S12 Mathematically Correct Sett (IMPROVED)
AOE True Damage One-Shot Nuke build.
July 8th, 2022 ⸱ 61 min read
SETT (Juggernaut-Class Champion)
+ 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
Why is Sett a good Fighter? When and why should you play 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. Sett
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.
What is Mathematically Correct Sett?
Mathematically Correct Sett is a combination of runes and items which massively boosts your W (
) damage allowing you to devastate the entire enemy team all by yourself if you manage to hit your abilities. Haymaker
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
due to the nature of Sett. Your autos hurt, your Haymaker hurts, your Haymaker hurts, it's simply really good and viable. The Show Stopper
Do I need to know maths to play this build?
No, you don't need to know any maths to do this:
PASSIVE: Sett stores 100% of post-mitigation damage taken as Grit on his resource bar, up to 50% of his maximum health. Each instance of stored Grit decays by 30% every second after 4 seconds.
ACTIVE: Sett immediately gains a SHIELD equal to his expended Grit for 3 seconds, decaying after 0.75 seconds, and charges up a strike over the cast time.
After the cast time, he unleashes a blast in a cone in the target direction, dealing physical damage to enemies within the area but outside the center, and TRUE damage to all those in the center.
DAMAGE: 80 / 100 / 120 / 140 / 160 (+ 25% (+ 20% per 100 bonus AD) of expended Grit)
(Level 18 Full Build Sett VS Level 18 Full Build Kayle, only
and Facebreaker were used). Haymaker
How do you optimize your items and runes to make the most out of the build?
RUNES, ITEMS, SKILL ORDER & SUMMONER SPELLS
- LETHAL TEMPO
- GRASP OF THE UNDYING
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.
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 , 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 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.
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.
All of the bruiser/tank items were tested on
for the purpose of increasing your Sett damage. Haymaker
The ones listed below were deemed the most efficient at that task:
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
stronger than most other items do, and it enables you to splitpush quite well. Haymaker
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
and Fiora . Tryndamere
It's good against: Heavy AD teams, Auto-attackers.
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
or Morgana in the enemy team, consider getting these. Lux
It's Good against: Heavy Magic DMG teams, High CC teams.
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 and before getting . 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 section). Second, 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
and . Haymaker
is a Tank-Heavy item which provides a lot of stats that
Due to the recent nerfs and buffs, this item started to overperform . 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
and . He also gains more survivability through the resistances. Haymaker
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 , 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 .
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
as he does not have high base damage compared to other champions, although it works great as a 4th item. Sett
Great Item on Sett for Survivability.
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
damage and the Armor Shred passive makes fighting Armor Stacking champions much easier. Haymaker
is a bulky tank item that grants you immense sustain and a large chunk of health. In the late game, you can sell your or boots in order to buy Warmogs if you need the sustain it provides.
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
is a great tool for initiators like Sett to make sure their team can follow up after he uses the
. Elixirs are often bought towards the end of long games when builds are all completed and the extra gold continues to accumulate. The Show Stopper
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
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 .) 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
In the late game, it all ends up looking like this:
Those are some pretty INSANE stats for a Juggernaut, huh?
EFFICIENCY OF RUNES / OTHER WAYS TO INCREASE W DAMAGE
Why would you ever get if you're playing Mathematically Correct Sett? It gives no bonus stats that make your
The answers to this question is simple.
Mathematically Correct Sett falls off in certain duels if you fail to land your
. 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 . Haymaker
improves your dueling potential by a large margin, something like 's bonus 32 AD won't help much when the enemy
shreds half your health before your 3rd auto goes off. But with lethal tempo, you suddenly gain a chance kill him without even using Yone . 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. Haymaker
But you do sacrifice some
damage by not getting or . You have to choose whatever you prefer. Haymaker
TL;DR: Stronger dueling, lower W damage.
Conqueror Versus Grasp, which is better and why?
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
I would personally rate it better than Grasp.
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.
is a secondary rune apart of the 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
, albeit not increasing the True Damage from
, is still very strong and efficient on bruisers such as Haymaker , 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. Sett
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 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 , which is sometimes hard to do as you will usually have enough time to only R-E-W in a teamfight.
is a crazy strong burst damage secondary rune on Sett. Whenever you gain a giant
or 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 damage which is further increased by . Haymaker
has a lot of synergy with
's Sett regeneration passive and . 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. Pit Grit
'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 Sett . Haymaker
The lesser rune shards
should be taking are double Sett and Adaptive Force . Scaling Bonus Health
You might think that Sett needs the
shard as he utilizes it pretty good, that's not the case. For Attack Speed , having the bonus AD from taking double Sett turns out to be more benefical than having the 10% Bonus Adaptive Force , reason being the fact that you get more damage not only on Attack Speed , 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! Haymaker
As for the
, 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. Scaling Bonus Health
is one of the only champions who gets more benefit from using this rune instead of the resistance runes. Sett
Infernal Drakes and Baron Buff
Infernal Drakes are a largely great asset on
. Both the buffs and the soul can help you out a lot. Sett
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.
