Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Sett

the Boss

Sett be a durable champion who creates space through control, protection or a committed front line. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.

TopArrr, mostly physical damageArrr, melee attacks
Arrr, usual roleTop
ClassArrr, fighter · Tank
DifficultyArrr, low · 2/10
Arrr, basic attacksMeleeArrr, melee basic attacks · 125 range.
Arrr, damage profileArrr, mostly physical damageMost normal kit pressure be physical. Armour may lend a hand, but inspect whether attacks or tricks be th' main source.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Sett does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

Arrr, good patterns

  • Arrr, combines damage and durability in committed skirmishes or extended exchanges.
  • Arrr, creates space through durability, control or a reliable front-line threat.

Arrr, limits to respect

  • Can be worn down or controlled afore reaching th' range where th' kit be strongest.
  • Durability does nay make an unsupported engage seaworthy or guarantee enough damage to finish a target.
  • Basic attacks require belay access, so foe range, slows and displacement can deny a clean trade.
Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Sett in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily physical pressure

Armour can reduce th' broad physical profile. Separate basic attacks from physical tricks afore relying on an gear passive that only affects attacks.

Arrr, fight rhythm

Arrr, repeated access matters

Th' threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control afore th' repeated pattern settles in.

Arrr, range and access

Needs belay access fer basic attacks

Range, slows, displacement and terrain can deny th' clean contact this champion wants. Course th' course in as carefully as th' damage after arrival.

Typical crew job

Arrr, create space and absorb attention

Th' kit be most often most valuable when it controls an entrance, protects a carry or begins a fight crewmates can actually reach. Durability does nay make an isolated engage seaworthy.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Inspect whether recovery changes th' fight

Anti-heal or anti-shielding be situational. Buy it only when th' effect be materially protecting targets and yer champion can apply th' captain's answer reliably.

Arrr, resource pattern

Arrr, grit and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Sett?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Plated Steelcaps most often fit better

Armour and attack reduction address repeated physical basic attacks. Th' passive does nay reduce every physical trick.

Pick Mercury's Treads instead when magic damage or reducible crowd control across th' full crew matters more booty.
Arrr, repeated attacksArrr, reducible controlDisplacementSlowsArrr, healing or sustainShieldsHull-scaling or true damage
Arrr, pHYSICAL DEFENCE

Arrr, physical defence

Armour · hull · role-appropriate defence

Armour can reduce physical damage, but Plated Steelcaps' passive be specific to attacks.

Clash th' gear to attacks, critical strikes or trick burst rather than buying armour from th' label alone.
Arrr, rEPEATED ATTACKS

Arrr, repeated attacks

Arrr, Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit yer champion.

Do nay use this as an captain's answer to physical spells that be nay attacks.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

Arrr, Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects. Airborne and displacement effects be nay solved simply by stacking Tenacity.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Arrr, Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Arrr, mEANINGFUL HEALING

Arrr, meaningful healing

Arrr, bramble Vest or Thornmail · Morellonomicon · Mortal Reminder

A role-appropriate Grievous Wounds gear can reduce healing.

Buy it only when healing be materially changing fights and yer champion can apply it reliably.
Arrr, rEPEATED SHIELDS

Arrr, repeated shields

Arrr, Serpent's Fang

Anti-shielding can matter when repeated shields be protecting fit fer th' captain's eye targets.

Its offensive stats do nay fit every champion; another teammate may apply it more booty efficiently.
Arrr, hEALTH-SCALING OR TRUE DAMAGE

Hull-scaling or true damage

Shields · sustain · positioning · exact resistance inspect

Raw hull or one resistance may be incomplete agin' percent-hull, lost overboard-hull or true-damage mechanics.

Read th' present trick tooltip afore choosing defence; these mechanics do nay all use th' same counter.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Sett fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

JungleUnestablished course

Old chart, matey. Recommendations await inspection. Sett be normally played Top and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
MidUnestablished course

Old chart, matey. Recommendations await inspection. Sett be normally played Top and does nay currently have a reviewed Mid course. Mid most often needs solo-course safe harbour plus wave control, roaming or reliable burst pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
BotUnestablished course

Old chart, matey. Recommendations await inspection. Sett be normally played Top and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
SupportUnestablished course

Old chart, matey. Recommendations await inspection. Sett be normally played Top and does nay currently have a reviewed Support course. Support most often needs useful engage, peel or utility while operating on low doubloons income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role

Arrr, kit reference

Sett tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Pit Grit

Arrr, what it doesEnglishSett's basic attacks alternate between left and right punch. Right punch is slightly stronger and faster. Sett also hates losing, gaining additional health regeneration based off of his missing health.

