, making them very easy to purchase.

      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

      Sett
      .

      

      In the late game, it all ends up looking like this:

      

      

      

      Those are some pretty INSANE stats for a Juggernaut, huh?

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      EFFICIENCY OF RUNES / OTHER WAYS TO INCREASE W DAMAGE

      

      

      

      Lethal Tempo?

      

      Why would you ever get

      Lethal Tempo
      if you're playing Mathematically Correct Sett? It gives no bonus stats that make your
      Haymaker
      stronger.

      The answers to this question is simple.

      Mathematically Correct Sett falls off in certain duels if you fail to land your

      Haymaker
      . This isn't true for all of the champions, but some will just straight up kill you in the later stages of the game if they manage to dodge it. You fix this problem by taking
      Lethal Tempo
      .

      

      Lethal Tempo
      improves your dueling potential by a large margin, something like
      Conqueror
      's bonus 32 AD won't help much when the enemy
      Yone
      shreds half your health before your 3rd auto goes off. But with lethal tempo, you suddenly gain a chance kill him without even using
      Haymaker
      . In lane, you can also stop worrying about being a 0.63 Attack Speed slug since the Bonus Attack Speed from the rune makes up for it.

      But you do sacrifice some

      Haymaker
      damage by not getting
      Grasp of the Undying
      or
      Conqueror
      . You have to choose whatever you prefer.

      

      TL;DR: Stronger dueling, lower W damage.

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      Conqueror Versus Grasp, which is better and why?

      
      Precision
      Tree

      

      

      Conqueror
      gives you bonus AD that you have to ramp up with 6 autos/abilities, and 8% healing from all the damage you deal after you proc it.

      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

      Haymaker
      .

      I would personally rate it better than Grasp. 

      

      

      Triumph
      is one of the best secondary runes in the game, it allows you to win clutch scenarios which you were originally going to lose. It restores 10% of your HP after getting a takedown, this boosts your 1v2 and teamfighting power tremendously.

      

      Legend: Tenacity
      is a secondary rune apart of the
      Precision
      Tree. It requires its user to gather Legend stacks which is done throught the game. Every Legend stack provides the user permanent Tenacity, which reduces the duration of most Crowd Control effects. One of the most essential runes on Sett and bruisers/tanks alike. You're going to be useless if you get stunlocked and die before you use your
      Haymaker
      .

      

      Last Stand
      , albeit not increasing the True Damage from
      Haymaker
      , is still very strong and efficient on bruisers such as
      Sett
      , as the bonus 11% damage increases your overall chances of killing someone when in a Full HP all out duel or when you're Low HP trying to burst down a squishy opponent.

      

      
      Resolve
      Tree

      

      

      Grasp of the Undying
      is a rune usually taken by tanks to give them bonus damage and sustain in fights since runes like Conqueror don't help them as they don't usually build AD or AP.

      You can take this rune on Sett if a short-burst trades fit your playstyle better.

      I would grade it worse than

      Conqueror
      because of how abysmally long you have to wait until you can proc it. In most mid-late game fights, you lose 70% of your health in a matter of 3 seconds. It's great in lane though, you can keep it active most of the time and use it to win trades.

      Although the pros of this rune is the fact that you don't have to stack it unlike

      Conqueror
      , which is sometimes hard to do as you will usually have enough time to only R-E-W in a teamfight.

      

      

      Shield Bash
      is a crazy strong burst damage secondary rune on Sett. Whenever you gain a giant
      Haymaker
      or
      Sterak's Gage
      SHIELD, you gain temporary bonus resistances and your next auto-attack deals bonus adaptive damage depending on your Bonus HP and Shield Amount. This means that after you fire your
      Haymaker
      , you can quickly explode your enemy just from the
      Shield Bash
      damage which is further increased by
      Last Stand
      .

      

      

      Second Wind
      has a lot of synergy with
      Sett
      's
      Pit Grit
      regeneration passive and
      Doran's Shield
      . You can combine these three into a poke matchup, and you'll never be poked out of lane. If you want, you can also take it into melee matchups. It'll allow you to take trades with them and always come out on top because of your crazy health regen.

      

      

      Overgrowth
      greatly increases
      Sett
      's health and has infinite scaling. It usually averages out at around 250-350 in a real game. Sett absolutely LOVES health as a stat, he uses it REALLY good in comparison to other fighters, mainly due to his
      Haymaker
      .

