Poppy Build Guide by Stokyj96

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League of Legends Build Guide Author Stokyj96

[S3 Update!] Philosophizing with a Hammer- An In Depth Guide

Stokyj96 Last updated on June 13, 2013
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Standard Hybrid/Solo top AD

Crit/Jungle/AP

Poppy Build Poppy Build Poppy Build Poppy Build Poppy Build
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Build 1 (Cheat Sheet)

Champion Build: Poppy

Health 2631
Health Regen 17.35
Mana 925
Mana Regen 14.5
Armor 172.69
Magic Resist 42.06
Dodge 0
Tenacity 0
Movement Speed 429.94
Gold Bonus 0
Attack Damage 287.05
Attack Speed 91.001
Crit Chance 55%S
Crit Damage 50%
Ability Power 30
Life Steal 12%
Spell Vamp 0
Armor Penetration 11.52
Magic Penetration 0
Cooldown Reduction 0%


Recommended Runes + Notes



Ability Sequence

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

Masteries + Notes

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0

Guide Top

Introduction - An in-depth Guide.






Before you even think about voting, I suggest that you try out this guide first, however the cheat sheet that is shown above will not be the build that you will utilize 100% of the time and cannot guarantee changes overnight in your gameplay.

I am currently updating this guide to Season 3 as these are new builds they have yet to be tested against all matchups and need to be verified for viability in higher elo, since reset. Please excuse the pictures, as i have exceeded my bandwidth on photobucket.---> I am currently working on a solution. If you have any ideas pm me :D.

A massive thank you to everyone who has contributed to this guide. I have reached 350k views, which is amazing! Thank you league of legends community!





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, Poppy the Iron Ambassador. Unlike most of the other guides you have trauled through, this guide will SURPRISE YOU, prepare to

Let me demonstrate Hammer Diplomacy!



Poppy is a melee assassin type anti-carry, making her extremely potent against nearly every carry in the game (both AD or AP). She's able to charge into a team fight, taking little damage in her entrance, and then proceed to murder everyone and everything in sight. Her early game laning skills are terrible, I will admit, but providing that her Devastating Blow hits like a semi-trailer, and her Heroic Charge allows for an easy stun, you can safely trade damage against most enemies. She is more than underplayed finishing 3rd on the League of Legends list of most underplayed champions in Summoners Rift, falling behind Karma and Sejuani.


She is especially weak pre-6 and has trouble collecting CS, however after the initial laning stage and help from your laning partner or your turrent you should have no problem two-hitting carries in the late game. Her identifying skill is her Diplomatic Immunity, being on a rather long cooldown for a reason, it is an ultimate that has the potential to change team fights, and offers a lot of utlity, providing both damage potential and can be used defensively. Poppy is quite a simple champion to pick up and play, however there are large skill variations that sort the good from the bad. But, thats what this guide is all about, to turn you into that pro Poppy player we all want to be.

So bite the bullet and scroll down towards domination.



Guide Top

Why Poppy? Pros and Cons.



We cant talk about a champion without learning a bit about them now can we? So in this section we will be talking about Poppy as a champion, along with her strengths and weaknesses. For those that have seen and picked up Poppy before, they will realise that she is actually a very versatile champion, with many different build varieties. Some choose AD, some AP, and the rest go a mix of both and roll a hybrid.

But why even pick Poppy in champion selection to start with if she is so complicated?

Powerful Pros


  • Best tower-diving capability.
  • Snowballs.
  • High movement speed.
  • Amazing burst.
  • Anti-carry.
  • Late game Beast.

Critical Cons


  • Poor Farming Capability.
  • Extremely weak early game.
  • No *Flash Escape* mechanism.
  • Easily Poked.
  • No innate sustain.
  • Item dependant.


Guide Top

Statistics.


SPACESPACE
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
SPACESPACE
SPACESPACE
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 Malphite and Cho'Gath whom are often banned anyway.

SPACESPACE
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 Diplomatic Immunity comes in. As I stated before her armour rating is INSANE, yes it worth saying twice. This is great since we do not particulary need to stack armour items against most AD solotops.
SPACESPACE SPACESPACE
Base Stats at Level 18

Health: 1800
Mana: 690
Attack Damage: 113.0375
Attack Speed: 0.638 + (3.35%)
Armour: 86


Guide Top

Skills.