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. Sett
Getting 4 Infernal Drakes and a Baron Buff means your
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). Haymaker
If the enemy team HAS a lot of melee champions/little mobility, it is optional to sell your in order to buy a . This massively boosts your
damage but reduces your mobility by a lot, so it's recommended to only do this in dire situations where damage outweighs mobility. Haymaker
Alternatively, you can get a . After a bit of testing, I find the no boots Dead Man's Plate an actually strong and viable strategy.
So first of all, your
's damage gains a decent boost. Haymaker
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 , or dashing away.
Explanation of Abilities / Best Usage
, this is Sett's bread and butter ability. After using it, Sett's next 2 Auto-Attacks deal additional base and % MAX HP Physical Damage, scaling with his bonus AD. It can additionaly be used to reset Sett's Auto-Attack timer. For the first 1.5 seconds after it's casted, Sett gains 30% movement speed towards nearby enemy champions that are in vision. Knuckle Down
This ability is one of the 3 Anti-Tank mechanics Sett has in his kit, it usually has a Low Cooldown, meaning that you can generally always come out on top when dueling enemy tanks throughout the game.
You generally want to use this ability to either gap close with your opponent. If they are actively fighting you/close enough so that you don't have to gap close, you should use it to cancel your Auto-Attack timer in order to attack in quick succession, dishing out large damage.
, the good old twin brother of the TSAR BOMBA. Haymaker
This is easily one of the most powerful and iconic abilities in the entire game, it can be a total 100-0 Game Changer, and is also the main focus of this guide.
Sett has a secondary bar called "Grit" instead of mana. The amount of Grit Sett has is capped out at 50% of his MAX HP.
Sett gains Grit equal to 100% of post-mitigation damage he has recently taken. Grit starts quickly decaying after 4 seconds of not using it.
After Sett uses his W, he expends all of his Grit and prepares to unleash massive punch in an area right in front of him. The punch deals True Damage to all those in the center, and Physical damage to the enemies in the sides, amount of damage dealt is dependant on his bonus AD and Max Health. With our Top-notch bruiser itemization, this ability becomes your one and true Trump Card.
All of the grit that Sett expends is also converted into a MASSIVE SHIELD (100% of expended Grit) which rapidly decays over 3 seconds after the ability ends.
There's a whole lot of ways you can use this ability. Mainly, it should be used after your grit is fully stacked, but what I like to do is play mind games with it. Your opponent has constant threat of you suddenly annihilating his health bar with a single click of a button. He will actively try to side step it, and focus less on actually continuing it attack you. This gives you time to dish out more and more damage, just make sure not to overdo it, it could get you killed, or your Grit could decay.
You generally want to use it in combination with your
, as it slows/stuns the enemies you hit, pretty much guaranteeing the true damage part. Unless, the enemy you stunned has 25% tenacity, then, they'll have time to react before it hits them. (Flash, Dash away etc.) Facebreaker
In a teamfight, try to hit as much people as possible with the center. This ability can turn the fight whole 360 degrees around, I personally have gotten multiple pentakills just from a click of a single button.
can be parried with
while it's casting, resulting in a surprise one-shot/finisher on the enemy. Haymaker
is an ability which FORCES your opponents to gap close with you by crushing their skulls. Facebreaker
Sett pulls enemies on both of his sides, dealing damage, slowing them briefly if there's only enemies on one side, and stunning them for 1 Second if there's enemies on both sides.
You can use it in combination with all of your abilities.
Gap closing with
and pulling your opponent. Knuckle Down
Stunning/slowing enemies for a guaranteed
Stunning the enemy team after jumping in with
. The Show Stopper
Arguably one of both the coolest and strongest ultimates in the game,
is Sett's both engage and counter-engage ability. The Show Stopper
You can pick up the biggest and beefiest enemy on their team, carry them in the air, and SLAM them into their own team, crushing their skulls with their own tank that was supposed to protect them. It has very high base, further increased by 60% of grabbed enemy's BONUS HP.
This ability can be used in many ways.
