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Choose Champion Build:
Recommended Items
Spells:
Ignite
Ghost
Items
Ability Order
Iron Ambassador (PASSIVE)
Poppy Passive Ability
Introduction - An in-depth Guide.

Welcome all to Summer of 2012/2013! For those who do not know who I am. Hi, my name is Stokyj96 and this is my guide concerning, yes you got it right,

to demonstrate Hammer Diplomacy!





She is weak pre-6 to sustained engagements and has trouble collecting CS, however after the initial laning stage and help from your jungler or your tower you should have no problem two-hitting carries in the late game. Her identifying skill is her







Powerful Pros
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Critical Cons
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At Level 1
Health: 423 (+81 per level)
Mana: 185 (+30 per level)
Attack damage: 56.3 (+3.375 per level)
Attack speed: 0.638 (+3.35% per level
Armor 18 (+4 per level
Mov. speed: 320
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When compared to other champs, these base stats arnt too bad at all. Her health at 423 base is a little lackluster for a melee champ due to the ease of ranged poking, but that can be worked around with positioning. Her Attack Damage scales well and becomes more within the late levels. Her insane base armour and armour scaling is simply amazing, making her one of the tankiest base armour champs rivalling that of
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These stats are rather nice for an assassin at level 18. However with 1800 health at level 18 it is not going to keep you alive on its own, this where our
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Base Stats at Level 18
Health: 1800
Mana: 690
Attack Damage: 113.0375
Attack Speed: 0.638 + (3.35%)
Armour: 86
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Poppy's Skillset
Poppy enhances her next attack so that it deals 20 / 40 / 60 / 80 / 100 (+60% of ability power) plus 8% of her target's maximum health in bonus damage. The bonus damage dealt cannot exceed 75 / 150 / 225 / 300 / 375.




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.










Poppy charges at an enemy and carries them for a short distance (300 units). 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 seconds.







For 6 / 7 / 8 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. Damage increase applies to summoner spells and items used by Poppy.





Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. This does not reduce damage from structures.

For those that like the math:


- Incredibly Technical.
- Mana Hungry.
- Reliance upon
Lich Bane procs in between abilities to pour out the burst.
Deathfire Grasp + Ulti = OP nuke. (Even since Deathfire Nerf)
- Overall more burst on your abilities ---> Where the term "2 Hit-KO" comes from.
- The 8% extra damage from
Devastating Blow caps when the enemy has around 4650 hp and over, which is hard to acheive on non tanks so damage is generally wasted.
Heroic Charge into wall = 1/3 of squishy health.
- Worse farming ability than AD build (Its hilariously bad).
- Noticeably less sustain than the AD variety.
- Higher damage on
Devastating Blow (Crit + 1:1 invisible AD ratio, however it is turned into magic damage).
- Higher sustained damage once cd are blown- allowing easy triple/quadra/penta's.
- Higher sustain in lane, with a better farm rate.
- Better Teamfight Utility.
- Really only needs
Iceborn Gauntlet or
Trinity Force to wreck faces.
- Stronger late game, which we are all about.
Paragon of Demacia provides 35 AD steroid, good in lane.
- Easy, high damage procs on
Sheen.
Heroic Charge + AA + Q = Hurt.
- Less reliant on the "Long" cooldowns
Poppy has.

Runes





AD Poppy
Why? Greater Mark of Hybrid Penetration?

Why?
Greater Seal of Armor?


Why? Greater Quintessence of Lifesteal?