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.


Devastating Blow is also commonly used to reset your auto-attack timer which can help get that last hit in quickly. You might wonder why I levelled it up only 3 times prior level 7. The reason for this is because you will not benefit from the added % damage from each rank until later in the game when tanks and characters start obtaining some health, therefore the point is wasted until around the level 10 mark

Tips and Tricks

Spoiler: Click to view



Here's me at level 2, in a bot game for convenience firing off a Devastating Blow on the tanky champion Renekton, notice that a single Q does a full bar and a bit of health on its own at level 2?





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.

Paragon of Demacia helps you to position correctly within teamfights, with both the armour steroid and the movement speed boost aiding to your initiation and escape ability by improving your overall survivability.

Tips and Tricks


Spoiler: Click to view



Here I needed to get in front of Renekton so I could Heroic Charge backwards into Skarner to affirm the kill. However in the end Skarner had it under control, and didnt really need me to get in front at all -.- . But still, better safe than sorry.



By utilizing the movement speed bonus from Paragon of Demacia and the movement speed slow of Exhaust I managed to get in front, ultimately securing the kill with Heroic Charge. Basically, the movement speed from Paragon of Demacia is incredible both early and late, be creative with it and zip around the battlefield.








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.

Heroic Charge. This acts like Vayne's Condemn, you hit a wall and the target is stunned whilst taking double damage. This is your initiator, learn to time it right so you practically ram them into something every single time. What most people dont realise is that your minions and turrents actually count as a wall. Although it doesnt stop you from charging, the stun is still applied for HALF the duration if you charge your targets through minions.

Tips and Tricks

Spoiler: Click to view




Looking at this image, We can gather that Poppy has a lot of burst when combining her Devastating Blow and Heroic Charge stun in tandem. LOOK AT THAT BURST and thats without the 40% extra from our ulti! This damage is done only when I have a fully built Sheen with a couple of attack speed items. Take note of how much extra damage Sheen gives upon purchase






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 target you cast Diplomatic Immunity upon will be the only person able to damage or CC you. On top of this attacks made by you against that target have a phenominal 40% damage increase at max rank. This percentage damage increase also affects item actives such as Deathfire Grasp and Hextech Gunblade as well as the summoner spell Ignite Tell me that isnt OP. When attacking, you want to either target the enemy support, or the person you are taking out (40% damage increase), depending on their position and threat level. This is because if you ulti your target in the middle of an enemy team, and take them out, you will be left standing there with no shield and some very unhappy enemy team members surrounding you.

Tips and Tricks


Spoiler: Click to view






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

The reason why Poppy does not need any health items, unless it is absolutely needed. This is one of the best passives IMO. The innate ability to basically absorb 50% of all oncoming damage from enemy champ skills is incredibly useful in surviving bursts, unfortunately it doesnt have the same effect on tower hits. This passive is what gives Poppy the ability to duel and trade favourably with top lane champions mid game.


For those that like the math:
Spoiler: Click to view


Guide Top

AD or AP?


Now onto the most controversial topic that has plagued League of Legends to date. I shall try to answer it and provide details as to the differences between the builds. This is based upon personal opinion. So dont flame, merely stick with your own preference and playstyle :).
AP
  • 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 farm than AD (Its hilariously bad).
  • Noticeably less sustain than the AD variety.
AD
  • 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.


Guide Top

Runes/ Alternatives.





Runes

Greater Mark of Armor Penetration
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Movement Speed
3


First off, if you aren't even level 20, dont even bother with runes. It is a waste of your IP that can be better saved or spent on purchasing champs like Poppy. To those who already have an existing AD runepage, stick with that but just wack in movement speed Quints and you should be fine.
Rune choices are key, as with all champs, but is especially so concerning Poppy.

AD Poppy

Spoiler: Click to view





Spoiler: Click to view





Spoiler: Click to view






Spoiler: Click to view




AP Poppy




Spoiler: Click to view





Spoiler: Click to view





Spoiler: Click to view





Spoiler: Click to view


Guide Top

Masteries.




Here are the masteries I run with as Poppy. Along with the ability to play Poppy in many different ways, a player can also decide what masteries suit themselves best. Its usually standard as a carry of any sort to run 21/0/9 which greatly help your damage output, which is what we are all about here really.