Mainly, you should use it to make an engage by throwing their frontline into their backline.
Try your best to ult the enemy with the Most HP in their team. This will massively increase your ultimate damage, resulting in potential one-shots depending on who you ulted.
You can also use it to peel for your teammates by SUPPRESSING the enemy trying to jump into your squishy backline.
If they have a Squishy Fed High-Damage Carry, you should look to -Ult onto them and try your best to burst them down. The most optimal way of doing it is clicking R on the enemy before casting , as that will make your R instantly cast on the enemy as soon as you use , leaving 0 time for them to react to it.
It's also great in 1v1s, some better than others. While generally used for damage, it can cancel high-value abilities that could usually get you killed, such as
's Mordekaiser (R as soon as you see him raise his mace towards you, you should also briefly hear the hum sound of the cast), or Realm of Death 's Yone (R as soon as you see him lower his body and swords, that's also when you should see the big outline behind you. It also makes a small sound at the beginning. If you R too late, it will have no effect as he becomes Unstoppable after the dash starts). Fate Sealed
Sett's Passive is called
. It's a rather strong passive that any fighter could have, especially in the Top Lane. Pit Grit
The first part his passive are his Heavy Hands.
Sett's auto attack animation alters between a left and right punch. The right punch comes out faster, has additional range, and deals extra damage. Because of this, Sett attacks faster than most melee fighters, and deals more damage. He can also kite much easier between autos then all other melee fighters. This is one of the reasons he's such a great lane bully.
The second part of his passive is the Heart of the Half-Beast he has within him.
Sett is the greatest champion of fighting that the Noxian fighting pits have ever witnessed, he absolutely hates losing. Coincidently, he has has never lost. His unbreakable will and mixed genes have helped him achieve that.
He gains additional health regeneration depending on his missing health. The less health he has, the more he heals. This allows him to outsustain 99% of champions in the Top Lane, he can simply take a fight, walk back, and soon enough, his HP bar will be bigger than the puny excuse of a fighter the opposing Top Laner is. It also tremendously helps him win Ranged Matchups by simply not allowing the dirty diaper-filled Ranged Top-Laner poke him out of lane.
Laning Phase / Macro
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,
and Darius want to snowball their lane in order to push it out, join their team and help them dominate objective teamfights. Renekton
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
, be ready to rotate if necessary. Blitzcrank
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 , 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
and Facebreaker . 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. The Show Stopper
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! Sett
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
on high priority targets or tanks. Sett
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
parried with your Haymaker 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. The Show Stopper
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
. 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 Dark Binding 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. Chronoshift
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.
BUY s! It's even more so important to use s and get Deep Vision if the enemy jungler has stealth, such as
, Twitch or Shaco . Evelynn
Run if no other ally is running it/using it so you don't face check brushes and get caught. Sweep often if you have , which may allow you to get a pick, allowing you to win the subsequent fight, or get an objective.
Below is a list of the most important combos on Sett that you should know:
The Dynamite Daze
- Facebreaker ┃ Haymaker
This combo is used to make the chances of hitting your
A Stun guarantees it unless the enemy has 25% Tenacity.
┃ AA - AA -
- AA - AA ┃ Knuckle Down
Standard Trade Combo.
The Thunder and Lightning
┃ AA - AA -
- AA - AA - Knuckle Down The Show Stopper
- AA - AA -
- Facebreaker ┃ Haymaker
All-in combo. If the enemy doesn't die, keep punching.
The Highlighters and Scantrons
- Knuckle Down - - Facebreaker
┃ The Show Stopper
's Insec combo. It can be used to throw enemies under tower or into your team. Sett
HEAVILY Recommended Ban
Vayne is a MASSIVE conundrum for you.
She is a Ranged champion who can bully you early [with autos], has self peel [Q
& E Tumble ], shreds tanks [ Condemn ], and outscales you massively. What more can one ask for? Silver Bolts
Despite all of this, if you get close to her, you have a MUCH better damage output than her, actually throughout the entire game if you are able to consolidate a lead early.
So how do we do that? Cheese! Not only at Level 1 (but especially at level 1), but throughout the entire game. Get or after laning phase! Beyond cheesing, you need to play Laning Phase relatively safe.
You have an opportunity to make an engage Level 2 with a Q (
) to gap close and E ( Knuckle Down ) . Vayne is probably not going to get her Facebreaker (Knockback) until Lvl 3 which makes this such a good plan! Try to keep the wave state neutral for that time being between Levels 1 and 2. Condemn
Now, it's unlikely you killed her. So you will want to wait for your abilities to come off cooldown to Flash-E her and chunk-Ignite her for the kill. Crash the turret, reset, and you should snowball well.