Arrr, practical readPit Grit be th' always-on rule shaping Sett's normal trading and fight pattern. Watch its in-battle state afore committing.

Low-hull pressure

Part o' this effect becomes more booty valuable agin' a target that has already lost hull; it be nay th' same as maximum-hull damage.

Q
Q trick

Knuckle Down

Arrr, what it doesEnglishSett's next two attacks deal additional damage based off of the target's max health. Sett also gains Move Speed while moving towards enemy champions.

Arrr, practical readKnuckle Down contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 9/8/7/6/5 sec
Maximum-hull interaction

This effect references a maximum-hull value. Inspect whether th' present tooltip uses th' caster's or th' target's hull afore comparing damage or protection.

W
W trick

Haymaker

Arrr, what it doesEnglishSett passively stores damage he takes as Grit. On cast, Sett expends all stored Grit to gain a shield and punch an area, dealing true damage in the center and physical damage on the sides.

Arrr, practical readHaymaker contributes protection or sustain and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 18/16.5/15/13.5/12 secArrr, listed rangeArrr, 25000 units
Protection

Th' protection or sustain be part o' th' cast's value. Compare its timing wit' incoming damage rather than reading only th' offensive effect.

E
E trick

Facebreaker

Arrr, what it doesEnglishSett pulls in all enemies on opposite sides of him, dealing damage and stunning them. If enemies were only on one side, they are slowed instead of stunned.

Arrr, practical readFacebreaker contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 16/14.5/13/11.5/10 secArrr, listed rangeArrr, 490 units
R
Ultimate

The Show Stopper

Arrr, what it doesEnglishSett carries an enemy champion through the air and slams them into the ground, dealing damage and slowing all enemies near where they land.

Arrr, practical readThe Show Stopper contributes a slowing effect and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 120/100/80 secArrr, listed rangeArrr, 400 units

Arrr, levels 1–18

Sett · Health, arr / Grit · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1670 Health, arrArrr, grit follows champion-specific rules
Arrr, level 3838 Health, arrArrr, grit follows champion-specific rules
Arrr, level 61,120 Health, arrArrr, grit follows champion-specific rules
Arrr, level 111,670 Health, arrArrr, grit follows champion-specific rules
Arrr, level 162,320 Health, arrArrr, grit follows champion-specific rules
Arrr, level 182,608 Health, arrArrr, grit follows champion-specific rules

Cooldown Data Dragon 16.20.1

Q
Basic trickKnuckle Down

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 9 secArrr, rank 2Arrr, 8 secArrr, rank 3Arrr, 7 secArrr, rank 4Arrr, 6 secArrr, rank 5Arrr, 5 sec
W
Basic trickHaymaker

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 18 secArrr, rank 2Arrr, 16.5 secArrr, rank 3Arrr, 15 secArrr, rank 4Arrr, 13.5 secArrr, rank 5Arrr, 12 sec
E
Basic trickFacebreaker

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 16 secArrr, rank 2Arrr, 14.5 secArrr, rank 3Arrr, 13 secArrr, rank 4Arrr, 11.5 secArrr, rank 5Arrr, 10 sec
R
UltimateThe Show Stopper

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, rank 1Arrr, 120 secArrr, rank 2Arrr, 100 secArrr, rank 3Arrr, 80 sec
Unfurl every levelHull and grit from level 1 to 18
RankHealth, arrGritTrick milestone
1670Arrr, grit follows champion-specific rulesPick th' first aboard basic trick
2752Arrr, grit follows champion-specific rulesStow another basic trick or rank
3838Arrr, grit follows champion-specific rulesStow another basic trick or rank
4928Arrr, grit follows champion-specific rulesSpend one trick point
51,022Arrr, grit follows champion-specific rulesSpend one trick point
61,120Arrr, grit follows champion-specific rulesFirst aboard ultimate rank normally available
71,222Arrr, grit follows champion-specific rulesSpend one trick point
81,328Arrr, grit follows champion-specific rulesSpend one trick point
91,438Arrr, grit follows champion-specific rulesSpend one trick point
101,552Arrr, grit follows champion-specific rulesSpend one trick point
111,670Arrr, grit follows champion-specific rulesArrr, second ultimate rank normally available
121,792Arrr, grit follows champion-specific rulesSpend one trick point
131,918Arrr, grit follows champion-specific rulesSpend one trick point
142,048Arrr, grit follows champion-specific rulesSpend one trick point
152,182Arrr, grit follows champion-specific rulesSpend one trick point
162,320Arrr, grit follows champion-specific rulesArrr, final ultimate rank normally available
172,462Arrr, grit follows champion-specific rulesSpend one trick point
182,608Arrr, grit follows champion-specific rulesSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Sett buildsArrr, prepare a matchupArrr, browse champions