      

      Lesser Shards

      

      The lesser rune shards

      Sett
      should be taking are double
      Adaptive Force
      and
      Scaling Bonus Health
      .

      You might think that Sett needs the

      Attack Speed
      shard as he utilizes it pretty good, that's not the case. For
      Sett
      , having the bonus AD from taking double
      Adaptive Force
      turns out to be more benefical than having the 10% Bonus
      Attack Speed
      , reason being the fact that you get more damage not only on
      Haymaker
      , but also on the rest of his abilities. The Low Attack Speed doesn't really doesn't turn out to be that bad after you get used to it. Sett has an auto-attack reset which means you'll likely always land at least 4 autos in a trade no matter what, which is always A LOT!

      As for the

      Scaling Bonus Health
      , this shard is taken because extra health equals to both more damage and tankiness. You will be a bit squishier in lane, but it's never gonna be too concerning.

      

      Sett
      is one of the only champions who gets more benefit from using this rune instead of the resistance runes.

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      Infernal Drakes and Baron Buff

      

      

      Infernal Drakes are a largely great asset on

      Sett
      . Both the buffs and the soul can help you out a lot.

      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.

      

      Sett
      has the ability to expend more Grit to use as damage the more bonus AD he has. Luckily, these guys give you just a bunch of that.

      Getting 4 Infernal Drakes and a Baron Buff means your

      Haymaker
      damage gets increased massively. (You can hit up to 4K+ TRUE DAMAGE with the buffs and all the items/runes. Even more when you count the soul proc (although physical).

      

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      Selling Boots?

      

      

      If the enemy team HAS a lot of melee champions/little mobility, it is optional to sell your

      Boots
      in order to buy a
      Warmog's Armor
      . This massively boosts your
      Haymaker
      damage but reduces your mobility by a lot, so it's recommended to only do this in dire situations where damage outweighs mobility.

      Alternatively, you can get a

      Dead Man's Plate
      . After a bit of testing, I find the no boots Dead Man's Plate an actually strong and viable strategy.

      Here's why:

      So first of all, your

      Haymaker
      's damage gains a decent boost.

      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

      Flash
      ,
      Galeforce
      or dashing away.

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      Explanation of Abilities / Best Usage

      

      • Abilities

      

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      Laning Phase / Macro

      

      Pre-Game

      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,

      Darius
      and
      Renekton
      want to snowball their lane in order to push it out, join their team and help them dominate objective teamfights.

      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

      Nasus
      .

      Watch for invades! Especially against champions like

      Blitzcrank
      , be ready to rotate if necessary.

      

      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.

      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

      Sett
      .

      Set yourself up for the mid and late game.

      Slow Pushing

      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.

      Advantages:

      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.

      

      Shoving

      What it is: Pretty much what it sounds like, it's pushing the wave at a fast rate. Doing this allows you to create a large amount of pressure in a short period of time and get damage on turrets. It is done by simply slaughtering the minions while still trying your best to go for last hits.

      Advantages:

      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.

      

      Freezing

      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.

      Advantages:

      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.

      

      Mid-Game

      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

      Teleport
      , you need to shove Top and then rotate closer to Drag, pushing the Mid Lane, etc. Keep in mind that killing only the Casters will still cause the wave to push. It's a better idea to be pushing Bot Lane instead of Top in this situation so you can rotate faster. Keep in mind it's a lot easier to overall win drag fights when you have prio on all lanes. Even if you do not get the dragon, you'll likely get one or two turrets, and you if your team survives but gives the drag, you can push the waves even further.

      Sometimes it's worth it to completely isolate yourself, especially if your team is doing well, and split push. See more in the Split Pushing section.

      Most times, however, you should be there to assist fights, peeling for your carries with your

      Facebreaker
      and
      The Show Stopper
      . 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.

      

      Late-Game

      Most

      Sett
      players will begin to fall off. The only way you can prevent yourself from falling off is CSing! As the game progresses, your CS/min should RISE, not FALL. More cs = more gold = more items = easier & more frequent kills! Whenever your team is not actively applying pressure, you should be farming constantly. Take your jungle camps and then push waves when your team is ready to pressure. An even diagonal line should go through the entire map to demonstrate where waves are. If you clear waves and shift the diagonal line correctly, you will find big gains!

