Updated 11/24/2011Changed flash to ghost, and updated masteries cause they are all new. I think they actually nerfed the utility tree, but that is my opinion. The new offensive tree is so great for Poppy, but I do see defense and utility still working for her. Ghost is now 100% better for any champ with an innate escape than flash. Other than that everything is the same! Have fun!
Note I am no longer Edereon on the NA server, my new name is Arthelon.
IntroductionOverly forgotten champion, all she has gotten was bug fixes with her Charge since January 2010, hence, the original Tanky dps.
However since she has gotten no changes she is probably the most stale champion in this game to play (early on anyways) I heard Riot was planning on buffing her early game and making her late game worse. I honestly think they're just going to fuck her over and make her early game .1% better and wreck her late game dominance.
Oh this is the Introduction not a rant! She is a very rewarding champion to play if you know how, and no one knows about her! Isn't that great!
MasteriesThere is no other mastery build that will benefit you more than 9/0/21. The 15% spell pen means you can go armor penetration and still counter any magic resistance they build. Reduced summoners is HUGE, as ignite and ghost (what I run) is almost always at your disposal.
21/0/9 Would work but Poppy has a crap early game and this would just make it worse imo.
0/21/9 or 9/21/0 is actually decent! Makes you a pure tank basically, but leaves you slow and useless until trinity force.
RunesOne of the good things about Poppy is that she isn't that rune dependent (no need for AP or AD etc.) So runes are really to your preference, I use these. Magic pen marks make your Q and E do better damage (and most of Poppy's damage early/mid game is Q.) Yellows can either be mana regen armor or dodge (i don't really like dodge but I have seen some use them) I personally use armor, but for beginners I think mana regen would be better. Magic resist blues are the best for any body that isn't a mage, I don't see using anything else would be a good idea. Quints to consider are MS, flat health regen, armor, health, and magic pen. Any quints work on her really, I use MS because I like to be the speed demon and with lvl 1 boots you are at 398 movement which is faster than a lot of champs with tier 2 boots.
You should always have ignite, it will snag the kills that will get you fed and will help you carry. Flash is just the best for any champion that isn't a true tank.
You can choose Ghost or Flash, both of them work well. I prefer Ghost because of the long duration, flash can only get you in or out, ghost can do both IF USED WELL.
: Ghost can be better than Flash sometimes, since you have your charge you really don't need a flash. Use ghost or flash based on your preference.
: A bit risky, but your W is a free ghost. This allows you too easily stick on anybody in a team fight, and there is very very little they can do to stop you. Remember exhaust can be a good counter bait, and be used defensively.
: I have seen this one quite a bit, in case you don't like ignite's damage and just want some free auto attacking on your enemy this combo is also effective.
: Whenever I plan on roaming I use this. It allows for good counter jungling, and you can keep up in levels easier with the jungle you steal. I personally do not recomend for everyone, as most poppy roams I see just... suck.
: I don't know, in case you said you wanted to go bot and some idiot chooses an AD carry anyways. Support poppy sort of works because you get gp/5 items anyways, you can counter jungle very nicely with this also.
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:Best passive in this game, people undervalue it and underestimate it. It almost makes you invincible early game, tie it along with health regen from your philosopher stone and you can't be killed without screwing up badly. Note this won't reduce true damage or damage from turrets.
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
Explanation:Poppy's bread and butter. This is the reason Sheen is a must-have. This skill does all magic damage which is why magic pen runes are better than armor pen. Since it resets auto attacks make sure you hit them then use Q for more 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.
Cost 70 / 75 / 80 / 85 / 90mana
Explanation:A good one pointer skill early on. This makes getting in and out in a fight easier, and makes escaping a breeze. Be sure if you're nuking someone to activate W before you Q, it will add some good damage from the attack damage it provides. At 40% cdr it has a 7.2 cooldown, so there is only 1.2 seconds of you not having a free ghost/pickaxe. This spell is probably a little too strong.
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
Explanation:The first thing a Poppy player should learn how to use effectively, it does massive damage if you can land the stun. There are a few random spots in lane where it will bug and stun someone without a wall. In lane if you are smart with this it is a free flash, position yourself in front of enemy minions to charge them and get away from any danger!
