Pure meele champs have big problems dealing with Poppy as she can basically harass for free with Devastating Blow and that thing is gonna hurt. Also she has naturally high armor and can survive more than most with her passive, this depends on the enemy type of damage.
Look at this guide for matchups: http://www.lolking.net/guides/178428
Look at this guide for matchups: http://www.lolking.net/guides/178428
Crystalline Flask
And she runs oom if you spam everything, yes, but if you use only Devastating Blow which only has 55 mana cost, you can actually manage it.
And she runs oom if you spam everything, yes, but if you use only Devastating Blow which only has 55 mana cost, you can actually manage it.
NicknameMy wrote:
Crystalline Flask
And she runs oom if you spam everything, yes, but if you use only Devastating Blow which only has 55 mana cost, you can actually manage it.
Crystalline Flask OP but it's only flaw is it's price as a starting item :(
worth it yes but really pricey.
Thing is, also many summoner spells work really well on poppy:
Ghost - get to the carry
Flash - set up better wallstuns
Ignite - Ultimate increases damage
Barrier - Passive increases power by a big amount
Teleport - basically double mana bar.
Really hard to decide here.
Currently I would build Poppy this way:
Summoner Spells: Teleport+ Ignite
Skill Order: Q/W first depending onto ranged or meele, because against meele, you can already start harassing at level 1. E at level 3. After that max Q, max E, max W. Take R whenever possible, of course.
Runes: Hybrid Pen marks, armor seals, mr/lvl glyphs, ms quints.
Masteries: 21/9/0 taking all penetration masteries, Sorcery and Brute Force .
Items:
Starting with Crystalline Flask and pots + ward (actually, Poppy is very resistant to ganks)
Then I rush Sheen to be a big threat in the lane and have enough mana. Of course, boots 1 somethere in there.
Ravenous Hydra next for sustain and waveclear, which Poppy needs. Can be replaced later by Hextech Gunblade or Blade of the Ruined King.
Trinity Force next, now you got carry potential.
And now 3 defense items, first is most of the time Guardian Angel. If you need more damage, you can change one for Hextech Gunblade/ Blade of the Ruined King.
Poppy is atm probably the best user of Hextech Gunblade as her Q procs that full and the HP from that gets even better with her passive. Also, she needs to stay close and can use all stats of this item.
Ghost - get to the carry
Flash - set up better wallstuns
Ignite - Ultimate increases damage
Barrier - Passive increases power by a big amount
Teleport - basically double mana bar.
Really hard to decide here.
Currently I would build Poppy this way:
Summoner Spells: Teleport+ Ignite
Skill Order: Q/W first depending onto ranged or meele, because against meele, you can already start harassing at level 1. E at level 3. After that max Q, max E, max W. Take R whenever possible, of course.
Runes: Hybrid Pen marks, armor seals, mr/lvl glyphs, ms quints.
Masteries: 21/9/0 taking all penetration masteries, Sorcery and Brute Force .
Items:
Starting with Crystalline Flask and pots + ward (actually, Poppy is very resistant to ganks)
Then I rush Sheen to be a big threat in the lane and have enough mana. Of course, boots 1 somethere in there.
Ravenous Hydra next for sustain and waveclear, which Poppy needs. Can be replaced later by Hextech Gunblade or Blade of the Ruined King.
Trinity Force next, now you got carry potential.
And now 3 defense items, first is most of the time Guardian Angel. If you need more damage, you can change one for Hextech Gunblade/ Blade of the Ruined King.
Poppy is atm probably the best user of Hextech Gunblade as her Q procs that full and the HP from that gets even better with her passive. Also, she needs to stay close and can use all stats of this item.
NicknameMy wrote:
Thing is, also many summoner spells work really well on poppy:
Ghost - get to the carry
Flash - set up better wallstuns
Ignite - Ultimate increases damage
Barrier - Passive increases power by a big amount
Teleport - basically double mana bar.
Really hard to decide here.
Currently I would build Poppy this way:
Summoner Spells: Teleport+ Ignite
Skill Order: Q/W first depending onto ranged or meele, because against meele, you can already start harassing at level 1. E at level 3. After that max Q, max E, max W. Take R whenever possible, of course.
Runes: Hybrid Pen marks, armor seals, mr/lvl glyphs, ms quints.
Masteries: 21/9/0 taking all penetration masteries, Sorcery and Brute Force .
Items:
Starting with Crystalline Flask and pots + ward (actually, Poppy is very resistant to ganks)
Then I rush Sheen to be a big threat in the lane and have enough mana. Of course, boots 1 somethere in there.
Ravenous Hydra next for sustain and waveclear, which Poppy needs. Can be replaced later by Hextech Gunblade or Blade of the Ruined King.
Trinity Force next, now you got carry potential.
And now 3 defense items, first is most of the time Guardian Angel. If you need more damage, you can change one for Hextech Gunblade/ Blade of the Ruined King.
Poppy is atm probably the best user of Hextech Gunblade as her Q procs that full and the HP from that gets even better with her passive. Also, she needs to stay close and can use all stats of this item.
I like it I will have to go out and try this out, taking Teleport is really is a must due to her awful Mana sustain, but if you can work around it she really can carry into late game well. The only thing I think I would change is Ravenous Hydra I would probably just rush it to a Tiamat then go for the Trinity Force as soon as possible. Then Maybe finishing the Hydra. I don't know I will try out both building paths
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