AP Poppy







Pro Tip
AD Masteries
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Tier 1![]() ![]() Tier 2![]() ![]() ![]() ![]() ![]() Tier 3 Onwards![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Summary
Havoc is now at the bottom of the tree but now requires one point for a 3% damage increase compared to three points for a 2% increase. More AD and CDR than in the season 3 masteries. |
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Tier 1![]() ![]() Tier 2![]() ![]() ![]() Tier 3![]() |















Suitable Choices














Other Options:












- Better Slow -- Rather than the chance to slow + higher ms reduction (AOE slow 35% vs 30% maybe single target slow)
- AOE Slow and Damage -- Strengthens Poppy's ability to push
- Lower cost -- Quicker benefits
- CDR + Armor for winning trades-- lowers CD on abilities + Damage mitigation
- Mana -- this combined with
Crystalline Flask will help your mana issues
- BUILD THIS AGAINST HEAVY CC/PEEL TEAM COMPOSITIONS, OTHERWISE STICK TO TRINITY FORCE FOR THE EXTRA DAMAGE, MOVESPEED AND HEALTH
Other options: Iceborn Gauntlet



Other Options:









Other Options:




Other Options:





Other Options:





Explanation of Alternative Items. FAQS and otherwise.


















Season 3 item update- What it means to Poppy






This is the one and only true MELEE Carry Poppy build. With these items, your attacks shred the opponents down one at time. Many guides feature this as their main build as you can Ult someone and proceed to a possible triple+ killstreak. This takes a long time while to farm up, but by the time you are at this late game build, you can carry hard games with ease, easily taking out








This is the double AP comp build. I take






Early Game/ Starting Item set.



These are a really strong starting item set for


Against a Melee Bruiser
Most of the time you will want to trade,trade,trade. Despite what people say Poppy's level one through to three is incredibly powerful as the base damage on all her skills and Auto attacks is pretty good. Do not take free harrass from an enemy bruiser, because, frankly you dont need to. The key to winning trades with


Level One teamfights often break out in higher elo matches, if this occurs I'd recommend taking your skillpoint in

Not every game will be ideal, some games you will be allowed to free farm by your opponent. But there will be those games when your opponent realises the danger of a free farming

When solotop you will often be against a sustained bruiser, therefore I advise purchasing a




Early Laning vs a Ranged Bruiser
Start sustain, and try to sustain your way through lane. You have two major options. You can rush Ravenous Hydra so you can push out the lane, sustain through their damage, and then roam. Or 2. if you have jungle support, go for kill potential rushing a cutlass and a

Engaging





Level 6.







Mid Game (Where Poppy begins to unexpectively shine)
You have two major choices.
Stay in your lane and split push. If you are a little bit ahead you can dive and stop anybody who comes to 1v1 you.
Your job, if you are taking this route, is to put your enemies in the uncomfortable position where they either lose a laner and a dragon, or lose a laner and a tower, or just a tower if they are wusses and dont want to 1v1 you. But thats how you win games, force them to play on your terms, and push the advantage.
But what If I my team needs my help?
Make sure your enemy laner doesn't have waveclear, the wave is already pushed right up to the enemy tower, or you have a Ravenous Hydra in your pocket. Otherwise your enemy laner will either 1. Take the tower, or 2. Deny you waves upon waves of creeps. You want neither of those to happen, trust me. If you want to be able to help your team, you are going to have to buy a Hydra for the pushing power, there is no way around it. It is the only thing that will allow you to waveclear and push a wave, so you can go help your team.



Late Game













If she tries to stay in human form she will oom herself, as your passive combined with your sustain makes her Q largely ignorable.
Heres one trick: If she ever switches from spider form to human form, and shes underneath her tower with full hp, having casted her cacoon and their jungler is accounted for dive her. This same trick applies to Nidalee and Jayce. She has no rappel to get out of your dives, so blow everything on her.
If she managed to get her rappel off, she should be low hp by then, and under the tower. Walk outside the tower range for minion aggro to take effect and wait for you E to come back off CD. Rinse and repeat, be sure to keep an eye on the lanes when doing this.
As far as itemizing against her, grab













I recommend rushing a hydra in this matchup, due to




Tip: If he uses his dash, to dash toward you for the attack speed bonus, he made the biggest mistake of his life, if your on any more than half your health and neither of you has fed, simply turn around on him and bash him into the closest wall/ towards your turrent, since he is relatively squishy he will attempt to














