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POPPY BUILD GUIDE: Suck It Nerds! by Sprehe

by Sprehe (last updated over a year ago)

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9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
View Rune Details
Summoner Spells
View Summoner Details
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View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Valiant Fighter
QDevastating Blow
WParagon of Demacia
EHeroic Charge
RDiplomatic Immunity
View Skill Order Details

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Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Valiant Fighter
QDevastating Blow
WParagon of Demacia
EHeroic Charge
RDiplomatic Immunity

Champion Matchups

My Autobiography

Once upon a time, I was playing with my friends back when I summoner level 20. I wanted to try something new, so I selected Poppy, a champion I had purchased so I could have enough champions to play draft mode.

BOY WAS I IN FOR A SUPRISE

I can't even remember how the game turned out, but the end result was me falling in love with Poppy.

I soon found that very few people actually played Poppy, which made me want to master this champion even more.

After several hundred games, I feel I have become a very strong Poppy player

POPPY IS A STRONG INDEPENDENT WOMAN WHO NEEDS NO MAN

POPPY IS A MONSTER

POPPY NEVER DIES

PS I got a name change. I am now TheLittleDeeno

The Champion

Poppy is a very strong anti carry that usually goes top lane. As the game goes on she becomes progressively stronger. Her passive makes her very tanky without items and her ultimate makes it so only one person on the other team can damage you.

Pros:


Very high single target damage
Naturally tanky with W and passive
Dash Stun
Snowballs very hard
Very strong carry champion
Can take any one champion on the other team out of the equation with full combo
Immune to CC with ult
Can lose lane and still be very strong later on
You get to be a hipster by playing her
Hot


Cons:


Bad mana management early on
Bad lane control early levels
Everyone outpushes her
^ Hard to roam with since she can't really push
Gets shut down hard in lane if denied early on
Loses to a lot of the most popular tops (ex. Darius)
Without ult, very weak in team fights.


Poppy is known as a champion with a weak early game, but in the right hands she can be much stronger one would think. She is very strong in lane against most melee bruisers. She is weak against champions with strong sustain and champions who do true damage. At level 6+ she has a lot of turret dive potential because takes the turret out of the equation.

[http://i.imgur.com/aXZq9.png]

Hopefully this guide can give you some helpful tips on how to utilize Poppy's strengths and minimize her weaknesses.

Season 3

With all the crazy updates for season 3 coming up, a lot has changed. Somehow Talon is OP, and Teemo was given a d*ck of thunder.

What has the season 3 update done for our yordle friend?



First of all it has provided a lot of new options for starting items. Crystalline Flask gives a ridiculous amount of sustain, and in addition allows you to buy wards and hp pots.

One of the most important changes IMO is the boots nerf. Boots of Speed Health Potions is no longer the only starting option for most champion. I really like the experimentation this allows for, which I will discuss later in this guide.

The new defensive mastery tree allows champions to be MUCH tankier. It also provides a lot of great utilities such as slow reduction. My personal favorite masteries, are the champion basic damage reduction masteries. Taking 5 less damage per champion autoattack is a lot, especially when combined with armor and the new best starting item .

Are Poppy's inherent weaknesses still there? Yes. She still cant clear waves or fight well early levels in 2v2s or 3v3s. She still OOMS very quickly, and cant make prolonged trades.

However, we still love her. Nobody expects 1200 dmg smacks on a 3 second cooldown. Nobody expects an armored smurf to be able to carry that 0-12 support Sejuani. Poppy is a beautiful champion who nobody appreciates (they say they do, but they don't). I love her and hope someday she will accept my undying love and affections.

Masteries

[http://i.imgur.com/gKAQgnK.jpg]
I take CDR over AS in offence because Poppy's damage comes more from abilities than constant autos. I take AD and armor pen because I think they scale better late than AP and magic pen; with this build most of your sustained damage will be Physical.

I go 21 in the Defense tree because the stats benefit Poppy more than the stats from Offense tree. With this build we will take defensive Masteries so that we can build more damage items. The champion auto damage reduction is very useful in surviving your lane. We take slow reduction and tenacity so that we can get to the Caitlyn or Ezreal through their kiting. Increased resistances make us tankier later on to survive the sustained damage of the other team's carries long enough to take them down.

Runes

[http://i.imgur.com/vwGh3bo.jpg]

Marks:

I take Hybrid Penetration marks because Poppy does mixed damage throughout the game. Your and both deal magic damage, while you base attack damage (59.675) is very high and you get a lot of free AD from . Muramana does magic damage, while Iceborn Gauntlet does physical damage.