Do not play overly aggressive after this, you will have to wait until you get the Level 6 advantage for your next engage. Keep vision to not throw the lead you just got.
The reason why Jax is a hard matchup:
1. He can
out of a trade / disengage, and he can use it to dodge your Leap Strike . Haymaker
2. He outscales you hard in 1v1s (but not in teamfights).
3. He can dodge your only consistent source of damage (auto-attacks and
) using Knuckle Down . This is why this lane requires frequent trades, bait out his abilities with the first trade (simply walk up with Q) and then a few seconds later, use your E for another engage. Counter Strike
This matchup is all about playing around his cooldowns since they counter you hard. I advise playing aggro early and trying to secure a lead, even if it's a CS lead for yourself.
In the Mid-Late game, even though he should usually outscale you pretty hard, it's much different than you think. His current itemization barely brings any health, he mostly builds resistances and damage. This is where our Mathematically Correct build comes into play. You will be able to one-shot him with a single Full Grit
later on, tricky part being the fact that you have to hit him. Try fighting him around minions, jungle camps or even his own allies. As long as you pull your stun off, he is likely dead. Haymaker
That's not always necessary however, it always depends on the skill and awareness of the
player you're facing. Jax
DIFFICULTY: MEDIUM / HARD
Riven is a mobile champion that has disables embedded in her kit to make trades as positive for her as possible.
She has 3 casts on her
(which will propel her forward), the third Broken Wings cast knocking up enemies, a stun on her Broken Wings , and a mini-dash & shield on her Ki Burst . Her Valor gives her bonus AD and an execute ability. She may out-trade you as she'll only engage when she wants and she'll disengage when she doesn't want to fight, you have no control over fights. Blade of the Exile
Furthermore, experienced players will consistently cancel your autos and make your lane hell.
In the end, it is all dependant on the skill of the
player. A casual one isn't too hard to defeat, but a skilled one is pretty challenging as you could probably tell from the text above. Riven
She will be pretty slippery throughout all phases of the game, catching her is always tricky.
In the Mid-Late game, her sustain and bulkiness through both items and her Shield is gonna be pretty annoying to deal with. You can win duels with her, as long as you hit all your abilities. It doesn't always result in a kill however, she can always bail out if she wants to, not much you can do to stop her. If anything, she won't be killing you.
If she isn't fed, your Teamfighting power will overcome hers, as your kit is more designed towards it. Don't underestimate her AoE however, it can be pretty game-changing just as yours is.
DIFFICULTY: EASY / HARD
This lane can either be piss-easy or nigh-impossible, all dependant on how big of a soulless bastard he is. It's very tilting to play against good
Teemo will harass you with autos and his burn, and when you attempt to engage, he'll also blind you, making you miss your autos.
Make sure to rush as your first buy. They are very efficent against him, it'll make your life so much easier as it both allows you to catch up to him and pummel his face easier since his blind and slow duration will be reduced.
Here are my trading tips:
1. Use your
shield if you're low to shield his burn. Haymaker
2. Run at Teemo with your
, wait for him to blind you, use your Knuckle Down to stun him, and then after the blind, proc the empowered autos. Use your Facebreaker while he runs. Haymaker
3. Keep in mind he can easily just Flash out or use his
(gives him speed), so you want to try to be consistent with these engages to make sure he wastes his . Move Quick
DIFFICULTY: MEDIUM / HARD
Tahm Kench is a really difficult matchup because he's SO tanky and hard to deal with.
