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POPPY BUILD GUIDE: Brief Intro to S3 Poppy Guide by donald

by donald (last updated over a year ago)

64,809 Views 4 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Health Regeneration( +8.1 health regen / 5 sec.)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 2/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
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

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 3/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 2/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 1/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 1/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

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

Introduction

Poppy is a top lane bruiser that excels in sitting on enemy carries. While not the most competitively viable champion, her kit contains the ability for her to 1v1 any champion in any team fight or enemy gank scenario. If Poppy did not go through too rough of a laning phase, she can sit on any fed carry and eliminate them from the fight.

Masteries

I probably don't have the most optimal mastery page for Poppy, but I would not suggest investing in meditation (+ mana regen per 5) unless flask mana regen is nerfed. I really like going 21 into the defense tree since your kill potential early is not high enough for you to be going down the offensive tree. Yeah you can go aggressive early and blow all your mana, but if that fails you probably end up with a pushed lane and no mana. Also junglers that know of Poppy's weak early laning phase and ability to snowball late game wise will camp your lane.

Not 21 Offense?
Running offensive tree is just risky IMO. I went into the Arcane Knowledge (8% Spell Penetration) because most of your trades early as Poppy will be 1 auto attack followed by a Q (resets attack animation) then backing off before you take too much minion damage. If you're trading that way, arcane knowledge would be a better choice in that situation.

Runes

Above are my standard runes for Poppy. Ideal against

Alternatively hybrid penetration reds would be good on Poppy since she her damage is very mixed. I put attack damage reds because it helps you trade early. Poppy at level 1-2 man fighting with W is actually pretty strong (if you're learning matchups, give that a try sometime, you might be surprised at how well you trade).

As for the Quints, I'd personally recommend HP regeneration. Combining regen quints with regen masteries, flask regeneration, and Poppy passive, you can live through some pretty crazy plays. For instance:




An alternative if going against you might want to consider an armor page with armor yellows + armor blue + (optional)armor quints

In this video, although I hit 17 hp on a gank where the enemy used both exhaust and ignite on me, I was still able to live through the fight and come out on top due to them underestimating my regeneration and passive. If I had ran any other masteries or runes, this would not have gone well.

Alternatively, movement speed quints are more worthwhile now since the S2->S3 boots nerf.

Item Notes / Explanations

What to build after core?

It's pretty situational on when to build defensive items. Sometimes, if you have a non tanky jungler, you might want to build more defensive before going into damage items. I don't favor this as much because it takes away from your ability to assassinate an enemy champion before your ultimate runs out.

Why no in S3 build?

(I feel that isn't needed anymore because of and mana from AND . You end up losing more lane presence if you allocate funds towards an item that does not immediately help out in trading (and Poppy already has a semi weak early game if pushed in or camped)

Why over
After much experimentation, I have found to be more cost effective and useful during laning phase. just takes too long to finish and since Poppy's laning phase is usually rough, it's less likely you'll be able to do much in a team fight.

  • Better Slow -- Rather than CHANCE to slow + higher ms reduction (AOE slow 35% vs 30% maybe single target slow)
  • AOE Slow and Damage -- Poppy can't push well
  • Lower cost -> immediate benefits
  • CDR + Armor for winning trades
  • Mana, since philo, the mana from + + regen from all help your mana issues

Skill Order

Generally I would suggest R > Q > W > E, but that might differentiate depending on situation.

Under normal circumstances, you want to start W first. Sometimes if your team decides to invade, save your skill point and skill it into E when you actually use it. Starting W will enable you to do the most damage to the neutral buff monster without consuming your precious mana.

As for the second point, it'd say it can be the difference between dying to a jungle gank or trading inefficiently. If you skill E second, you can run past an enemy creep, dash back and increase the distance between you and your enemies. Skilling Q second is great for trades, but increases the risk of needing to blow ghost when enemy ganks.

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:
Poppy's passive is one of the best in the game -- it halves all non true damage burst over 10% of your CURRENT health. This allows you to come out on top in seemingly hopeless situations. Refer to the video above for such scenario




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 / 4 seconds
Cost 55 mana
Range 600


Explanation:
This is Poppy's primary damage burst skill -- when combined with a Spell Blade passive from sheen, this spell does a lot of damage. Ideally, use it to reset your attack animation when trading blows or last hitting under a tower. This spell is also great for killing dragon and baron because of the % damage.




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


Explanation:
This move is great for chasing down opponents or running away. Ideally, because of Poppy's mana issues, you do not want to use this early unless
1 - you're getting bursted and need additional armor/mr
2 - you're running away from a gank
3 - you're chasing someone down/ all in kill attempt (not ideal for harass)

The passive ability on this allows you to keep 10 charges on when you harass. Minions you aggro can proc this passive giving you more damage to last hit under tower or trade while giving you more defense. You do not gain movement speed from the W's passive.




