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Poppy Build Guide by Geei

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author Geei

Dominion Poppy - Taker/Capturer combo

Geei Last updated on September 28, 2011
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
3
14
15
17
18
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

 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Brute Force
 
 
 
 
 
 
 
3/
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


Guide Top

Introduction

Poppy in dominion is a versatile and powerful character; she is bursty, has great mobility, and the map is ripe with plenty of places to smash people into walls.

Further, depending on the need of the team, she can fill a taker role or a capturer one. And she is one of the best heroes to get to windmill.

If you haven't read Dominion Guide: Roles and Teamwork., you should, this guide relies on the foundations that one set up.


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Runes

Though many heroes may see a different rune set-up than in their Summoner's Rift builds, Poppy doesn't.

A pretty straight-forward Greater Mark of Desolation, Greater Seal of Evasion, and Greater Seal of Scaling Cooldown Reduction, with Greater Quintessence of Desolation. you can flavor as your playstyle dictates.


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Masteries

Again, pretty straightforward 21/0/9 build. The only real thing to note is the point in Haste . This is incredibly useful. By mid-late game you should be able to traverse the entire map if you properly use the speed shrines, your W ability, and ghost.


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Items

Note: At this time the recommended items from Riot for Poppy are completely wrong, I don't know what happened, but they have her set-up as an AP hero.

Ahh, the items section. You will notice her build looks fairly similar to a normal build with a few notable exceptions.

To start I buy Berserkers Grieves and a Dagger; I've tried higher movespeed options like Boots of Mobility or Boots of Swiftness, but found that they really only help very early game, so I opt for something a bit more aggro, however, like any item selection, this is highly dependent on your team, and your opponents.

After you complete the initial Windmill battle, you should have enough cash for your Zeal, and possibly a piece or two for one of the other components of the Trinity Force. I always go Zeal first, as it gives you a very nice run speed buff that helps so much in Dominion, but advise you to consider what you are up against on whether you need the Phage or the Sheen first. If they are full of squishies, go with the Sheen, you will be able to half life them with one 'q' If they are more tanky, choose the Phage, you'll be thankful for the HP and slow.

Once you finish out your Trinity Force, build another Zeal right away, and upgrade it to the Phantom Dancer. At this point you are highly mobile, and very threatening. Not many heroes should be able to last more than a second or two, and remember, don't be afraid to run and regroup, no one should be able to keep up with you, especially with the juking options available in the map.

Next, build your Sanguine Blade for lifesteal, as they are going to start trying to gang up on you, and this will let you take multiple heroes down much more easily. If the game lasts longer, fill in the final spots with whatever you fancy, but I love Priscilla's Blessing for the passive cap rate increase (at this point only take this item if it is pretty even and you are having to battle for those CP's) and Force of Nature for the defensive boost and, of course, move speed.


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Skill Sequence

Again, this is pretty normal, however something to note, if your team needs a Capturer, you can fill this role by picking up Paragon of Dementia over Heroic Charge early.


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Summoner Spells

My choices:

Ghost -
This is a must! While a good choice in Summoner's Rift, it is so critical for the role Poppy plays in Dominion. It helps to make her ever present, which helps your personal score, your K:D ratio, and your teams Victory

Ignite -
I like this a lot as it can help you harass a few enemy heroes as they are capturing (the one ignited can't begin capturing while on fire); scare off that low-health champ that is harassing you and preventing the otherwise easy capture; allow you to get a kill so you can focus on another enemy, and more!

Other Alternatives:

Garrison - This is good as it can help you kill a couple heroes next to their CP, however I have found it gives me a little bit of a false sense of security, a lot of people will counter it with a Garrison of their own, and defensively it doesn't help much (because with two enemies, your tower shouldn't be shooting at either one)

Flash - Not a bad choice, but I find with Paragon of Dementia, Ghost, and the Speed Shrines you don't really need the extra mobility. Then again, there are a few deaths that could have been saved by a good flash.

Cleanse - I like this one too, especially as people begin to work on teams a bit and get some more CC than what I am typically seeing now.

Exhaust - Another viable option.

I would avoid the others for various reasons, but if you like something for some reason, use it, your play style is likely adapted to it.


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Dominion Role

Please, Please, Please read Dominion Guide: Roles and Teamwork!

Poppy is best suited to a sort of Hybrid role, someone to fill in as a Taker, a Capturer, or a Disrupter. As she gains momentum, she'll soon be able to fill any roll well. Be prepared to break away from a push with an ally or two to disrupt that lone capturer, you should be able to get there pretty quick, and if you have the jump (which you should) you will likely score a kill and recap as well. Peel away and ghost across the map to secure a CP and keep them guessing. If you are fluid, you will be most beneficial to your team.


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Progression

Early Game:
You are going to be one of the fastest heroes so you should always head to windmill first off. Once there begin by begging you capture on your side, a bit away from the jungle, remember the extra .5 sec it takes you to get there is the equal time it will take an enemy to get there, and if your team is on the ball, hopefully they can run interference for you. Don't be afraid to break away from the cap to help kill the enemies though, but do so wisely, wait until you can get the stun off. I often find myself stunning and running past the enemies towards their spawn point, they will drop you and you can reposition for another run. After you take the windmill assess the situation. Remember, they will probably come back to try and take that point again, so if you are near half life, stick around, you will have time to grab 2/3 health boosts near the windmill before they arrive again.

Mid Game:
You usually aren't strong enough to take on more than 1 hero at a time, but can harass moderately well. At this point I like to continually attempt to defend / take windmill, with a quick 'b' to help elsewhere on the map. Don't overextend or chase to far, and remember, even though the jungle is great for pinning enemies, its a bad place to fight. Don't be afraid to run, you can outrun most people, and should be able to gather a few health shrines to stay in business. Near the end of this phase you should have nearly all the speed you will get (I've never completed a Force of Nature), so you can be much more mobile, and a much larger threat.

Late Game:
You are dominating force, you should be able to solo most heroes, and taking on smart 1v2 and even 1v3 situations should be something you can do. But remember, your goal isn't to kill heroes, but to take and keep CP's. I tend to focus on a triangle of three, and only once they start huddling together too much will I spread out and take another one. With this strategy you should be able to have enough control of the map (especially with decent teammates) that you should hold the majority of CP's for probably about 70% of the time, which is enough, unless you are very far behind, to win most games. If this fails, differ to a team based strategy as outlined in Dominion Guide: Roles and Teamwork.


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Summary

Poppy plays very well in Dominion, is fun, and is very useful to your team. The fast paced nature of this game mode lend well to her short cool downs, high mobility, and burst damage.