His auto attacks deal additional magic damage scaling with his bonus health, and stack his passive,
. An Acquired Taste
reaches max stacks, he can stun you using An Acquired Taste for 1.5 SECONDS. Tongue Lash
is a slow/stun that heals him if he hits you, his Tongue Lash is a blink that knocks up champions, his Abyssal Dive is a shield equal to the amount of gray health he has, and his ult allows him to eat an ally or an enemy. Overall he has lots of sustain, damage and bulkiness. Thick Skin
Your early game is stronger than his. This didn't use to be the case, but due to his
nerfs, trades can finally become even or one sided for Thick Skin . Try to bully him out of the minion wave and kill him as hard as you can, if you're even with him, he will destroy you in the Mid-Game. Sett
His passive magic damage will spike massively, increasing both his auto-attack damage and his
damage. The items he purchases and a few levels in Tongue Lash (More damage to Grey Health) will make him incredibly tanky. Your damage will be so low to the point that his and Thick Skin healing will greatly outsustain all of it. He will also eat all your Tongue Lash s like breakfast with his Haymaker Shield. Thick Skin
The only thing you have going for you is
, use it on him to slam him into his own team, that'll make teamfights turn into your favor. Your massive AoE far out-performs his single target attack patterns. The Show Stopper
You outscale him in the Late-Game duels, your
damage becomes too massive to ignore while the allows you to shred him your normal auto-attacks and the rest of your Anti-Tank abilities. Not to mention that you'll also be tankier than he is, you will have too much Health and Resistances for him to handle. Haymaker
DIFFICULTY: MEDIUM / HARD
Nasus's game plan relies on him using his
(empowered auto) on low health minions to permanently increase his future Siphoning Strike damage, becoming a monster late game. Siphoning Strike
He will use his
(damage zone) to poke early, and Spirit Fire (slow) you when he goes for an all-in or his jungler is coming (expect to be ganked!). Wither
Nasus's greatest weakness is his early game, in which you win trades insanely hard. This means you have to hard harass him when he walks up for CS, zoning him from wave, especially when your cannon is about to die as that will give him 12 stacks! If Nasus walks up to CS, he can auto them and heal himself from his Passive, which gives him life steal - DO NOT LET HIM!
Dying to Nasus is fatal, so don't overextend without proper vision (be sure to get deep vision after shoving). I advise slow pushing or freezing to force trades and deny CS while the wave is on your side, and then shoving the wave when the wave is on his side. Post-6, he has the potential to out-trade you, so only go in when your kit is up and take short trades.
Look to end the game early, as in the Mid-Late game, he becomes impossible to duel. Your best bet then will be forcing teamfights, in which you'll be stronger.
is MANDATORY, this champion heals A LOT.
Fiora relies on landing her
vitals, and if she lands them, she will get a burst of MS and healing. This makes her trades generally very positive and therefore she's a strong duelist. Duelist's Dance
You win Level 1 all-ins if you commit and land your
Stun, but Fiora will excel in very short trades by hitting your vitals and running away. Facebreaker
Beyond this, you need to take otherwise, she will win eventually heal so much that it becomes impossible to kill her 1v1.
1. Reposition yourself such that it's difficult for her to proc vitals. If you hug the wall in the direction her vital is, she literally cannot proc it.
2. She can parry your
Facebreaker and Haymaker . Most Fiora players will try to predict your The Show Stopper by using Facebreaker as soon as they dash in to fight you. Save your E as much as possible and keep autoing her non-stop in order to bait her into using it early. After she eventually uses Riposte , you can kill her. Riposte
3. Don't like where a vital is? Exit her range and reenter, and the Vital will reset.
4. If you're ahead, use your Vital to bait her and when she lunges in, if you time it correctly, you can actually
her during her lunge, preventing her from proccing the vital at that point. Facebreaker
Mid-Late game, she will look to split-push most of the time. Try your best to match her, if you had an early game advantage this will be easy. If the game isn't over before she farms out her powerspikes, she will be very hard to duel unless you can land a
, which will be incredibly hard against a skilled Haymaker . Fiora
Mordekaiser is almost completely reliant on landing his
in order to win trades with you. His Obliterate is his main source of damage and will deal extra damage while isolated. Obliterate
You need to do everything to dodge his
and if you do, play extremely aggressively. Obliterate
Pay attention to his passive, which can end up eating your health if you try trading with him too dangerously in it. It activates when he lands 3 autos or attacks on a champion.
Level 1, you want to force a fight with him starting
, you will often get him to or he just dies to you. Facebreaker
You can cheater recall (slow push waves 1-2, hard push wave 3 and reset) to get a lead if you don't think you play well into Morde.
If he walks up to farm the wave, force a fight very aggressively. If he uses
on minions, harass him hard and zone him from the wave. Obliterate
Keep shoving the wave since he doesn't react very well to Jungle ganks aside from his
because of his ultimate. He'll miss CS and his power spikes will be delayed, giving you a forever lead on him. Death's Grasp
He will easily stat-check you if you let him use his
on you. There's a way to avoid this. If you use your Realm of Death while he is in the cast animation (You will see him raise his Mace towards you, a distinct sound can be heard while that happens, you need to react fast), you will completely negate his The Show Stopper and put it on FULL COOLDOWN. This will usually score you the kill, you are stronger in your own dimension. Realm of Death
This matchup is dependent on the first few levels.
Both of you are lane bullies that have near-identical goals.