Alternatively, Flat attack damage marks are also very good. These marks are much cheaper and far more common. With AD marks and your at level 1, you have 83.225 AD. This makes you a fearsome level 1 duelist, allowing you to establish a dominant laning position early on.

Seals:

I take Flat Armor seals because Poppy is a very up close and personal champion. The armor also helps with minion damage. Honestly, I don't really consider there to be any other viable seals for this champion.

Glyphs:

Poppy does not have MR per level, so I generally take Scaling Magic Resist glyphs. If you know you are going to be against a Rumble or Vladimir, feel free to switch to flat magic resist glyphs.

I do not build AP Poppy, so the only other glyphs I really see as viable on Poppy are Cooldown reduction glyphs. With these glyphs, you get a bonus 8.64% CDR at level 18. Although I do think CDR is very good on Poppy, I'm not sure I'd be willing to sacrifice 24.3 magic resist since in general MR items seem to be weaker in S3.

Quints:

I take Flat Attack Damage Quintessences for better last hitting, better trading, and better overall early presence. IMO runes should be used to help out a champion's weakest point in time, for Poppy this is early laning. Alternatives include Health Regeneration and Lifesteal Quints for sustain; hp regen is stronger early levels while lifesteal scales better.

Summoner Spells



Explanation:

I take Flash because gives you the most versatility. Escaping from certain death with flash is op and so is flash-ing people. Since you already have , taking ghost prevents you from making big plays with flash.


Ignite is the best because it helps you get kills in lane, and adds quite a bit of damage to your burst later on. Ignite also scales with your , meaning your target will take 40% extra true damage. Exhaust is not as good of a summoner because the majority of Poppy's damage is burst.


Alternatives



Ghost synergizes really well with Poppy's , giving her TONS of ms through all parts of the game. The only reason I take Flash over Ghost most of the time is that I really like the versatility of flash. You can't ghost through a wall, meaning if a Ezreal Arcane Shifts over the baron pit wall, you are screwed.

Skills

Passive: Valiant Fighter
Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. This does not reduce damage from structures.

Explanation:
The lower health you are, the less damage you will take, giving Poppy a lot of inherent tankiness. Makes it very hard to turret dive Poppy and 1v1 her. Since true damage goes through this, people like Olaf will be very hard to fight.





Q: Devastating Blow
Poppy crushes her opponent, dealing attack damage (+60% of ability power) plus 20 / 40 / 60 / 80 / 100 and 8% of her target's maximum health in bonus damage. The bonus damage dealt cannot exceed 75 / 150 / 225 / 300 / 375.

Cooldown 8 / 7 / 6 / 5 / 4seconds
Cost 55mana
Range 600


Explanation:
Very strong on next hit ability, hits incredibly hard at all levels. Has a short cooldown, and works very well with Sheen. It also converts all of the damage of your next hit to magic damage, so it goes through dodge, Fiora's parry, and Pantheon's block. BUT NOT BLINDS FREAKING TEEMO.
This ability resets your auto attack, so whenever you can, try to use a basic attack and then IMMEDIATELY press Q. This will give you insane burst in lane.




W: Paragon of Demacia
Passive: Upon being hit or attacking an enemy, Poppy's armor and damage are increased by 1.5 / 2 / 2.5 / 3 / 3.5 for 5 seconds. This effect can stack 10 times.

Active: Poppy gains max stacks of Paragon of Demacia and her movement speed is increased by 17 / 19 / 21 / 23 / 25% for 5 seconds.

Cooldown 12seconds
Cost 70 / 75 / 80 / 85 / 90mana
Range 600


Explanation:
Free ghost, and also makes Poppy very resilient against ad based champions. Picking up one point early on makes it easy to freeze lanes and last hit under tower, as well as escape jungle ganks. At level 1 of this skill, full stacks will give you 15 bonus AD and 15 bonus armor. Because of this, level 1 autoattack exchanges can go VERY well for Poppy. Starting with this ability also makes it much easier to escape level 2 ganks from the jungler, possibly saving flash or ghost.





E: Heroic Charge
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 50 / 75 / 100 / 125 / 150 (+40% of ability power) magic damage. If they collide with terrain, her target takes 75 / 125 / 175 / 225 / 275 (+40% of ability power) magic damage and will be stunned for 1.5 / 1.5 / 1.5 / 1.5 / 1.5 seconds.