Pro Tip

Running 9/21 is fantastic against hard pushers or sustained solo tops.


AD Masteries

Masteries
1/1
4/4
2/2
4/4
1/1
2/2
2/2
1/1
3/3
1/1
4/4
3/3
1/3
1/1





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Tier 1




Summoner's Wrath - This point helps to increase the movement speed supplied by Ghost if it is taken, as well as increasing our damage whilst our target is helpless after Exhaust is blown.

Fury - Being an AD carry, reliant on dishing out high burst and constant DPS through our skills and our auto-attacks, attack speed is a must. This will also ease our attack animation when last hitting, allowing for an easier early game farm.

Butcher - Poppy being a terrible farmer needs help last hitting, unless you have green ping you will undoubtedly miss at least one minion per wave, every one counts. With Butcher you are able to last hit easier, therefore allowing for an easier gold income to reach Poppy's amazing late game.

Tier 2




Deadliness - Scaling attack damage, What more could an AD carry ask for? This allows the player to rank up to achieve a point in Weapon Expertise as well as allowing for a stronger late game and improve last hitting capability.

Tier 3 Onwards


This is fairly Self explanatory, following the standard AD carry Build for extra AD and Armour Pen, as well as the extra 6% damage within our attacks to all enemies below 40% health from Executioner to act as our damage steroid when finishing foes off. A questionable two points are within Brute Force I prefer these for early game, and since we are not an AP carry the extra damage from Mental Force and Spellsword isnt required.








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Tier 1



Durability - A scaling health mastery. Four points in this grants an easy 108+ bonus health at level 18. These are great for making up for Poppy's lack of health at a minimal cost, assuring Poppy's place in early laning as well as adding that little bit of extra survivability late game.


Tier 2



Hardiness - 3 points in this baby will grant you with a bonus 5 armor. This mastery when coupled with Seal of Armor, allows Poppy to become a force to be reckoned with in both top and bottom lane, expanding her effective health pool, allowing her to take more hits from the enemy. This doesnt mean that you should be the one taking the hits. Let the tank do his job. This is taken over Resistance as you will be up against mainly AD damaging characters top lane or an AD carry bot. If the top lane decides to play a Rumble or a similar character, just swap the two masteries over.



Tier 3



Veteran's Scars - Probably the best single point within this tier. An immediate 30+ health bonus at the beginning of the game will come in handy within level one team fights, and invaluable in laning where Poppy needs all the help she can get. The amount of times I have escaped with under 30 health is ridiculous. Please for your mothers sake, take this.





AP Masteries

Masteries
1/1
4/4
2/2
4/4
1/1
2/2
1/3
1/1
4/4
1/1
1/1
3/3
2/3
2/2
1/1





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Tier 1




Sorcery - This mastery reduces cooldown reduction by a whole 4%, it seems like an insignificant figure, but with blue buff and your other cooldown reduction tools, you will be able to fire off your spells within a shorter timeframe, increasing your damage output as an AP carry. Cooldown Reduction is neccessary as Poppy's damage as an AP carry comes completely from her spells.


Butcher - Your farming is terrible as AP Poppy. You need all the farming help you can get!.


Tier 2




Blast - Straight AP increase per level, more AP means more damage which is always welcome.


Tier 3 Onwards



Arcane Knowledge is fantastic reducing enemy magic resist, allowing Poppy's spell to hit even harder which is incredibly useful during the laning phase. Brute Force is taken to increase Poppy's farming capabilities further, adding that couple extra AD to your attacks allowing you to do that little bit extra damage as opposed to AP which only impacts upon your non-spammable spells which should be saved for counter-harrassment during the laning phase. Spellsword is taken to synergize with Lich Bane packing a powerful puch, inflicting an added 100 damage at 500 Ability Power. Executioner allows for the added punch in your bursting ability.






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Tier 1



Summoner's Insight - Playing Poppy AP requires the sacrifice of our much loved Phantom Dancer and possibly even our Statikk Shiv if you follow the build. With these removed our movement speed will plummet limiting our escape ability. Therefore, we need to make use of our summoner spell Flash and rely upon it to escape. By taking this we reduce its cooldown, however it is not a green light to waste it, use it as a last resort.

Meditation - Poppy even despite taking our Sheen has a small mana pool early game. Therefore we take meditation to alleviate our mana regen problems when in combination with Philosopher's Stone, allowing us a bit of breathing room when it comes to our spells.