Pre-3, you win short trades until he gets his hook, which he will use to force longer trades. Very long trades are bad for you; his passive
gives him a lot of AD and a heavy bleed, which makes his damage pretty high with 5 stacks. Hemorrhage
Although, lvl 3 you will likely be able to kill him pretty fast with if you play it out well.
, harass him if he walks up for CS, land a few AA's, and back off. Don't be careless and don't extend yourself or play dangerously. Avoid pushing lane early game EXCEPT to get the level 2 advantage, and do what you can to make a freeze without taking too much harass. Getting ganked is really bad in this lane. Facebreaker
General trading tips:
1. Use your E to pull him in, right before his
swing, preventing him from getting healed. If your Decimate is down, just walk in as it's easier than walking out. Facebreaker
2. Play safe while your
or Facebreaker is down. Haymaker
3. Make the fights with him short, the longer he fights the lesser your chances are at killing him. Either do fast trades and back off, or all-in him and burst him down as quick as you can.
4. Try your best to time your
in order to block his Haymaker damage. This pretty much guarantees you winning the fight as he just wasted his true damage burst on your shield. Noxian Guillotine
DIFFICULTY: MEDIUM / EASY
Your goal in this matchup is to abuse your better dueling power before 6 to establish a lead while avoiding giving him any lead whatsoever. This is because
snowballs really well. Tryndamere
In the early game, you should look to make trades since Tryndamere will almost always want to trade and will likely underestimate you. The people who play this champ tilt very easily, you'll have no problem killing him multiple times.
Look to cheese. I advise comboing your
and Facebreaker to make the Haymaker sweet spot impossible to miss, as it will be the deciding factor in trades if he's at max fury. Haymaker
If you made a good cheese, you can establish a Level 2 lead with a slow push, force a trade to get him low, and then shove the third wave into Cheater Recall. This will ensure you are in good shape.
Post-6 is tricky, especially if you do not have a lead. His
is a tremendously strong ability and power spike. You need to use your Undying Rage when he attempts an engage, auto once or twice, and then back off. When he turns his ultimate on, possibly to dive, you need to use your Facebreaker to try and suppress him and mitigate the amount of damage you take. Make use of your The Show Stopper . Haymaker
In the Mid-Late game, Tryndamere splits VERY well. You need to match him, which is why getting a lead early is so crucial.
Irelia is one of the easiest lanes for Sett, as his damage is superior and he doesn't get stat checked like most other Top Laners.
Level 1, you need to harass and try to zone her off the first 3 minions and try to force a trade.
If she dashes in with her
for the minions she's a free kill, you need to force another trade. DON'T LET HER STACK HER Bladesurge , IT WILL GIVE HER A FIGHTING CHANCE TO KILL YOU LVL 1! Ionian Fervor
After 3 you beat her like nothing, just make sure to stun so she doesn't
out of your Bladesurge . These small things are your best chances of winning lane. Other than that, pay attention to YOUR low health minions since they are likely targets for Irelia to dash to and kill. This is a free engage for you! Make a full trade out of it. Haymaker
Mid-Late game, she will probably split since her waveclear is better so you'll need to be able to duel her.
DIFFICULTY: VERY EASY / EASY
You win this matchup so hard.
does NOT block your W! Wind Wall
You win almost all trades. Level 1 you out-damage him, force trades and zone him off the wave, especially as your first 3 minions die, walk up to make him not be in the XP range, try not to get poked by his
. Steel Tempest
This will give you a LARGE window to make a trade with the Level 2 advantage Practically win lane within the first 3 minutes.
Yasuo players are toxic and tend to perma push the wave and will tilt very easily. Literally make them think you are a tryhard by last hitting, freezing the wave, and giving yourself a large opportunity to run him down.
Falling behind in this lane is fatal; you will almost always have a chance to bring your lead back if you die once or twice, but you need to look out for his Jungler so you don't get shut down early. Easiest way to lose this game is through that.
As with Yasuo, you win this matchup pretty hard.
It's a bit more difficult because Yone in general has better ability to outplay you with a shield from his
, two dashes (3rd cast of Spirit Cleave and Mortal Steel ), and a broken dash (so broken I had to put it separate from the other dashes; a long-range dash that stuns and collapses enemies hit. That would be his Soul Unbound , did I mention it's not even a true dash, but a blink?). Fate Sealed
Now that you know what Yone does, let's talk about what you can do to make him cry:
1. You win Levels 1-5 hard. Lvl 6+ he has the opportunity to outplay you in an even lane (or if he has a lead).
2. Due to your advantage, look to cheese him and take complete lane priority. Get Levels 2 and 3 advantage and make use of them! Slow push or try to freeze in the early game.
