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Poppy Build Guide by Wispofdoom

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League of Legends Build Guide Author Wispofdoom

AP POOPY: THE QUEEN OF DUMPING

Wispofdoom Last updated on September 6, 2013
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Ability Sequence

2
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
1
8
10
12
13
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

Introduction

Hello everyone, and welcome to my AP POPPY GUIDE. Why make a poppy guide you ask? Because AP Poppy is the most insanely broken, yet underrated champion in the game! With this guide, I hope to reveal to you the strength of AP Poppy, and teach you to play her like a true bursting master. Now sit back, relax, and get ready to blow your mind.

___
___


Guide Top

Skill Kit: Why Does It Work?

Now after that video, your jaw may be on the floor. Pick it up, and put it back in place, because I'll explain it to you right now.

The biggest reason this build is viable is because of Poppy's ultimate: Diplomatic Immunity. This skill renders you completely unaffected by all enemies but your target. It also grants you a bonus 40% damage implification to the ulted target, allowing you to deal massive amounts of damage. Combined with your core item, the Deathfire Grasp, you will be able to deal a total of +60% DAMAGE.

Devastating Blow (Q) is her main damage skill. It deals a flat amount of damage along with your AD plus a bonus 8% of the enemy's maximum health. Along with your Lich Bane proc and 60% damage amp, you can deal over 2000 damage with this one skill.

Heroic Charge (E) is her other damage dealing skill. It can also deal huge amounts of damage if lined up correctly. It deals a portion of it's total damage upon hitting the target, and deals even more damage and stuns the target if they collide with terrain. Landing this skill properly can set you up for a very easy kill. Making use of the jungle and other terrain is a major key to victory. Good ward coverage can also allow you to kill enemies trying to duck into bushes to escape this skill.

Paragon of Demacia (W) is a utility spell that stacks to give you bonus AD and Armor, and a movespeed boost when activated. Activation also gives full stacks (10) of this skill. This is a good skill to use for chasing and escaping, as well as positioning to land a good E.

Valiant Fighter (Passive) can help you survive otherwise deadly situations. It reduces all incoming damage dealing over 10% of your current health by 50%. This makes you remarkably tanky without any survivability items and allows you to win small skirmishes.


Guide Top

Runes

___

I take:


Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Scaling Ability Power
9

Greater Quintessence of Scaling Ability Power
3

Magic Pen Marks to ignore some magic resist and deal more damage.
Flat Armor Seals increase my survivability.
AP Per Level Glyphs raise my late game damage. I prefer having the scaling AP over flat AP because by level 8, they already give more AP. As an alternative, CDR Glyphs can work if you swapped Ionian Boots of Lucidity with Sorcerer's Shoes.

Flat AP Quints can help even out your early game a little bit.

___Alternative runes include Flat AP Glyphs, MR Glyphs, or CDR Gylphs.


Guide Top

Masteries

Masteries
4/1
4/5
3/1
1/1
3/1
1/1
4/
1/
4/1
1/1
3/5
1/1


I take 21-9 masteries with a focus on offense and a little bit of defense to help my weak early game.

If you are worried about taking too much harass, 9-21 masteries will help you survive.


Guide Top

Summoner Spells

I take Ignite and Flash as summoner spells. Ignite deals some good damage to go along with your burst, and Flash can help you line up a stun. Her ultimate also increases Ignite's damage, allowing it to deal 574 true damage instead of just 410.

Other viable summoner spells include Ghost, Barrier, or Exhaust.


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


Against a ranged mid opponent, I start with Heroic Charge for thegap-closing ability. This will allow you to get close to the enemy player and trade with them if necessary. Against a melee champion, you can start with Devastating Blow as an alternative.

Priority goes to her Q as her main source of damage. Her E comes next as another powerful damage source. Maxing her W comes last, because it is mostly a utility spell that has less use compared to her other skills. Take points in her ultimate whenever available.