Cooldown 12 / 11 / 10 / 9 / 8seconds
Cost 60 / 65 / 70 / 75 / 80mana
Range 525


Explanation:
Very flexible ability, can be used for the stun, to displace people, to interrupt channels, or to move quickly around lanes by using it on minions. Poppy travels very far past the initial location of her target assuming she doesn't hit a wall first, which gives you a lot of mobility. The damage if you actually stun your opponent is quite noticeable. For these reasons, I max this 2nd.

In lane, this skill is incredibly buggy. You can actually charge stun people in the middle of lane against random things like minions, or even just thin air. Although this can give you quite an advantage in lane if you get lucky, i'd really like them to fix this bug.




R: Diplomatic Immunity
For 6 seconds, Poppy is immune to any damage and abilities from enemies other than her target.

In addition, Poppy's attacks deal 20 / 30 / 40% increased damage to the marked target.

Cooldown 140 / 120 / 100seconds
Cost 100mana
Range 900


Explanation:

Amazing ultimate, people think of this when they think Poppy. Massive damage increase on one target, immunity to damage from others. Can be used to great use 1v1, to escape jungle ganks, and to assassinate that ad carry that has been giving you so many problems. The main purpose of this ult early game is to escape ganks and tower dive. When I get ganked by someone like Rammus while laning against Riven, I will ult my lane opponent because the jungler has much more CC than the laner. Even though the laner will be doing more damage, your built in ghost on will help you escape very easily.

DON'T DIVE POPPY.
This ability mixed with will make you rarely fall to tower dives. Often, you can stun one of them with your charge and then and ignite. This will cause a lot of rage in all chat, to which you can respond by spamming your laugh.

Late game, this ability will let you 1v1 their ad carry with a 40% increased damage bonus on your side. If you manage to stun them, 9/10 times they are dead. Remember that if they have somebody like Janna or Soraka, they will still be able to heal the AD carry or shield him. They cannot silence you or push you back, but the sustain and bonus stats they can give him are very annoying. Just something to keep in mind.

Item Builds


I don't like this start so much UNLESS I am against a champion who relies on skillshots for harass. By this I mean someone like AP Nidalee, Cho'gath, or Cassiopeia. The MS it gives is kind of weak, but now that you can get an extra pot I think it can be a viable start in a few situations.


A very strong starting items, this is what I would take vs a lane I want to be more aggressive against early on such as Olaf or Irelia. The ward allows you to overextend more safely since it will be harder for their jungler to gank you. These starting items are also better vs magic damage dealers like Rumble and Vladimir.



I would really only take this vs strong AD casters like Talon or Renekton, since they will be the lanes with the most early burst. They also do exclusively physical damage. The difference between this and the crystalline flask start is crystalline flask doesn't actually give you any protection, just long term sustain. If your enemy is capable of 100 - 0ing you, the extra sustain doesn't really help. Most people can't 100 - 0 Poppy, so it's rare you will need to start cloth 5.



This is an all in start. Use it to establish early lane dominance with either a kill or major creep zoning. Champions this works well against includes Rumble, Olaf, and Jax. Keep in mind that this is a risky start. You are spending 350 gold on a heal that turns into a stat bonus for 3 minutes. If you don't make up that price with good lane presence, a CS lead, and/or kills, you are behind in gold of where you should be. 350 gold is a lot early game.



Boots to go fast, you don't need to upgrade to tier 2+ for a long time. If you don't have it already, the flask is very good for sustain, as it gives you free charges on every back.



This item helps a lot with Poppy's lack of innate sustain. It is fairly cheap and gives very useful stats. In addition, it gives you an active slow that can be very useful when it comes to all inning people with your ultimate.



Very good damage item on this champion. Most of your damage comes from , which will proc sheen on every use. In addition, this item gives you ability power and mana. Poppy's Q and E both scale off of AP with, which will add quite a bit to your burst damage. Since you use up so much mana, any time you can increase your mana pool is worth celebrating. The more you can use your skills, the longer you will be able to stay in lane.


OR
Phage is an item I tend to purchase when winning my lane hard, and I need to chase people down to kill them (as opposed to them staying and fighting for the most part in a more even combat situation.) Phage provides health and attack damage. Health is a stat that can fit into any situation, as it makes you more resilient to magic damage, physical damage, and true damage. However, the only damage type it really shines at mitigating is true damage (hello Olaf). The slow proc is very useful in chasing, which you will inevitably end up doing. On the other hand, Glacial Shroud provides armor, mana, and cooldown reduction. Armor gives you resilience to physical damage, mana lets you spam more, and CDR lets you spam FASTER. This item makes you a better duelest, especially vs AD champions. Whether you choose Phage or Glacial Shroud depends on what you plan on getting next.


