Sett
SETTSkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 9.5 | 8 | 6.5 | 5 |
| Base Damage | 5 | 20 | 35 | 50 |
| Bonus Damage | 0.01% | 0.015% | 0.02% | 0.025% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 16 | 14.5 | 13 | 11.5 |
| Base Damage | 80 | 105 | 130 | 155 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 13 | 11.5 | 10 | 8.5 |
| Base Damage | 50 | 75 | 100 | 125 |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 70 | 65 | 60 |
| Base Damage | 200 | 300 | 400 |
| Percent Health Damage | 35% | 45% | 55% |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+A← A50.3%8.0%1.6%
- Master+A← A50.1%8.1%1.5%
- ChallengerA← A49.9%8.8%1.1%
- LegendaryA← A50.2%9.8%0.9%
Tencent official (CN server) / Top / 2026-11-07
Tier stays A at every rank, with only a 0.5 point win-rate spread — consistent across ranks.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Top
One dot per championTier and numbers
- TierWinPickBan
- Diamond+A← A51.2%1.6%1.6%
- Master+A← A50.6%1.7%1.5%
- ChallengerB← B49.1%1.7%1.1%
- LegendaryB← B48.7%1.8%0.9%
Tencent official (CN server) / Support / 2026-11-07
Tier moves A → B across ranks, a 2.6 point spread in win rate.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among Support
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 54.2%
- 54.6%
- 56.5%
- 54.4%
- 53.9%
- 55.7%
- 54.9%
- 53.3%
- 59.0%
- 56.4%
- 55.4%
- 53.1%
- 58.1%
- 56.7%
Runes13 combos, by pick rateby win rate
- CombinationPickWin
- 51.1%
- 49.0%
- 52.0%
- 51.0%
- 50.3%
- 48.5%
- 49.3%
- 47.6%
- 49.8%
- 51.5%
- 45.8%
- 48.9%
- 47.1%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 50.4%
- 50.4%
Official Tencent data (China server)Diamond+ / SupportAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)9 combos, by pick rateby win rate
- CombinationPickWin
- 54.1%
- 53.4%
- 51.3%
- 52.3%
- 54.9%
- 55.3%
- 59.1%
- 58.9%
- 46.7%
Runes9 combos, by pick rateby win rate
- CombinationPickWin
- 53.1%
- 50.4%
- 50.4%
- 49.7%
- 50.0%
- 52.2%
- 49.4%
- 48.7%
- 59.2%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 51.6%
- 48.6%
- 48.3%
- 58.0%
- 48.0%
Official Tencent data (China server)Master+ / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)14 combos, by pick rateby win rate
- CombinationPickWin
- 54.3%
- 54.4%
- 55.9%
- 54.5%
- 53.8%
- 55.9%
- 53.6%
- 53.5%
- 57.8%
- 54.9%
- 52.5%
- 57.0%
- 58.7%
- 56.5%
Runes12 combos, by pick rateby win rate
- CombinationPickWin
- 50.9%
- 48.7%
- 51.5%
- 51.1%
- 49.8%
- 49.0%
- 48.5%
- 50.5%
- 47.5%
- 51.8%
- 48.8%
- 47.4%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 50.4%
- 50.1%
Official Tencent data (China server)Master+ / SupportAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)8 combos, by pick rateby win rate
- CombinationPickWin
- 53.7%
- 53.8%
- 49.7%
- 51.9%
- 56.6%
- 55.5%
- 56.6%
- 56.3%
Runes9 combos, by pick rateby win rate
- CombinationPickWin
- 53.0%
- 50.1%
- 49.8%
- 50.6%
- 50.9%
- 51.6%
- 48.4%
- 59.1%
- 48.9%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 51.4%
- 48.4%
- 48.5%
- 58.3%
- 49.2%
Official Tencent data (China server)Challenger / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 2 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
Runes2 patterns
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)16 combos, by pick rateby win rate
- CombinationPickWin
- 53.4%
- 53.4%
- 55.1%
- 55.1%
- 54.0%
- 52.7%
- 54.7%
- 51.4%
- 56.9%
- 52.9%
- 52.6%
- 53.2%
- 56.3%
- 59.9%
- 55.9%
- 57.8%
Runes11 combos, by pick rateby win rate
- CombinationPickWin
- 49.5%
- 46.7%
- 51.9%
- 49.8%
- 51.6%
- 51.3%
- 49.7%
- 53.6%
- 54.0%
- 50.4%
- 47.6%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 49.9%
- 50.3%
Official Tencent data (China server)Challenger / SupportAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)7 combos, by pick rateby win rate
- CombinationPickWin
- 54.5%
- 51.6%
- 53.1%
- 42.9%
- 57.1%
- 53.2%
- 58.5%
Runes10 combos, by pick rateby win rate
- CombinationPickWin
- 53.6%
- 48.5%
- 52.3%
- 55.1%
- 54.3%
- 53.7%
- 59.3%
- 50.0%
- 55.6%
- 57.1%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 51.8%
- 48.3%
- 50.6%
- 46.9%
- 64.8%
Official Tencent data (China server)Legendary / TopAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 53.5%
- 55.2%
- 50.4%
- 54.4%
- 52.3%
- 51.9%
- 57.0%
- 52.9%
- 62.7%
- 41.5%
- 50.9%
- 41.8%
- 55.6%
Runes8 combos, by pick rateby win rate
- CombinationPickWin
- 43.3%
- 47.4%
- 50.0%
- 33.3%
- 50.0%
- 28.6%
- 81.8%
- 50.0%
Summoner spells2 combos, by pick rateby win rate
- CombinationPickWin
- 49.6%
- 48.3%
Official Tencent data (China server)Legendary / SupportAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Less common item familiesItems from families under 10% of the Chinese combos, but found in other sources
Core items (3)8 combos, by pick rateby win rate
- CombinationPickWin
- 54.6%
- 44.2%
- 44.3%
- 67.7%
- 45.8%
- 60.0%
- 46.7%
- 66.7%
Runes2 combos, by pick rateby win rate
- CombinationPickWin
- 31.6%
- 29.4%