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 / 8 seconds
Cost 60 / 65 / 70 / 75 / 80 mana
Range 525


Explanation:
This move is your initiate usually. When last hitting in lane, you want to position yourself to where you can slam them against the wall when they come to last hit. Refer to the video. Right before Mundo came to gank (had no idea Mundo was coming but anyways..), I positioned myself between Lee Sin and the wall so that I can either deny him for farming or make him take damage for taking that farm. As you see later on in that video, you can also use your E to escape from enemies.

Random Fact: You can slam the enemy against their own tower. So if you're applying so much pressure underneath their tower to where they're low, you can just slam them against the tower, Q, ignite, and W out. If they're slightly beefier, but still killable, just use your ult before you charge them.




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 / 100 seconds
Cost 100 mana
Range 900


Explanation:
This ultimate is, in my opinion, the best anti carry ultimate in the game. It allows you to ignore damage from anyone, tower, or flying projectile/spell from a non ulted chammpion. It also lets you sit on the enemy AD carry in a team fight. Ideally, you can charge into 5 people, ult the ad carry, ghost, and burst and kill the AD carry while your team does the rest. Also, if you're skilled and have fast reactions, you can ult an enemy and block an Ashe arrow or initiate that would have gotten you or your team in a bad position. This ultimate also increase the damage you do to your target which means damage is increased.

Summoner Spells



Explanation:
I personally like over in top lane. Since Poppy is a melee anti carry, you want to be able to get to your target, be able to ult them and stay on them without being kited. With , you're able to do that or get away from sticky situations. However, with , you have a higher outplay potential where you can to position yourself for ganks for get-away . I just prefer because it's better in the long run (see what I did there har har). With , you can position for a wall slam or what not, but if you can't burst him down fast enough, you end up wasting and getting stuck in an awkward position. allows you to position, chase, and lasts longer in getting away distance wise, while allowing you to stick on carries in team fights.

I chose over because ignite deals more damage when combined with your and prevents healing and regeneration while all in man fights. When used with your , it could give you time to run away while ignite finishes them off and you're still protected from

Early Game

Poppy has an arguably weak early phase. Yes she'll be able to trade well, but the issue is the lack of mana to sustain the harass. Could you fix this by getting MP5 runes and masteries? Not really, because in exchange, you lose out too much on laning presence to come out on trades. You pretty much have to reply on getting your 's passive bonus AD + defense + for trades.

As a Poppy player, your goal is to break even in lane. If your enemy breaks even with you in lane, you have already 'won' since Poppy is really strong late game.

An ideal time to trade blows is (melee):
  • When enemy comes up to last hit
  • When enemy is in wall slam range / wall slam-able

(ranged):
  • After they exhaust energy or spell
  • If they're harassing you while standing in your minion line

Trade Combos:
  • Auto attack + attack animation reset (back off if it's just harass to avoid losing trade cause of minion aggro
  • wall slam OR displace away from minions so you can trade with minimal aggro. If you push them back towards your minions, you might be able to keep attacking because of minion aggro advantage
  • (vs ranged) to close distance, auto attack,
  • KILL COMBO: (yes you need the +40% increased dmg), , , , (for sheen proc, move speed chase, and damage)

Note: DO NOT use unless it's an all in, jungler gank, retreat, or to counter a huge burst (ex. imminent dash/leap stun)

Remember that you can also perform the Kill Combo on an enemy with their backs to their tower. People usually don't expect to be slammed and initiated on under the safety of their own tower.

Always watch your mana before initiating any trades or you might end up going in an unfavorable situation.

Use bushes to your advantage -- sit on the edge of the bush, use to slam them against the wall when they face check. Fighting in bush will help avoid minion aggro

Mid Game

By middle game, you should have your and be able to do stuff. For instance, if enemy top froze your lane at their tower, you know you can roam to mid and gank OR do dragon. Your will help your team quickly clear dragon. Make sure to carry a few on you so that you can keep baron warded and wall slam into bushes when enemy tries to juke.

Poppy is most terrifying late game, but with if you have your core items, that should be sufficient to be terror in mid game team fights. If possible, just keep farming your lane top, keep the enemy tower up so that it can deny the enemy farm. Only take down the tower if you really need to help your team out/roam.

Late Game

This is when you really shine. Poppy's team fight potential makes her a very broken champion in this phase of the game. Stay with your team for you aren't much of a split pusher.