OR OR OR
Honestly, my favorite boots on Poppy are now the Boots of Mobility. They allow you to roam and split push with total impunity (especially helpful with my new Tear build). They don't actually offer you any resistances though, so other boots may be in order in tougher situations. Against heavy CC teams, I suggest Mercurys Treads, since these boots give you tenacity. Against the infamous five AD champion teams we see all the time, Ninja Tabi is very useful. If your prey in team fights is Ashe or there is a Teemo, get the slow reduction from Boots of Swiftness.

Alternatively be SUPER HARDCORE and get Mobility Boots every game.


[http://i.imgur.com/vBaqd.png]



OR
These are basically your core damage items. Trinity Force gives you all of the benefits of a Phage, Sheen, as well as attack speed, crit chance, and movement speed. These stats are kind of jumbled, but they make you much stronger in 1v1 scenarios. On the other hand, Frozen Fist gives the benefits of a Sheen and Glacial Shroud, as well as an AOE slow. Frozen Fist gives you more pushing power, a larger mana pool, and a lot more team fighting presense. The downside to Frozen Fist over Trinity Force is a lack of AD and movement speed.
IMO,Frozen Fist provides much more utility, while Trinity Force is better for 1v1 bursting people down. Frozen Fist makes you tankier, while allowing you to spam your abilities more. It also gives you an AOE slow. The sheen proc on Frozen Fist scales with AD, giving you a LOT of sustain. Since you now have AOE, you can push much more efficiently. In addition, AP scales well with youe Q and E.
Which one you choose really depends on your situation. If you are needed more for assassinating, you should choose Trinity Force. On the other hand, if you are playing more like a standard bruiser, Frozen Fist is better for you.


OR
Both grant you an active slow and sustain. From here, the items differ quite a lot. Blade of the Ruined King is mainly an Attack Damage based item, giving you an on hit modifier that does % hp per hit, which heals your champion based on the amount of hp shredded. The active scales off of AD and slows. Hextech Gunblade on the other hand gives you AD, AP, Spell vamp, and Lifesteal. The active scales off of AP. Spell vamp is VERY good on Poppy, as her counts as a single target spell, and her counts as TWO single target spells. In team fights and 1v1s, this gives you a lot more survivability.
Which item you choose I believe depends on which core damage item you picked. Blade of the Ruined King works better with Trinity Force, as that item gives you attack damage and attack speed. Attack speed means you apply the HP shred more often. On the other hand, if you chose Frozen Fist, I would recommend Hextech Gunblade. This is because Frozen Fist gives you more ability power, giving the active more damage. Also, the CDR and mana gives you the chance to use your spells more. The more spells you use, the more hp you get back from spell vamp.


[http://i.imgur.com/ODb3Z.png]


OR
Usually I pick Homeguard as my boot enchantment. Added to Boots of Mobility, you can get anywhere on the map in a split second. On the other hand, Distortion lowers your summoner's cooldowns. I get this if I took ghost and need it up every single team fight in order to kill their carry.


+
These items work very well on Poppy, dramatically increasing her damage as the game progresses. I do not recommend getting only one, as the benefits of each item cannot be fully utilized without the other. A Poppy critical striking is very scary, a Poppy critical striking with a Sheen proc, Static Shiv proc, and 40% bonus damage is even scarier.



If the enemy is stacking armor, you still want your autos to do more damage. We will take this rather than Void staff because we are more AD oriented with this build.



Whatever role you choose to play, you will be diving their team. Often you will be killed in action. What is the counter to death? Revival. This item gives you armor, magic resist, and a revival passive. In addition, your kit excels at escaping the enemy after being revived.



A strong defensive item on Poppy, also gives offensive stats. The item shines most when you are at low HP, which synergizes well with Poppy's passive.



A very useful active item, speeds yourself up and any allies near you. This item lets you catch people, escape, and pressure your team to initiate or leave fights. Allows you to carry just by making decisions.



Makes you tankier, and lets you hunt down their ADs. The slow is really useful in team fights and 1v1 situations alike. If you get this item, do not get Twin Shadows.



Another new item i've really come to like. If chasing somebody such as Miss Fortune who just runs around really fast, this really gives you an edge in catching them and killing them. It also gives you magic resist, which is a stat that few items give right now. If you get this item, do not get Randuins Omen.