Luckily after 10 bug fixes it is a properly functioning spell! :D:D:D
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
Explanation:This is the skill that makes you an unrivaled assassin. This spell has two uses. One is to survive a gank or fight by ulting someone on the enemy team that won't be able to kill you. Two, the most important one, is to cancel out four enemies and ensure you have massive burst on your target. It has a very large range, but most of the time you'll want to be in range for your heroic charge to ensure you do as much damage to your target as you can.
Note that it is extremely important that you know which is better: Ulting support and killing the enemy carry or ulting the carry and killing him, if you are fed then go for option 1 but if you are trying to win the game just kill their carry.
Skill OrderPoppy's skill order is pretty simple. Level ult always, the reduced cooldown, increased duration, and damage % is a must have for your burst and survival. Your Q is your main source of damage, and has no increased mana cost as it levels up. W as I said earlier is a very good one point skill. You could max W 2nd but you would be behind on damage mid game. I have also leveled charge and Q equally, but Q is an easier guarentee for your damage.
Item BuildsI don't know why some guides have the pictures of their items in two sections >>
Choose any build you like, they all work. AP is the most squishy of the three as you will have the least move speed and the least defense/health. It takes a little longer for you to do damage with the other two builds but the survivability you gain will be much worth it. You could probably build an early DFG for good nuking early in the game, but then go Trin Force>whatever. I haven't tried it but maybe you can!
Poppy isn't necessarily item dependent (except sheen) but when she DOES get her items She becomes a wrecking machine, FILLED WITH MINI WRECKING MACHINES.
Early GameI'm going to make this simpler than what it was previously was. Poppy's early game sucks, unless you are good with her just farm and get to mid game/late game as soon as possible. Unless you're a god with her don't go roaming or counter jungling, you'll probably fail.
Mid GameMid game isn't that different unless you're going the AP route, if you are you need to rush D.F.G. and sheen and start shutting down the squishies.
If you are going the other 2 keep farming and look for ganks and kills. I usually don't even participate in any fights until I get Trinity Force, take the rage from your teammates and carry them afterwards.
Late Game/Team fights.You are Poppy, the best tanky dps in the game after 30 minutes. (I said tanky dps, not assassin) Unless you somehow get 1v5d you are the tankiest champ in the game because of your W and passive. Follow this along with your ult and you should never die. Late game you need to constantly pressure the AD carry or AP carry and keep them from doing anything to your team. You don't have to kill them but you should have them running away in fear of it at low health. Remember a person running away from a fight that didn't do anything is as good as a dead one. After you use your ult on the carry you should help your team by peeling off the tanks/tanky dps on your carries. Her Q deals with tanks nicely.
Solo Top Poppy.Okay so solo top Poppy is something I have been doing and have seen. Poppy is pretty beefy with a regrowth pendant and her passive so if you face anything melee she can pretty much free farm. I can also see her doing well against mages (but most don't go top) with an early magic mantle. Once you get level 3 you can take some damage with the armor you have and deal nice harassment with Q.
What you want to be doing is focusing on your farm though, only go to Q your enemy if you know you can gain an advantage from doing that or if they are harassing you. Jungler ganks can work well with Poppy if they have CC (amumu noct etc) and maybe you can knock them into a wall (top lane is probably the most difficult to land a charge in)
What people don't realize is that Poppy does a lot of damage with her Q, so if you hit them with it 3 or 4 times they will find themselves to be quite low on health. With a regrowth pendant she becomes pretty hard to harass down.
Sometimes the other enemy realizes it takes too much effort to harass you down so they will just spam all their skills on the creep wave and push it. This is fine as you get free farm and your turret isn't really a big deal, if it gets taken down then you can just free farm.
Just remember that Poppy doesn't emphasize on early/early-mid game so the more farm you get the better!
DOMINIONShe will probably be banned/first pick in Dominion. Since farm is just given you this is expected and I won't be surprised. She probably is the best champion on that map.
You can go any item build if it has Trinity Force, but come on its Dominion try something new. With this build you are unkillable while running at 500 MS.
Masteries I go are usually 9/21/0, it makes you unkillable.
If you go my build just ignore the enemies and go around capping things. If your team joins you then yes thats when you kill people and take their points, otherwise just keep running around capping points.
I'll play some more Dominion and see what works best on her.
Poppy in the present.Most of the guide I wrote was way back, 5 months or so I think, but all the info is still relevant. The reason you don't see Poppy often is because of the AD/support bot lane. She can top lane, but can't really beat anybody, just survive and farm. I heard Riot was pushing her towards a better early game but not so devastating late game, I wish they would talk to me about her but oh well.