Tier 2



Mastermind - By reducing the cooldown on our Ignite and Flash we will be able to have our finisher and our escape skill up sooner, greatly helping in both escapes and ganks.

Artificer - As AP Poppy is all about literally blowing a single target up, and then waiting for our cooldowns to refresh in order to blow up another team member, we need a method by which to decrease our downtime between bursts. This is achiveable through Zhonya's Hourglass. However as this has a relatively long cooldown we are limited to using it every now and then, rather than as a simple peel every teamfight. By taking this summoner we reduce its cooldown as well as the cooldown of the optional Deathfire Grasp of which does 15% of the targets maximum health, not a bad addition to our burst within every teamfight.


Tier 3



Runic Affinity - Late game we will require blue buff for its cooldown reduction within teamfights, the longer we have it, the better. This really is a one-point wonder, and the only one until you delve deeper into the utility tree to the bottom.


Guide Top

Summoner Spells.



Summoner Spells. These are what compliment a persons playstyle. I cannot tell you what is right for you only state what I use myself.

Ignite: I used to run Exhaust as many of you followers have realised. However I found Ignites extra damage is simply too good to pass up. Due to Poppy's rather short burst, it is hard to follow up if your burst fails to kill them, this summoner guarantees kills, and also allows you to take on those lifesteal enemies namly Sion, Dr.Mundo or that Vampire Vladimir. This spell also does bonus damage when combined with Diplomatic Immunity thus in a 1v1 contest, having ignite will mean the difference as solo tops usually possess great amounts of sustain and self heals. Running Ignite nullifies their advantage.



Flash: This summoner was at first avoided by myself during my time playing Poppy, simply because I found the 10 second movement speed from Ghost invaluable for chasing. However, I have found that Flash is decent to take as a kind of "Counter-Flash" allowing you to quickly close the gap enough to an enemy champion to Heroic Charge them followed by well timed AA's and Devastating Blow's. This also allows you to follow enemies in the jungle by flashing over walls. However be aware of ambushes as a result of this, smart teams will set up on the other side of a jungle wall using your "Prey" as bait so you use your escape tool to get yourself INTO a sticky situation.

Pro Tip: You can flash behind enemies close to your tower, and Heroic Charge them into your tower for an easy kill, 9/10 they will AA you upon you flashing drawing tower aggro.


Suitable Choices



Cleanse: It's a Quicksilver Sash as an item, but this spell also reduces any further incoming CC used upon you by a portion of the amount. If the enemy team is composed of CC that permanently stops you from using your skills effectively, you could take this skill (or screw it and buy the Quicksilver Sash). Not being CC'd is especially important on Poppy since you rely on hit and run tactics and cannot hold out against being focused within a team fight. I recommend this Summoner for skilled micro managers, otherwise leave it.


Exhaust: Well if you have ever played games against those pesky Teemo's or Caitlyn they are able to set down traps, run into one of these and your hope of scoring a free kill will be dashed, not to worry, we have Exhaust. Great for shutting down any opposing AD carry. This allows you to either:
a) Shut down the enemy AD carry. Or
b) slow down the enemy enough for you to catch up and secure the kill.
An Olaf is giving you a hard time? Take this to keep him off you.

Ghost: This is mainly used to escape the clutches of enemies and to avoid pre-empted death. Along with Paragon of Demacia nobody will be able to flee, unless perhaps a Riftwalk Kassadin. However I find that Flash simply is a better option acting as a kind of "get out of jail free" whereas Ghost wouldnt have suceeded in getting you out of the enemy spell range fast enough. However if ghost is your kind of thing by all means go for it.


Guide Top

Item Choices.






This, is the most important part of playing Poppy. Choosing the right items at the right time and adapting to situations can either make you come out on top or cause you to kneel at the enemies feet. Keep in mind that this build is AD orientated and will differ in every game you play. I have included many items that bosst survivability in conjunction with AD, this is because any team worthy of playing a ranked match, should and will, hard CC you everytime you come into range as well as focus you as soon as you enter the teamfight. That is where many other Poppy builds fall down.