This is a fairly mediocre item in general, but decent on Poppy. On bruiser Poppy, this is a must grab. It gives you attack speed, which scales incredibly well with your (giving you 35 AD at level 5). It also gives you an on-hit bonus magic damage, which is applied by your , and twice by your . This item also gives magic resist, an again rare stat currently.



LOLOLOLOLOLOLOLOL

The Early Game

Which skill you start with really depends on what you are doing. For invasions, start . Against someone who is likely to harass you level 1 or a jungler who may level 2 gank you, start . If you want to break some heads, start with

I always max first, because the damage increase and reduced CD is too good to ignore. If im vs an AD bruiser who i exchange with a lot, i will max second, because the increased armor and AD will make you do much better in fights. The movement speed boost will also help you get away from a losing fight. Vs casters, i will max second, possibly taking one point in . This casters are often hard for Poppy to stay in lane with, so maxing will give you more burst for when you fight them.

This is your weakest point, but you are not as helpless as many think

Your main goal is to farm, but there are many champions that you can fight with on equal terms. Remember that you can soak up a lot of damage because of your passive,, and you will regen a lot with your Dorans Shield or Total Biscuit of Rejuvination. If someone is attacking you, don't let them get away for free. Your does a lot of damage at all levels and your auto attacks are never negligible. There will always be champions that are very hard for you to lane against such as Akali, Lee Sin, Mordekaiser, and Olaf, and there is little you can do to change that. Do your best to live through the lane, because you outscale almost all of them.

One of the best items to have early on is the Dorans Shield. If you started with something else like the Crystalline Flask start and you are against anyone who does physical damage, I strongly suggest picking this item up. The added regen is also very helpful, and since Poppy is so strong late game, slowing your other items is not too penalizing.

Losing some cs is alright with Poppy, since her kit scales so well into late game that it isn't devastating to fall behind here.

You won't always outright win or lose your lane. Sometimes, both you and your opponent will be farmed fairly well and neither party will have a serious advantage. Any lane that ends up a stalemate, consider it a victory for you.

TL;DR

Farm, Farm, Farm. Every second that goes by, you get stronger than your opponent

Mid Game (The Awkward Moment When You 2 shot Someone )

Congratulations,you are now a major threat to everybody on the map. You will want to pick up your tier 2 boots at some point, usually after completing your core damage item.
Between your ridiculous movement speed, your Sheen procs, and your , you can 1v1 almost anybody.

If you lost your lane, this is the time to FARM MORE. You will be back in the game before you know it.

Secure objectives with your team. Push down towers, take dragon, BUT REMEMBER TO KEEP FARMING WHENEVER POSSIBLE. Poppy can only get stronger as the game goes forward.

At this point (when Ezreal gets his Frozen Fist), kiting begins to become a problem. Depending on what their team comp contains damage-wise, pick up either Randuins Omen or Twin Shadows.

If you find yourself incredibly fed, consider buying a Guardian Angel to stay alive longer.

If you are really REALLY fed, using on whoever has the least crowd control is a good strategy. Otherwise, use it on whatever squishy you want to take out of the fight.

Late Game (Why Don't You Just Lay Down Your Weapons Now? )

You are a steam powered bull that tears through everything the babies on the other team have spent 30+ minutes preparing. Their mommies will ask why they are crying, and they will say it is because Poppy just destroyed their self esteem.

You are as fast as a cheetah with a jet pack, and powerful as a rhino strapped to a nuclear missile.

All kiddies playing Irelia and Jax will wish they were as strong as you

At this point, Poppy is basically a 3 click champion. Click on their carry, then and them to Hell

In all seriousness, the most important champion in the game at this point is their AD carry. Because of the 40% damage increase at the third rank of , it is usually best to ult the carry. You want to eliminate them as quickly as possible, because as the game goes by the chance of their ad carry 1v1ing you and winning goes up.

Remember to use the actives on Hextech Gunblade, Blade of the ruined King, Randuin's Omen and Twin Shadows to prevent kiting.

Team Fights

Team fighting as Poppy is actually fairly simple, there's really two variations. Depending on what build you went, you are either running straight into their team and assassinating their carries, or acting more like a normal bruiser who frontlines for their team. Personally I prefer the run into their team assassin style, but if you are behind, you may need to step it down. Very rarely will you find yourself defending your own AD carry as you don't really have the kit for it.

