Poppy General Guide by M3talthunder
Not Updated For Current Season
Woman of Steel Poppy
Standard with a healthy Mix of resisstance and Dam
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.
Hello out there on the Fields of Justice,
My Name is M3talthunder and I'm trying to offer a Poppy playstyle, which I haven't seen so far in any builds or Guides. Since I don't have much to show off I start right away with the main aspects for my Playstyle. Poppy is a incredibly strong Tank and hybrid carry ( which almost exceeds to a melee, tanky DPS, assassin, mage, tank ;) ). Also her pretty strong set of skills (and my build of course...) make her almost unfailable, as long as the game lasts long enough.
You might have seen in other Guides already, that she has her greatest effect in the Late-mid Game and the actual Late game, so my Guide has some very expensive (e.g. Frozen Mallet) and, big surprise, Late game items in it (e.g. Muramana).
Pros and Cons
Since Poppy is one of the rather less frequently played Champs in the league, you want to pick her to surprise your enemy. Not many people now how to counter her and how to react in specific Situations. Also she is very versatile in terms of Damage sources and tankiness.
+ High burst Damage
+ Low Cooldown on her Damage spells, which gives her also a high dpm
+ Super-Tanky without having to many Hp Items
+ Can Annihilate any carry in less than 2 seconds, and still be effective in a teamfight afterwards
+ Strong against Tanks, too
- Hard to play
- Only has Late-game effectivness
- Excessive Farming required
Not much to say 'bout that, it's quite self-explanatory. A good mix of Dmg and defense. The life quints can be substituted by the Flat Ad ones but thats the only thing i would change.
Not much to say either, I guess you need to find your personal favorite (especially about the biscuit, since not everyone is comfortable with that) Just remember she doesnt have much Mana and this point is a MUST to invest in.
"All physical and magic damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. This does not reduce damage from structures."
Your Passive: It's Uber-strong for trades in the Early Game as well in the Late Game and turn tower dives against you into a double kill for you. This is what makes you tanky without any Tank items. BUT you have to understand it properly. Most people seem to think ALL the Damage that exceds 10% of your current health is reduced by a half, but this isn't true. Only the Damage above 10% of your current HP is reduced by a Half, which is best explained in an example:
What most people think: Poppy 1000Hp->300 Dmg incoming (more than 10% of current health)-> only 150 Damage get through.
Wrong because: If a Gankplank shoots a Parrrley at you, and the damage amounts to 15% of your current Health, only the 5% are reduced by a Half.
So if his Damage is 300 and Poppy has 1000 HP (1000*0.1=100) the damage which is to reduce amounts to 200. Which results in his Parrrley dealing 200 dmg (instead of 150).
"Poppy crushes her opponent, dealing attack damage (+0.6*AP) plus 20/40/60/80/100 and 8% of her target's maximum health as magic damage. The bonus damage dealt cannot exceed 75/150/225/300/375."
This is her Main Damage tool. She deals Damage to an opponent on her next Auto attack and resets her autoattack timer as well. The Damage on this spell will be ridiculous, as longer as the game proceeds, since it deals percentage Damage+your Attack Damage+60% of your Ability power, and a little flat amount of Damage. Use it to crush carries, Bruisers, Tanks
and to stack up your tear as well.
Paragon of Demacia
"Passive: Upon receiving damage from or dealing damage with a basic attack, 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."
Her escape and chasing spell No.1. It's almost impossible to run from her when she has her speed buff on,...and she has it everytime. I recommend not to use it in lane, since it simply drains mana, plus you will get the Armor&AD stacks anyways, since you will be lasthitting like a baws.
Whenever someones running away after a Teamfight it will provide the speed to chase him down and kill him. Noone escapes Poppy the Iron Ambassador.
"Poppy charges at an enemy and carries them for a short distance. The initial impact deals 50/75/100/125/150 (+0.4*AP) magic damage. If they collide with terrain, her target takes 75/125/175/225/275 (+0.4*AP) magic damage and will be stunned for 1.5 seconds"
This is your CC and Chasing/escape tool No.2 In combination with your W it is amazing. When you get ganked on your lane while you are behind the Enemy creeps, just dash onto a enemy Minion and hit W to run away safely. So much about the escape aspect. The Chasing aspect is pretty self explanatory.
"For 6/7/8 seconds, Poppy is immune to any damage and abilities from enemies other than her target enemy champion.
In addition, Poppy's attacks deal 20/30/40% increased damage to the marked target."
Your Ultimate is really worth the predicate "Ultimate Spell". It will make you invincible to anything except the fountain turret (seriously, keep away from this **********er) and your target. Additionally it will also amplify Damage from any sources you deal to your target; by 40%. not even joking, man.
As soon as you get the chance, ult the enemy ADC, hit Paragon of Demacia and Muramana, Charge on them with your Heroic Charge and cast Devastating Blow on them. If he or she isn't dead by now Ignite and use your Blade of the Ruined King on him. Now turn to the rest and kill them one by one.
If your team didn't follow you, just use the speedbuff your Paragon of Demacia and Blade of the Ruined King gave you and run out safely. (It's pretty fun seeing them use their spells on you until they realize you already ulted their ADC and you can run away untouched in the aftermath ^^) This Tactic can be used even in a 1v5 Situation. So be confident, charge in and run away. You will always get a kill or two, guaranteed.