Summoner spells4 combos, by pick rateby win rate
- CombinationPickWin
- 48.4%
- 56.8%
- 50.0%
- 65.5%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds5 builds
- Streamer / proCore itemsKeystone, spells
Items in these builds
Armored Advance5 of 5
Stridebreaker4 of 5
Hullbreaker4 of 5
Black Cleaver4 of 5
Overlord's Bloodmail4 of 5
Spear of Shojin3 of 5
Guardian Angel1 of 5
Sundered Sky1 of 5
Sterak's Gage1 of 5
Radiant Virtue1 of 5
Experimental Hexplate1 of 5
Heartsteel1 of 5
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Defense
Support
Runes
Resolve
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3Changed
Base Stats
- Attack Speed Ratio: 0.625
- Base Attack Speed: 0.625
- Base Bonus Attack Speed: 0.17
- Attack Speed per Level: 0.01
Analysis
Nothing equippedCombat Power at Lv15 is 12,336 (#33 of 142, #17 of 37 Fighter). Up from #88 at Lv1: it grows with levels.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Fighter median | Rank |
|---|---|---|---|---|
| 1 | 5,802 | 5,897 | 6,196 | 88 |
| 2 | 6,866 | 6,459 | 6,866 | 37 |
| 3 | 7,443 | 6,934 | 7,443 | 38 |
| 4 | 7,998 | 7,485 | 8,023 | 39 |
| 5 | 8,505 | 7,899 | 8,416 | 32 |
| 6 | 8,921 | 8,244 | 8,734 | 28 |
| 7 | 9,262 | 8,552 | 9,099 | 32 |
| 8 | 9,600 | 8,948 | 9,505 | 33 |
| 9 | 10,039 | 9,378 | 10,013 | 33 |
| 10 | 10,425 | 9,716 | 10,319 | 32 |
| 11 | 10,788 | 10,018 | 10,657 | 32 |
| 12 | 11,260 | 10,461 | 11,188 | 34 |
| 13 | 11,520 | 10,786 | 11,518 | 38 |
| 14 | 11,987 | 11,138 | 11,829 | 32 |
| 15 | 12,336 | 11,462 | 12,217 | 33 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- Physical damage (right punch)44G
- Heal (health regen per 5% missing health)158G
Combat only: 50%At most once per 8s1 attack per secondContinuous values at midpoint- +35% move speed (while moving toward an enemy champion)448G
- Bonus physical damage (flat part)493G
- Bonus physical damage (1% of target's max HP)237G
Combat only: 50%Survival factorMove speed % as flatAt most once per 8sChampion medianDamage valued like healingSkill ranks from level- True damage (flat part)532G
- Bonus true damage (25% of Grit spent)520G
- Shield (100% of Grit spent)2,078G
Combat only: 50%Damage valued like healingFury at half fullChampion medianSkill ranks from level- Physical damage892G
- 50% slow201G
- Crowd control (stun, when both sides are grabbed)403G
Combat only: 50%Survival factorMove speed % as flatChampion medianOne fight per 90sFight length: 10 sConditional bonus: 50%Skill ranks from level- Physical damage263G
- Crowd control (suppression)807G
- 99% slow113G
Combat only: 50%One fight per 90sFight length: 10 sChampion medianSurvival factorMove speed % as flatSkill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
1 attack per second
Effects on every Nth attack (every 3rd attack, etc.) assume 1 attack per second and are turned into seconds (every 3rd attack = once per 3 seconds). The 8-second floor for attack-triggered effects still applies.
Continuous values at midpoint
Values that vary continuously with the target's or your own state (damage rising with the target's missing health or with charge time, attack speed rising with your missing health, etc.) are taken at the midpoint of min and max, the same idea as assuming 50% missing health.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
Fury at half full
Resources that build up in combat (Fury, Heat, Ferocity, Grit) are assumed to sit at 50% of full on average. Effects that scale with the amount count at half their full value, and empowered casts unlocked at full count as half of all casts. Energy isn't counted.
One fight per 90s
A 15-minute match is assumed to have 10 fights. Shields and damage blocks that work once per fight are counted as extra health in every fight.
Fight length: 10 s
Crowd control that stops the enemy (stun, charm, etc.) is treated as time you aren't being hit. A fight is assumed to last 10 s, so it counts as holding seconds ÷ 10 × median max health in extra health each fight. Uses are capped like shields: the fewer of cooldown uses and fights.
Conditional bonus: 50%
Bonuses that depend on the target's or your own state (extra effects on burning enemies, detonating marks, "if already ..." bonuses) and effects tied to a position or situation (near turrets, in brush, moving toward a low-health ally) assume the condition holds 50% of the time, so they count at half. Effects triggered by your own death are assumed once per 90 seconds, like takedowns. Empowerments spent by another ability (such as Karma's Mantra) count the bonus once per that ability's cooldown.
| Lv 15 | Sett | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,370 | 1,832 | 2,422 | 2,732 |
| Armor | 112 | 34 | 104 | 127 |
| Magic Resist | 66 | 45 | 60 | 80 |
| Attack | 112 | 50 | 109.5 | 147 |
| Attack Speed | 0.819 | 0.735 | 0.951 | 1.252 |
| Move Speed | 350 | 335 | 350 | 360 |
| HP regen | 21 | 14 | 19 | 29 |
| MP | — | 802 | 1,080 | 1,390 |
| MP regen | — | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