The Assassin Mode
If you opted for more bursty glass cannon build, you will end up having to do this for your team. There are several reasons why this plan works so well. Poppy's allows her to run straight into the enemy team and strike deep into their rear lines. Depending on who is more of a threat at the moment, you will generally want to either hit their AD carry or AP carry. What i've found from past experience is that generally if your are diving an AD carry, it is best to ult them as usually you can kill them much faster than they can kill you and most AD carries do not have very good CC abilities. Since its a lot easier to stack armor than magic resist, you will be a lot tankier against the AD champions. On the other hand, AP champions will often have more CC, be more mobile, and do more burst damage. Even with your passive, it is a lot harder to 1v1 a fed Brand than a fed Draven. In cases like this, I generally recommend ulting either their support or bruiser. As always, try not to ult people with a lot of good CC.

Example Burst Combo

Ult-->Item Active-->Ignite-->-->Basic Attack-->-->Basic Attack and to Hell.

The Bruiser Mode
This is my less preferred style of play as IMO you have less ability to influence a team fight like this. You can still burst, but not nearly as much, and your targets will usually be their frontliners followed by their carries. Since you have a lot of cooldown reduction generally when you build like this, you basically want to use all of your abilities on cooldown. Take any chance you get to strike their ADC, but since you are not building Glass Cannon you will probably not be able to kill them quickly enough to make them have no impact. As bruiser Poppy is is usually a good idea to blow everything on the first person you catch out of position rather than their carries.


Team fighting as Poppy is fairly simple yet there is some room for experimentation. What you do in a teamfight varies game by game, as it does with almost every champion. Go into every game with an open mind.

Lane Matchups

Poppy is a resilient laner who can usually survive her lane by afk farming at the very least. There are however, some champions who you must adapt specifically to.

In general, Poppy has trouble with champions who have:
High Sustain (Yorick, Swain)
True Damage (Darius, Olaf)
Damage over Time (Swain, Teemo, Darius)
Ridiculous Kiting (Teemo, Singed)
Darius in general




IS GAY.
You MUST gain an early advantage levels 1-4. At this point, you will be able to regen her Q harass. However, if allowed to, she will start trying to deny you farm by procing her Q on you. Later on, her sustain will be very high, making it very hard to trade with her. Your late game threat is greater than hers.



Magic damage over time, physical damage harass, armor pen passive, true damage ult. He is very hard to lane against, so picking up a Dorans Shield is mandatory. You out scale him as long as you pick up farm in lane, giving him an early advantage will make him snowball in lane LIKE A BALL OF BALLS. Remember, Darius is a champion who can really take advantage of level 2 cheese, you may want to ask your jungler to level 2 or 3 gank top to relieve some of the pressure.



MEET YOUR RIVAL

You have similar roles, but he has much more sustained damage than you. Any fight lasting more than 3 seconds will come out in his favor. Early levels, meaning up until level 6, you have an advantage. He has a lot more synergy with his jungler however so be careful. Late game, you will still be a better assassin than him. Depending on what skill he is maxing, your lane can be made a lot easier. If he maxes Q, feel free to stack some early armor as almost all of his damage will he physical. If hes maxing W, his damage will be MUCH more balanced. Consider getting a little MR in this case. Jax is another champ who can level 2 cheese.



A lot of these guys have been picking up Dorans Blades in lane for more dominance. This is very hard to deal with as Poppy, because his harass will quickly wear you down. If both of you are full health, you can dunk him after 6.
After not being used in a long time, Kennen is making a comeback by rushing a Blade of the Ruined King and then building hybrid. I haven't laned against him recently but i am interested to see where this goes.



GET GANKS OR LOSE NEXUS AT 17 MINUTES

Early levels you can really dominate him, but after he gets Hextech Revolver, he will be sustaining a lot, pushing very hard, and his shield will be impenetrable. Just try to pick up as much farm as possible, don't feel bad if he has more.



If you let him get to level 7 without any pressure, he will be able to push you out of lane from full health in about 20 seconds. His E simply does too much damage, another matchup where Dorans Shields can help a lot. The key to this matchup is entering the lane with an aggressive attitude. If you can beat him up by level 4 you will be in a great spot. If not, you will need a lot of jungle help just to survive.



F*ck teemo

F*ck teemo

Super annoying lane. He will blind you right before you him, when you you will run into mushrooms. His dots shred your passive. You should be able to farm fine in this lane, but you will almost never kill the bastard unless he sucks. A good Teemo will always kite you hard, so leave him to your teammates to kill, as dishonorable as it feels.

Do your Part. Contribute to the Teemo Death Counter.

[http://i.imgur.com/8nkQR.jpg]




DOTs

If you dont dodge his snares, you can be zoned off of creeps as soon as level 4. You will rarely kill him, and he can easily kill you. His sustain gets ridiculous after level 6, which means you will never be able to harass him out of lane as long as his mana management is half decent. Jungler help is very useful in this matchup. I've honestly never won this matchup, it is so goddamn infuriating.