I suggest starting a



The things you need to worry about is #1 Keeping up in damage, by constantly harrassing him, #2 avoiding his stun, and #3 keeping your

A good jax will trade better with you post six, as he will stack his passive twice on minions and jump you on the third hit, and save his stun for crucial moments rather than engaging upon you with it. If the jax doesnt know that


Tip: a common jax trick is to attack you in the middle of your minion wave at level 1 to draw minion aggro, and E stun you, as this will double the damage it deals. Know this technique and avoid it.
I tend to find








Often












































Although a good





A











What you want to do to a




Pre-6 watch out for his




























sopher's Stone]] on your first B


other champion. Whilst her base statistics and skillset seem fit for the jungle, it is incredibley hard to deal with early jungling as

There are a few obstacles to tackle when facing the jungle as












Powerful Pros
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Critical Cons
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Note: These routes can be customized a bit for your needs if you feel up to it. As a jungler you should adapt to the situation, if this means putting on hold your jungle to attend a teamfight then do so. But remember every second you leave your jungle, you miss out on gold and exp, so be sure you are not wandering around like a lost soul.
The Blue Buff Route/Farm Route Till Four:
•Start Wolves (perferably with a little help to make it go by faster and less health lost)
• Grab a leash for Blue and Smite it when it is low to prevent steals.
•If you think you can counter-jungle, now is the time to run into enemy territory, either camp red with a top laner, or steal golems, I wouldnt recommend engaging.
•If not, just go straight to Wraiths.
•Fight Double Golems while focusing the bigger one first to soften up the damage.
•Go over to red, check bushes beforehand to watch out for quick junglers waiting for a chance to kill you and steal your buff. Remember to smite it!
•Once you have double buffs, continuing jungling by going to Wraiths or decide to gank.
This path allows you to have mana to spam your spells throughout the jungle. This is also the path you want to take if you doubt you'll have early game (before level 4) ganks available or if the enemy jungler is hard to counter-jungle for an easy first blood. After this route its advisable to either gank a lane, or recall to get your next set of items to sustain.
Red Gank/Safe Path:
•Start Double Golems and focus big golem as usual. (Help on this is preferred, prevents counter jungling)
•Proceed onwards to Red Buff and be sure to Smite it.
•Go to wraiths and focus the big one to take less overall damage
•Go to Wolves next and focus the big wolf, again it crits more than small wolves.
•Start Blue Buff and finish it off with smite to get double buffs.
•Decide whether to enter enemy jungle territory, or to take an early gank opportunity.
This is the "safe" path as you can avoid an invasion towards your blue buff that could turn out catastrophic for your team. This path also makes you hard to gank while in the jungle due to red buff slowing any escapes. The time to level 4 with this path is around the same amount of time as the blue buff path, but the main problem with this path is the Mana Management, which restricts your use of abilities on jungle creeps.
This is a path where you might want to conside taking


Important!!


Why use wards? Especially since I'm Poppy!
The wards are mainly used for gaining vision over the map, this is the most important way to gain map control. Vision over the enemy movements makes avoiding ganks possible, if not easy. It also can be used more offensive way like caughting enemies on the places where they don't expect to be ganked such as in your jungle, or their jungler going for their blue, which might lead to a buff steal.

The main Areas you should Consider Warding are:

Entrance to Baron for easy steals late game for your jungler, Only ward this past 25min or so.

The tri-bush next to your tower, to prevent any mid circling behind you and catching you just out of range of your tower, as well as to stop any counter-jungler from stealing red.

In lane- this is recommended as you will be pushed to your tower a lot, and you want to know where your enemies are in case of "Mia's" otherwise your own mid lane will pay the price.

The bottom bush of the top lane. This is imperitive as the enemy will often hide down this side of the lane to gank you. Be careful, and avoid facechecking this bush alone.



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