      The most important thing in late game are objectives. Turrets, inhibitors, dragons, barons. They raise your winrates insanely! Don't be taking these at the risk of dying, however. Your best bet is to push lanes as far out as it is safe, establish vision without "Vision Flooding" (ward every other brush, if that makes sense) and make good fights. Use your

      Sett
      on high priority targets or tanks.

      Get picks, and don't get picked. Stay appropriately close to allies, especially when going into a dark area. Run Farsight Alteration if no other ally is running it/using it so you don't face check brushes and get caught. Sweep often if you have Oracle Lens, which may allow you to get a pick, allowing you to win the subsequent fight, or get an objective.

      The Elder Dragon is perhaps one of the most powerful things to ever exist in the game. If you killed the enemy jungler and the Elder is up, try to get it. If you're on Red Side, pull the dragon out, but not so much that you lose aggro.

      Baron is also incredible to give your team a lead and push. It's always a great idea to back as soon as you kill the Baron Nashor.

      Your main objective is to close out the game- however necessary. Sett's not great at backdooring, especially without Teleport, so keep that in mind while playing.

      Your late game 3.5K DMG

      Haymaker
      parried with your
      The Show Stopper
      can be the absolutely remorseless 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.

      -----

      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

      Dark Binding
      . And players, especially in low elo, are not afraid to burn these! The most fatal thing you can do is die with a lead. This is not your teammates fault, and you cannot blame them even if they have their Heal up or your nearby Zilean had
      Chronoshift
      and mana. Yes, that's troll, but your job is to get past trolls. And you won't win every game, that's ok. Your literal goal should be to hard engage a squishy champion WITHOUT ult (use Stridebreaker optimally) or hard engage a tank to slam them into enemy team WITH ult. This is why a flank is quite effective (you can save your ult), but you can't get caught while enroute to flank-- get your sweepers! Once again, be decisive and be on the lookout for exactly what is fatal to you, so you know when you can go in.

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      Vision

      

      

      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.

      

      Warding Tools

      BUY

      Control Ward
      s! It's even more so important to use
      Control Ward
      s and get Deep Vision if the enemy jungler has stealth, such as
      Twitch
      ,
      Shaco
      or
      Evelynn
      .

      

      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.

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      Combos

      Below is a list of the most important combos on Sett that you should know:

      

      The Dynamite Daze

      Facebreaker
      -
      Haymaker

      

      DIFFICULTY: EASY

      This combo is used to make the chances of hitting your

      Haymaker
      higher.

      

      A Stun guarantees it unless the enemy has 25% Tenacity.

      

      The Cross

      ┃ AA - AA -
      Knuckle Down
      - AA - AA ┃

      

      DIFFICULTY: EASY

      Standard Trade Combo.

      

      The Thunder and Lightning

      ┃ AA - AA -
      Knuckle Down
      - AA - AA -
      The Show Stopper
      

      - AA - AA -
      Facebreaker
      -
      Haymaker

      

      DIFFICULTY: MEDIUM

      All-in combo. If the enemy doesn't die, keep punching.

      The Highlighters and Scantrons

      Knuckle Down
      -
      Facebreaker
      -
      Flash
      -

      -
      The Show Stopper

      

      DIFFICULTY: MEDIUM

      This is

      Sett
      's Insec combo. It can be used to throw enemies under tower or into your team.

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      HEAVILY Recommended Ban

      

      • Vayne (Marksman)

      

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      COMMON MATCHUPS

      • Matchups

      

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      Quick Summary - Mathematically Correct Sett



      Quick Sett AD Top Build


      Summoner Spells


      Starting Items

      Best Overall Build

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      18
      18
      18

      

      ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

      The End

      

      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

      Goredrinker
      ) but it's still quite good.

      

      And remember,

      "It ain't how many times you get knocked down,

      It's how many times you get back up."

      

      NEVER SURRENDER,

      GO OUT THERE AND MAKE MOMMA PROUD!

      1v9 PENTAKILL with Mathematically Correct Sett

      

      Compilation of Mathematically Correct Sett

      

      Compilation of Mathematically Correct Sett

      

      Off MetaTopMidSett


      10 Comments

      Share your thoughs, feedback, comments...

      SRK7Kyros 11 months ago- Edited

      Can u show the buffs u used in the screenshot where u showed all the stats and the W?

      I could'nt recreate those, I tried the infernals drakes already but I miss the rest



      2
      Mirramig 1 year ago

      this guide is so good i feel like i should be paying for it