League of Legends: Sett guide
Here’s a quick breakdown of all Sett’s knuckle-busting abilities:
[Passive] - Pit Grit
Sett's basic attacks alternate between a left punch, then a right punch. Sett begins attacking with a left punch, and will reset back to it after 2 seconds of not performing a right punch.
Sett's right punch gains 50 bonus range, attacks are 8 times the left punch's attack speed, deals 5 − 90 (+0.15 per attack damage) in bonus physical damage (depending on level).
Sett gains 0.25 / 0.5 / 1 / 2 health regeneration per second for every 5% of his missing health (at level 1 / 6 / 11 / 16).
[Q] - Knuckle Down
Sett gains 30% bonus movement speed within 1.5 seconds while moving towards enemy champions.
Sett's next two basic attacks within 5 seconds each deal 10 / 20 / 30 / 40 / 50 (+1% per 100 attack damage) (+1 / 2 / 3 / 4 / 5 percent of target's maximum health) in bonus physical damage. Consuming an attack will refresh the timer.
Knuckle Down also resets Sett's basic attack timer.
[W] - Haymaker
Sett stores 100% of post-mitigation damage taken as Grit on his secondary resource bar, up to 50% of his maximum health. Each instance of accumulated Grit decays by 30% every second after 4 seconds.
Sett blasts an area in the target direction, dealing physical damage to enemies hit. Enemies hit through the center take 90 / 125 / 160 / 195 / 230 (+10% per 100 bonus attack damage) (+25% of expended Grit) in true damage instead.
Sett also gains a rapidly decaying shield for 3 seconds equal to the Grit expended.
Using the ability costs 100% of Sett's current Grit.
[E] - Facebreaker
Sett pulls in enemies at his front and back, dealing 50 / 80 / 110 / 140 / 170 (+0.6 bonus attack damage) in physical damage and slowing them by 50% for 0.5 seconds.
If Facebreaker affects at least one enemy on each side, all enemies are stunned for 1 second upon landing.
[R] -The Show Stopper
Sett suppresses the target enemy champion and then dashes unstoppably at a fixed distance toward it, carrying it along for 1.5 seconds before slamming it into the ground.
Enemies within the impact area take 200 / 300 / 400 (+1.0 bonus attack damage) (+40 / 50 / 60 percent of primary target's bonus health) in physical damage, which is reduced by up to 40% on the edges, and are slowed by 99% for 1.5 seconds.
The dash will prematurely end upon reaching a wall that cannot be dashed through.