3. Avoid giving him a lead. He snowballs really well since he can outplay you, unlike Yasuo where it's ok to make a few mistakes. Do not go for overly risky plays.
4. As mentioned earlier, slow pushing is the way to go. Make positive trades such that you are able to dive him and crash a huge wave onto the tower. This will win you the lane very hard and make the top gap enormous.
5. Attempt to cancel his
dash (yes, you can do that) with your Mortal Steel . The timing is tricky, but it can be very clutch in close situations. Facebreaker
6. You can completely negate his
by using the Fate Sealed as soon as he starts the animation, so it's very optimal to save your Ultimate until he tries to use his. The Show Stopper
DIFFICULTY: EASY / HARD
matchup is quite the tricky one. Olaf
In lane, you can beat him like cake, out-damage him very hard.
Although, after Level 6, he powerspikes significantly. This doesn't mean you stil don't have chances of beating him. If you stomped lane, he will have a hard time killing you for qite a while.
Focus on dodging his
poke in lane, it gets quite heavy in damage after a few levels. Undertow
In post-6 fights, use your
in order to dash away from him, this will hopefully give you enough time to run away from him so his The Show Stopper wears off. If that happens, you can go in and kill him, as he can no longer ignore your E stun into a W. Ragnarok
Around Levels 11-16, he spikes so hard that it's virtually impossible to duel him no matter how good you play it out.
DIFFICULTY: MEDIUM / EASY
Wukong's playstyle/trading pattern involves him dashing in with his
, cloning with his Nimbus Strike , baiting you into damaging him, then surprising you with a burst of damage with an empowered auto Warrior Trickster . Crushing Blow
And then he can also knock up. Twice. With his
. Point understood, he's a toxic champion. This matchup involves you simply NOT giving him a lead and scoring a kill when he makes a mistake. Cyclone
Sounds boring, right? Well, yeah. Your fun is someone else's boredom, so the fun you get from the rest of your games is going to be hitting you back in this matchup.
Since Wukong relies on a snowball, you should be looking to freeze but also pinging your jungler OFF your lane. It's a WASTE for them to gank you due to how easy Wu can disengage with his
and Warrior Trickster . Tell them to instead invest into other lanes. Cyclone
OK, so aside from all that, Wukong shouldn't be able to kill you in lane. Your are a bigger lane bully than he is, your trades are much stronger than his are if you play correctly. Try your best not to waste resources on his Clone, that can get your killed.
Wu lacks wave clear so if you happen to get a lead, push. If not, freeze and bait an engage if you have nothing else to do.
DIFFICULTY: EASY / MEDIUM
This matchup is more Annoying than being overall hard, she is a toxic champion that wants you to make mistakes in order to exploit them.
You hard beat her through most of the game if you're playing correctly. She only becomes stronger than you after Level 16, but even then you can still defeat her all by yourself, more about that later.
Early-Game, you want to fucking crush her. Don't let here breathe at any point available. You want to deny as much EXP and CS as you can from her, this is VERY important. Unlike a lot of Lane Bullies, Kayle can't cheese you Level 1. You ARE STRONGER! Don't be afraid to fight, CRUSH HER!
A very important key to winning this matchup is rushing . This item TREMENDOUSLY helps you deal with her. It allows you to always outrun her, and helps negate her
slow. Keep forcing fights and make her life as miserable as possible. Radiant Blast
Cooperate with your team to end the game as fast as possible. It's very dangerous to allow her to scale, it could easily lose you the game. Go for Drakes and Baron, you shouldn't be losing fights around these objectives unless the enemy team is overfed.
If you unfortunately fail to end the game fast enough, Late-Game can be quite difficult. She now possess 24/7 active HEAVY waveclear, tons and TONS of damage, and VERY HIGH survivability from her
. All from her Divine Judgment . Divine Ascent
Despite her crazy scaling, you can STILL FUCK HER UP! This isn't just
, this is a walking 'n' sentient NUKE waiting to blow up on the first opportunity. Sett
Fight her around Minions/Champions/Monsters whenever possible, this is a VERY important factor in defeating her.