Recently played this matchup a few times, i can say quite confidently that it is an incredibly annoying lane. He basically gets to freely harass you from levels 1-6, and you really cant do anything about it. He will constantly out-trade you with his passive and vorpal blade harass, and his sustain will make it very hard to push him out. However, after this point it should be possible to kill him, as long as you don not give him any advantages. If this happens, he will be basically unkillable.
If hes AP shen you might as well kill yourself.



If I had to counterpick a Poppy, Rumble would probably be my choice. His sustained damage on his flame spitter really starts to act up around level 7. Most of his damage is in the form of DOTS (think of bird-man). He also has a shield haste ability as well as 2 skill shot slows. This is scary stuff for someone who is completely melee. Oh yeah, he is unrestricted by mana. You're in for a rough ride vs Rumble. What I recommend is rushing either a Hexdrinker or Wits End along with Mercury Treads. Buy lots of HP potions and you will probably survive long enough to start roaming. If fighting him at any point in the game, do NOT stand on his ult or you will for sure die.



This alligator has become a FOTM toplaner, which is actually not that bad for you. Renekton relies on burst harass and all inning to win his lane. He does almost all physical damage until he gets his ult and the inevitable Sunfire Cape. He has a double dash and a stun. He has mediocre sustain as long as he is using empowered Qs on the minions (which means he isn't using an empowered stun on you most of the time). If he tries to all in you, judge the situation. After level 6, he will have his ult up most of the time and that makes him a very strong 1v1. Your ult and your passive can balance the fight if you guys just duke it out, but don't get baited into fights you cannot win. You must max W second to survive this lane, the extra armor is very helpful. Buy lots of hp potions or get some other sustain so you can continue to farm through his harrass. The most important thing about this matchup IMO is that you do not get cheesed at level 2. If he started red pot, you are going to have to be very very careful and possibly ask for jungler help.



This guy is seriously the 3rd gayest top laner in the game(after Teemo and Akali). He will iceball you constantly while spamming his laugh and screaming "CAN'T TOUCH THIS" If you ever do touch him it will all be for naught because his Q sustain is too much. The only upside is that he really doesn't have any way yo kill you, just be really annoying. Late game, you will have plenty of chances to rape him. I recommend rushing Merc Treads and possibly an Abyssal Sceptre. A catalyst will also help quite a bit in this matchup if you are getting pushed out constantly, you can turn it into a Banshees Veil or just sell it for late game.



Do not underestimate her, with a few items she can pull your head off with her ridiculous damage. Early on you will have an advantage in trading because you will simply out damage her. She doesn't have any escapes or CC, so ganks on her are very good. If she gets to ~level 7 or 8, her power suddenly gets much higher as she gets items and you will find she can all in you quite easily if you are even slightly behind. A Dorans Shield is very helpful in this matchup.



Will be added when I face one



Will be added when I face one, I suspect this matchup is really scary.



Will be added when I face one, I suspect this one is hard



Will be added when I face one






I just wanted to take the time to say F*CK TEEMO one more time.

--------------------------------------------------------------------------------------------------------------------------------------------------
These are people that have some inherent advantage over Poppy, such as crazy sustain or DOTS or true damage. Most champions who do only physical damage, or only burst damage, or lack sustain, you can easily faceroll. People like Pantheon Cho'gath and Wukong can easily be outplayed. Do not expect to win or lose your lane just by champion match-up. Player skill is half of the game.

Changelog

7-4-2012

Added Hard Lane Hatchup section, capitalized some I's throughout the guide.

12-11-2012

SEASON 3 UPDATE!!!

12-16-2012

Un-highlighted everything, added Teamfight section

1-5-2013

Updated starting items

1-12-2013

Cleaned up a little bit

1-27-2013

THE MURAMANA UPDATE

3-4-2013

Runes Updated

4-21-2013

Added some matchups and talked about Red Elixir cheese

5-11-2013

Just a few grammar errors resolved, Wits End description fixed up

6-27-2013

Tear of the Goddess and Manamune are getting nerfed, they are no longer going to be viable on Poppy as they are going to take far too long to charge. Thanks Jayce.

Tips and Tricks

Poppy is actually a very mobile champion in lane. If you use on a minion, it can be used kind of like a mini flash, as you will travel the full distance with the minion around the lane.

