League of Legends: Sett, the Boss Ability Guide

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A new year means a new League of Legends champion to herald the new ranked season, and Sett, the Boss, is ready to punch his way into the fray.

As previously discussed, he should be due pretty soon!


You have about half a week at most, in fact, to know what the heck he does before it’s your face getting beaten in on Summoner’s Rift.

Here’s a quick overview of what the next League of Legends champion has to offer.

Passive – Pit Grit

Sett’s passive is a two-parter. First, his Heavy Hands innate ability doubles up his melee-range auto-attacks. His basic attack is a normal left punch, dealing a normal amount of damage based on his Attack Damage stat.

His attack right after, however, is a right straight over eight times faster than his normal attack speed and gains 50 bonus range, plus it deals bonus damage based on his level and bonus AD stats.

The second part of Pit Grit encourages you to wade in with the one-twos.

He gains extra health regeneration per second based on every 5% of his missing HP, meaning he actually gets tougher the more people fight back.


Read More: League of Legends: Sett Release Date, Abilities, Skins, and Everything You Need to Know


Q – Knuckle Down

Cooldown: 9/8/7/6/5

When activated, Knuckle Down boosts Sett’s next two auto-attacks with bonus physical damage scaling with the enemy’s maximum health, making it especially deadly versus tanks and fellow bruisers.

To help him actually land those punches, Sett also gains a solid 30% bonus movement speed when approaching enemy champions.

This actually combines with Pit Grit’s damage as well, so a right-handed Knuckle Down is going to hurt quite a bit.


W – Haymaker

Cooldown: 16/14/12/10/8

Sett has no mana, and his abilities cost nothing to use.

He does, however, have a Grit resource bar that’s only available after he’s leveled Haymaker for the first time.

Grit tracks how much he’s taken in a fight, storing up to 50% of his maximum health, then decaying if he hasn’t taken further damage in a four-second window.

That Grit you’re storing does two things when you finally press W. First, he’ll gain a three-second shield equal to 100% of the Grit expended – similar in function to Tahm Kench’s shield.

Second, everything in a wide cone gets blasted for damage equal to a percent of the stored Grit plus extra physical damage based on his bonus Attack Damage. Everything in the dead center of that blast will take it all as true damage, ignoring all of the armor they might have stacked.


Unfortunately, you’ll have to lead the punch a bit, as Haymaker has a short cast time that lets people walk out of the true damage zone.

Read More: League of Legends: Sett Guide, Runes, Build, Abilities, Items, Playstyle, and More


E – Facebreaker

Cooldown: 16/14.5/13/11.5/10

You’re not much of a melee bruiser these days if you can’t drag folks into a fight.

Sett is more than happy to start a brawl with Facebreaker – anybody on both sides of Sett get dragged toward him, hit with physical damage, and slowed for half a second.


If he happens to get at least one person each on both left and right, they’ll get smashed into each other and stunned for one second on landing – meaning Sett with Flash up may very well be a team’s worst nightmare.

Doubly true if there’s a Yasuo on the team to extend that stun with his own ultimate.

R – The Show Stopper

Cooldown: 120/100/80

Vi mains will be annoyed with this – while The Show Stopper’s total range and chase-down potential doesn’t quite match what she’s capable of, it fulfills the same single-target lockdown role as the Piltover cop’s ability.

Sett grabs hold of one champion, suppressing them, and throws them down a direction for a good old fashioned WWE-style Neckbreaker.

Unlike Vi’s ultimate, however, The Show Stopper has some travel time, dragging the targeted champion a fixed distance before dunking them down for a huge burst of damage scaling with their bonus health.



This can either be used as a way to ambush a player, dragging them toward Sett’s team… or to throw them at the enemy team instead, dealing damage to everybody near the impact area and slowing them for 1.5 seconds.

As they’ll be slowed for 99% of their movement speed, this literally stops the show for the enemy team.

You get your money’s worth with the Boss.

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Written ByJames Chen@Obscurica