Walk up to her and start hitting her, make sure to save your
and Facebreaker , use only Haymaker , Knuckle Down and basic attacks. Your goal is to stack up ASAP, by 12 stacks, you will likely have full grit because of her devastating damage. Stun her with The Show Stopper and throw a Facebreaker as soon as you do it, DON'T HESITATE. She can only survive your Late-Game Haymaker with her Haymaker , you simply MUST NOT allow her to clutch the fight with it using our innate Stun. If you don't manage to stun her, or she has too much Tenacity (Minimum 25%), it's over for you (Unless she's braindead and doesn't throw her Ult for some reason). Divine Judgment
DIFFICULTY: MEDIUM / HARD
can become a Massive problem if you fail to keep him at bay. Dr. Mundo
The recent Grievous Wounds nerfs were quite big for him, he relies mainly on his God-Like Sustain to come out on top in most of the fights he takes.
The actual difficulty of this matchup is heavily dependant on how good the Mundo player is, a good one will try their best to make your life living hell.
The reason he is so hard to deal with is his CC Immunity from
, you can't forcefully initiate trades with him before you get rid of it. If he is smart, you will NEVER be able to get any good trades with him until it's back up. You don't choose when the fight has started or is over, HE does. Goes Where He Pleases
In the Early-Game, try to break his passive with your
. Do your best to walk over the canister he drops. It will leave him on a 45 second cooldown until his Immunity is back. Your Facebreaker CD is much lower than that, try to chunk him until it's up again. Do your best to avoid his Facebreaker throughout the entire game. It always hurts no matter what stage of how behind he gets, or what stage of the game it is. It's gonna be his main way of CSing from safe range and trying to poke you. It can bring you from Full HP to half in only 2 hits, so be wary of it. Infected Bonesaw
In All-ins, don't too early. Use it only after he pops his
, it'll help reduce his chances of surviving your combo. Maximum Dosage
after breaking his passive with The Show Stopper . Perferably, you want to break his passive before the All-in happens, it's quite hard to hit a Facebreaker since Haymaker grants him a bunch of Movement Speed. Stay around minions to avoid his Maximum Dosage damage, and to be able to potentially stun him. Don't throw your Infected Bonesaw randomly if you can't get the stun off, he will likely dodge it, you're dead if that happens. Instead, try abusing the huge slow from Haymaker , you will have much bigger chances then. The Show Stopper
In Teamfights, use him as the Dumb Dummy he is by Slamming him and his Gigantic Healthbar into his own team, it can cause quite the ruckus and pretty much annihilate everyone in the area.
With the Math Sett build, he doesn't outscale you either. You beat him in all stages of the game, don't whiff your
though (You beat him without it sometimes, but it gets risky). Haymaker
This is a real tough one.
He is one of
's hardest counters in the game, his kit and itemization allows him to effortlessly walk over most Top Lane bruisers. Sett
He packs massive and quick burst damage, decent sustained damage and an immense amount of healing and bulkiness.
Early game, he is a strong lane bully, similar to you. This is the most important phase of the game for you when facing
, because it is the only opportunity you're going to get to try and crush him. Yes, he might be strong, but you are stronger early, and you HAVE to abuse that if you want to win. Be as aggressive as you can and try your best to assert a gold advantage, that way, you will have enough damage to defeat him after the laning phase (Mid-Late game). Volibear
If you didn't beat him early, prepare to have your anus ripped in twain. His
sustain becomes too large on a low CD, even when he is under . This is very bad for you because at this point, he is already very hard to punch through because of his Health, Resistances and Frenzied Maul Shield, the extreme healing makes him simply unkillable 1v1. Sky Splitter
Expect to be dived quite frequently as well, he will use his
to disable towers and his large quantity of damage will overcome yours by far, no matter what he builds. Stormbringer
Look to group with your team in order to get some teamfights going, this is where you excelt. He is forced to walk up to you in order to engage, which makes counter-engages using
easy to pull off. You'll make a bigger impact than he does, your AoE is superior. The Show Stopper
DIFFICULTY: MEDIUM / HARD
is a tough and annoying ranged matchup if the player is good. If the guy you're versing isn't too good, the matchup is not too hard. Akshan
Protitize getting boots, preferably . They will greatly reduce his damage, which is mostly centered around auto-attacks, while also helping you catch up to him.
When going for an engage, try to bait out the start of his
animation in order to cancel it so he can't escape you after you stun him. If you manage to cancel it and you have boots, he's pretty much 100% dead unless he uses . Heroic Swing
Outside of lane, you hard outscale him. Your teamfighting is far better than his, he's a mostly single target assassin. Although you shouldn't underestimate him too much, his
revive can be a huge game-changer. Going Rogue
Quick Summary - Mathematically Correct Sett
Quick Sett AD Top 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 ) but it's still quite good.
"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!