Farming is higly Important about Poppy, well it is always important, but Poppy really makes you feel the reward for your excessive Farming. Also her Devastating Blow brings you a nice Farming-Tool.
Always buy Wards and Heal/Mana pots when you go back to base, try to avoid little skirmishes and don't give away kills to them. Let them never lure you into a fight or towerdive, if there's someone M.I.A. and you're not completely safe at the moment.
Well The Doran's Shield is perfectly fine on her; it gives her sustain, which she usually doesn't have to much of, and a bit tankiness. I don't feel comfortable with items like Cloth Armor or Null-Magic Mantle, since they are very specific and a gank can hit your weak flank (this was a metaphor). This also applies to the offensive starters like Doran's Ring / Doran's Blade or a Long Sword, since her Damage is quite good for early trades and farming. Better focus on sustain.
Philosopher's Stone is a great Item for anyone; for Poppy it means free gold, less Mana Problems and increased sustain. 'nuff said.
The Tear of the Goddess, and later Muramana is my Core item for this build. Since it will be quite hard for you stacking up the tear (high manacosts at little manapool) you should buy it pretty early. Converting it into Manamune is mandatory but shouldn't be performed too early,this would just lead to your Damage being high, but on the other side going down like a Hooker on friday nights, so you should at least have a Glacial Shroud at this point of the game (which you will need for the Iceborn Gauntlet). I usually get my Manamune around minute 15 to minute 20, I always felt comfortable with this time and never had any trouble for being to squishy or lacking Damage, so if you didn't finish your Manamune by Minute 20 you should put much effort in farming now.(if you buy it before minute 15 this shouldn't be much of a Problem as long as you have your glacial shroud and BOTRK yet)
AND ALWAYS ACTIVATE YOUR MURAMANA!!!! This is the Most important Part about the Build since this will give you your incredible Strength in 1v1 Fights and your High burst on carries in Teamfights
The Mercury's Treads give you early Magic resist, which means you won't invest into any M-res till the very late game. (Most Ap Casters do Burst Damage, and your passive is Anti-Burst anyways)
If the Enemy team has an Ad Mid and an Ad top you can go for Boots of Mobility or Ionian Boots of Lucidity instead and get your Tenacity later by buying Zephyr instead of Wit's End.
The Iceborn Gauntlet is pretty self explanatory i guess:
First, your Q is your Main Damage source and why not improve it.
Second, they give you Mana and Armor, both very important stats to make a melee, tanky DPS, assassin, mage, tank.
Third the slow will help you to keep up with Vaynes Ezreals or Tristanas, who would just jump, blink, dash or whatever the **** out of your range and be k.
Frozen Mallet provides some more tankiness and Damage; the slow is pretty cool too, nothing special about that though.
Wit's End is great to round your build up since it gives you some more Magic-resist and attack-speed, which will keep you healthy in longer fights (you'll have Lifesteal like a baws with Manamune activated)
The Higlighted words are the Stats which are most important on Poppy you can vary my build, as long as you go for those stats. Those items are the best though, I think.
Diplomatic Immunity > Devastating Blow > Paragon of Demacia > Heroic Charge
Most People will tell you to max up your Heroic Charge second, but this is only viable for Ap Poppy. I rather recommend getting Paragon of Demacia up first. The speed buff and the armor are great in large Teamfights, which usually emerge at this point of the Game.
Poppy is a good Champion for anyone who wants to gain elo quickly and have fun in every game.
She also brings a good feature with her: the element of surprise. Poppy is no commonly played champ, so most players won't have a clue how to react to her.
Good luck with my Guide, fellow Summoners!
(To Create This Section I used the 20 Champions that are mentioned as Counter or Canonfodder on championselect.net. This is, however, not influenced by the ratings those users gave each Champion)
Each Champion will be rated from C to A (following the ERSB rating), depending on how many violent actions are required, to win this lane.
Rated: far beyond A
His true Damage on Reckless Swing will just melt through your passive and harrass you awy from your preciousss: Farm. He will also be able to towerdive you easily since you can't stun him, as soon as he has Ragnarok up.
Last but not least he will just outsustain you with Vicious Strikes
Rated: slightly above A
Again we face our greatest Enemy: True Damage. He will just Harras us out of deny our Farm. His Apprehend is also a great tool to melt down a Poppy, since he will kite us with Crippling Strike into Decimate and run off safely.
Our First counter without any true Damage (yay). He will still hit us hard despite our passive, since he has more Damage over time than Burst Damage. This and his range is what makes him scary for us. His Blind is also pretty nice, assuming the fact he will use it whenever we try to attack him and mitigate our Damage zero-ish.
Rated: Slightly Above A
Again: True Damage. She will Harrass us from Level 1 on and outsustain us with ease. We lose Farm and it's GG.
Rated: slightly below A
His constant Harras due to his range and and his stuns will keep you busy, also his high dps will cut our laning to a minimum. Not much fun to play against.
Since he has rather burst Damage than dps our passive will minimize his Damage, BUT he uses the energy mechanic, which will give him a high sustain potential and due to his range he will much likely harras us off the lane. Yet this lane is manageable