Team Fights

With your you can potentially eliminate at least one carry from a team fight while preventing them from going on your teammates. Ideally, you would want to go for the ranged ADC in team fights. Use your in team fights. Keep on champions that will be healed. If you're farmed enough and don't need the additional +40% damage, just their support or tank and go for the carries.

When looking to team fight, it is ideal that you do not start the team fight. That way, it will be easier for you to catch up to their carry and assassinate them. It also prevent situations where you (and your team chasing after you) chase endlessly after their carry while their team retreats with them. Your goal is to single out a carry and hit them hard in a team fight. You are an anti carry and your goal is to make it at the very least 1 for 1 while your team mops up.

However, there are situations where instead of dive bombing the enemy carries, you would want to peel for your team. Ex. an ulting away or peel an assassin off your carries. You might not want to fight an unless you have vision or you prob would end up wasting your .

Matchups

Alright, for this section, I can only provide general information. While there are counters and hard counters to Poppy, it is mostly your skill and ability to outplay that determines whether or not you come out on top. For an in depth guide about specific matchups and how to play against them, I would once again highly suggest checking out SpamHappy's Poppy Guide: http://www.solomid.net/guides.php?g=16923-zekent-poppy-build-guide

Favorable or Even matchups:
- Stick to bursts, don't man fight him if he has his slow on you. Careful not to into undesired position when he shields or dashes a minion
- harass when he's in range. Don't chase. Use on minion if in unfavorable position after he flings you
- and rely on 's passive for trades. Avoid fighting when he's using . See if you can a minion to avoid stun
- Always anticipate the so that you don't end up using on his image. He will most likely use . If you have fast reaction, hit when you see him fly at you so that you can trade blows on impact.
- not too familiar with this, but would recommend trading and avoiding man fights. Ideally, trade with him after he blows or on a minion
- Try to keep his passive from coming back on by hitting every few seconds. Careful in not getting kited by his and tanking minion aggro instead when doing this.
- This champion can hurt. Make sure you dodge her skills and if you know it will land for certain, have her land it on your minions and you so that it pushes your lane in for your jungler to gank. is fine, but careful in using it on her shield on accident. Getting a few points into over might be ideal if you are not doing well.

Less Ideal (not hopeless):
- At levels 1-2 will help you win all in trades assuming you're running and assuming he only has , but if not, try to avoid fighting him until you get your . Running the standard rune page is your best bet for this matchup.
- I personally dislike this matchup because no matter how far ahead you are, she still manages to do a ridiculous amount of damage to you. When she has activated, DO NOT trade with her, if she engages, just away cause you will not win the trade. If the you're against tries to fight you after wears off, fight her.
- This guy isn't as bad as it seems. For certain though, you have to change your build and build into . Whenever he comes up to you, make sure you use so it comes out even. Use on minions to get away from him. His will break him out of your 's wall slam stun. Remember, if he does not score a single kill on you, you won the lane since requires kills to do well and you just need to break even in lane
- If he uses on you, make sure he's using it on your minions also so that it pushes the lane to set your jungle up for a gank. If you do want to trade him, try to wait until his is out or almost out and fight him in your minion wave to prevent being kited by his

Not Ideal:
- /suicide

Final Comments

I hope you found this information useful or hopefully it gave you an idea on where to start as you pick up Poppy. If you want more information on how to win specific trades between champions in lane, I'd highly recommend taking a look at Spamhappy (Zekent) 's guide on Poppy. Although the information regarding masteries and items may be outdated, there hasn't been significant changes to where the information on early game trading to be not helpful.

Ideal practice would just be a custom 1v1 with a friend to practice last hitting under tower, match ups, customized item builds vs. certain champions so that you can gain knowledge on a match up. For instance, Poppy running cloth 5 vs Darius with boots at lvl 1 and 2, Poppy wins the all in trade if you started W -> Q. Having knowledge of when you excel in a certain match up will make or break you as a top laner. Good luck and happy Poppy'ing!

Comments

February 6, 2013 - 08:18 AM #1

I suggest you read this: http://www.solomid.net/guides.php?g=35596-slater-von-j-ger-generic-build-guide as well as many of the other approved guides we have around to get a better idea of what we're looking for in approved guides. It's not the value of the information you provide, it's the manner in which you present it and/or the minimal amount of it you provide.

February 6, 2013 - 06:33 AM #2

Thanks :D

January 29, 2013 - 05:16 AM #3

As someone whos computer died prior to the changes of S3, this is very helpful.

January 4, 2013 - 01:03 PM #4

Great guide. Just got Poppy today and I'm 6 wins - 0 loses. Tried all the top builds, and found this by accident. Works the best for me. Love the explanations and options provided. Again, great guide.

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