Again with , you can use this ability to pass through champion made terrain, such as Anivia's wall and Jarvan's ult. Just use it as though you were going to stun them against it, and you will pass right through!

If you the other team's support, you can often go to town on their team. The drawback is you do no bonus damage to anybody. Don't ult a support with a lot of CC like Janna.

Final Comments

Poppy is a fun champion that is in my opinion undervalued by the league of legends community. She gets a lot of bad press about her laning phase, which is a lot stronger than many people realize. Maybe someday they will remake her art or something, and then everybody can live together in Poppy worshiping peace.

Special Thanks To
Flawgon(Jungle Gangplank)
n00b00n(grammar nazi)
Zendrunk(for moral support)
Xylosnow(not really)
TIcTock69(best name NA)

Screw Teemo

Comments

April 27, 2014 - 05:08 AM #1

no, i am not going to suck it, you and your mom are going to :)

August 25, 2013 - 06:38 PM #2

I would like to hear your thoughts about mercurial Scimmitar on Poppy

in s2 i played her quiete often with qss, engame build: mobility boots, trinity, shurelias, randuins, hextech gunblade, qss. that way i had good resistance and no problem running alone into 5 taking out adc or ap and then running away and waiting for my team to do an 5vs4 cleanup.



And now with mercurial scimmitar it´s even better! You get +60 ad, a turbo start 50% movement 1s and the qss effect + 45 mr

June 30, 2013 - 10:30 PM #3

Hey Could you althought add a Aatrox matchup ? alwats go all in then he dies has his passive and wrecks me couse you cant kill him without ignite that you need before ...



Ehm and Banshees counters you hard had a few carrys with it could you add the fact that banshees completly disables you ult ? so you gotta go e -> ult -> ....



Ty :) !

June 29, 2013 - 12:56 PM #4

hey nice guide overall will try to raise some elo with it sice i rly liked poppy after accidently picked here and went 5/1 against a jayce and enjoyed my time xD



@ the starting Items section there is a mistake it says : "The ward allows you to overextend " @ the flask but there is no ward shown :D



And i have a question : What do u think about Furor boots ? i tried some and rly like them becouse you are chasing most time with poppy and your q e and auto atacks seem to speed you up rly good with your w its rly like ghost !



Althought tried Youmuu's some times and it seems to be great instead of Statikk , it rly fits in the combo of r, e , youmuu , q



So would like to hear what you think about it and thx for the guide

Ps : sorry for my bad English ;) !

June 26, 2013 - 06:01 AM #5

hey i luv poppy as a solotop laner and not once have i had a negative score or exprience with her. however i had to disagree with two of your main item choices. you can call me old school, but i prefer tri force over gauntlet 120% of the time on poppy, reason being it gives you more damage, a reliable slow and stronger proc damage. when playing champions like nid gauntlet provides reliable slow as you can easily proc aa between skills and their cd fits well with the slow duration. however poppy can not do that. after the first wave of slow wears off they get plenty of time to run before u can apply the slow again.

secondly its mainly personal preference but i tend to build poppy more as a tank and disruptor due to her great passive that works so well with armor and mr, and her %dmg that never scales off. therefore i dont really like muramana on poppy, poppy doesnt have mana problem after mid game, the active and atk dmg imo cannot compensate for the amount of tankiness you are losing.

June 26, 2013 - 01:33 AM #6

Loved playing (and wrecking face) as poppy in s2...so I thought I'd try her in blind pick to see what I think



Got Kennen the 2 games I tried. One of the "broken" tops at the moment. So I'm gonna cool off from that before playing her again, but teamfights were going great despite my lane.

May 29, 2013 - 02:31 PM #7

Very good stuff. As far as i tried it, it really does the job. :3

May 6, 2013 - 02:45 PM #8

Maxing E over W is purely situational, in general it is better to Max E vs casters, especially AP casters. Vs champions who do more sustained damage from autos such as darius lee sin or xin zhao, i'd max W first. The exceptions i'd make this for would be Renekton and Zed, as the amount of physical damage they do is very hard to deal with without armor, and there aren't as many opportunities to burst either champions down.

May 5, 2013 - 08:37 PM #9

Very detailed guide. Nice job. Only one question though: Why max E after Q? I know i probably missed it somewhere in a paragraph but it the damage increase really that great compared to the help of W? Or is it more for the cooldown?

April 26, 2013 - 01:46 AM #10

Can you add a Nasus matchup? I personally find it easy because Nasus needs to farm his Q... and you have the perfect ability to deny it.





And you can harass him all day long while he has to farm.

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