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Skill Combo

-> -> -> -> -> ->


Above is the full combo, which is generally overkill. If you don't have the time to activate everything, a smaller, more compact combo that was demonstrated in the video, goes like this:


______________________ -> -> ->


Both of these combos will output a massive amount of damage. The biggest focus in the combo is on quickly activating both Diplomatic Immunity and Deathfire Grasp. Use the ultimate first, because it increases the damage dealt by items and summoner spells, i.e. your dfg will do 21% of the opponent's max health instead of just 15%. With these items together, all damage you deal in the next 4 seconds will be amplified by 60%. Heroic Charge will close the gap, dealing a good amount of damage whether they hit terrain or not. Finally, your Devastating Blow along with your Lich Bane proc will finish them off. Against a tankier target, spending more time to activate all of your items and abilities ( Paragon of Demacia, Ignite, and Hextech Gunblade) will give you more burst. As mentioned earlier, Ignite will be amplified to 574 true damage, and Gunblade will be amplified to 650 magic damage at full build, while Paragon will increase your AD by 35 damage at max rank.

With the amount of cdr in this build, your full combo will be up every 71 seconds, or 60 seconds if you have blue buff.


Guide Top

Items

Early Game



or


Begin the game with a Doran's Ring and 2 Health Potions. This gives you extra damage early in the game where you need the extra damage. Crystalline Flask and 3 Health Potions is also a strong alternative if you need to sustain. First stop back, buy Boots of Speed and begin building your Hextech Revolver, Sheen, and Fiendish Codex. These items will increase your early game burst, sustain, and the codex will give you some cdr to help you spam your skills more. There is no specific order between the revolver and sheen: build the revolver first if you want the sustain, otherwise, sheen will increase your damage more.


Mid Game



____


First rush a Deathfire Grasp. This will complete your Ult+DFG combo, allowing you to deal massive amounts of damage. Next, buy Ionian Boots of Lucidity to give you more cdr, allowing you to spam your skills more. Sorcerer's Shows can be an okay alternative to the cdr boots, but get these only if you can have blue buff for most of the game. Lich Bane and Rabadon's Deathcap will increase your damage output even more. This is when you turn into a squishy stomping monster. Finishing your Hextech Revolver into a Hextech Gunblade will complete your core items.


Late Game



____


The very last item is completely situational. If the enemy team begins to buy magic resist, a Void Staff will help you continue dealing big damage. If you are getting kited, a Rylai's Crystal Scepter can help you stick onto your target. Mana problems can be solved with a Rod of Ages. Athene's Unholy Grail is another good mana item to buy, but if you plan to buy it, switch your boots out for Sorcerer's Shoes. If you need more resistances, a Zhonya's Hourglass or Abyssal Scepter can help you stay alive.


Warding



__sight ward


___Wards. Buy them. They're important.
Wards will help you stay out of ganks, know where the enemy is, and prevent people from bush juking you to kingdom come. As you may have noticed in my first video, it was a ward that allowed me to know where graves was and intercept him, giving me an easy kill.


Guide Top

Laning Phase and Beyond

Laning phase will be the most difficult part of the game. In mid lane, you will be receiving a lot of harass, have trouble cs-ing properly, and be pushed up to your turret quite often. Play very passively at this time. Don't go for cs you can't take without being harassed a lot. Focus on just getting experience. If you can survive for the first 6 levels, the toughest part will be over. At this point, you should be strong enough to start doing some real damage with your skills. Now, if you have the chance, try to engage some fights. Your passive should help you win the trades. If you can win some trades, gauge your damage output. If one burst can take them below 60% of their health, you can all in them the next chance you see. Getting a few kills here can make up for your weak laning phase and give you the gold that you missed out on. From here, you can start farming freely. After buying your Deathfire Grasp and Lich Bane, you can really start blowing people up. Late game will be an easy win for you. Just ult the enemy carry at the start of the fight, murder them with your combo, and then run away as fast as possible.


Guide Top

Pros and Cons

PROS


Strong Late Game
High Burst
Ability to Assassinate Targets
Good Dueler
Snowballs Quickly



CONS


Weak Early Game
Item/Gold Reliant
No AoE
No Wave Clear


Guide Top

Summary

AP Poppy is a dish best served cold, with a fist-full of burst and a side of murder. When played correctly, you will be the ultimate carry-killing assassin. The true unstoppable force that will cause the enemy to cower in fear. So what are you waiting for? Take your new-found knowledge and inspire some fear. TEACH THE ENEMY WHO THE REAL DUMPSTER QUEEN IS.