The reason I get this first is because of the massive sustain it provides, along with the much needed GP/5 ,that Poppy, being a natural poor farmer requires. Along with the bonus gold, Philosopher's Stone allows you to last in lane more efficiently with your Q, as well as being able to harrass more effectively with your combos in an attempt to push the enemy out of the lane. You should be obtaining this upon your first recall to maximise the gold output. Late game we sell this once it is no longer needed (I usually leave it until the last item slot) or it can be built into an early Eleisa's Miracle so it can become a permenant buff without taking up any item slots.


The attack speed boost from these helps out a lot by making Poppy's attack animations that little bit smoother to last hit better early game. These are good boots for any AD Poppy build. I dont know about other Poppy players but I find that with these boots, you can auto attack really easily after you activate an ability to proc your Sheen, releasing your combo in around 2 seconds, which is amazing burst for a champ around level 5.

Other Options: Mercury's Treads if the enemy team is CC heavy, I recommend switching to these late game, Ionian Boots of Lucidity if you are building AP or simply want to spam Devastating Blow, definitley a viable option for Poppy due to her insanely long cooldowns.


Huge boost to your already great damage. The mana suppliments your limited mana supply allowing you to spam your abilites even more. With you now rarely running out of mana and hitting trucks for early game, the enemy better be running scared. Rememeber with Sheen, is that it only applies damage to the auto-attack AFTER a skill has been used, so to maximise your damage output and to minimize your mana usage early game, auto-attack in between your skills.


Here is where many other Poppy players will be up in arms about. All the stats are needed by Poppy (its almost as if Riot went, oh Poppy needs an item, *adds Trinity Force*). Trinity Force although takes longer to build than Iceborn Gauntlet is overall stronger on Poppy against the majority of her laning opponents. The early Health bonus is a really nice suppliment to her Paragon of Demacia to survive laning against heavy AD opponents. Trinity Force comes with increased movement speed, attack speed, mana, all of which build upon the damage of Poppy's skillset and her auto- attack damage improving her ability to trade early game. I dont really believe I have to further explain the mentality behind this item once you start seeing the numbers you pull with this. It is definitley a strong choice and a must have as Poppy's first item.


Iceborn Gauntlet vs Trinity Force
  • 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 Philosopher's Stone 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

This, along with Iceborn Gauntlet or Trinity Force provides all the pushing power and AOE damage that Poppy needs to become a dominating power within the game and a powerful farming machine. Attack speed suits her AD build very nicely, whilst the added procs help her to split push, of which you should be doing as Poppy during mid game. Secondly, the movement speed increase as well as the 20% critical strike chance synergize nicely with an Infinity Edge and Poppy's requirement for Heroic Charge positioning. BUY IT!


Other Options: Phantom Dancer If extremely fed (6-0) with a Vampiric Scepter, Hextech Gunblade


The perfect s3 AD carry item, offering a decent spike of AD combined with an amazing amount of lifesteal. It's active is useful, for both the added lifesteal for sustain and the movement speed bonus that can help with kiting. To be honest Poppy needs the Lifesteal that this item provides to sustain herself. In saying that I would advise to get a Vampiric Scepter rather early, maybe after you have built your Iceborn Gauntlet or Trinity Force to allow you to stay in lane and to heal up between battles. I have positioned this item later in all builds because it's precentage lifesteal doesnt exceed that of a fully stacked The Bloodthirster until the target has at least (100-25)/(0.05) = 1500 health (excluding active and attack speed) in burst cases and over 2500 health when taking an enemy from 100-0 due to the average damage from this being less than that of it's season 2 cousin.

Other Options: Infinity Edge for the added damage that synergizes well with your Phantom Dancer(Pure Damage Route). Further options include The Bloodthirster.


Awesome little defensive item. This is the ideal defensive item for Poppy simply because of the fact that your job is to get in the thick of it after your tank has initiated, kill the enemies carry/carries, and get the hell out there or die trying. Once dead the battle will rage around you, and by the time you ressurect you will be able either a) Run off with your W, or b) wreak havoc with all your off cooldown abilities and join the fray for a second time. However, be wary about when the passive of this item is up and be hesitant about where it is used, as it will be wasted if they simply camp your dead body. This item also has a fenominal amount of magic resist and armour values, making you that slight bit more resiliant to any incoming damage without stacking any health items.


Other Options: Infinity Edge if you are after pure damage and havnt taken it earlier in your build, Banshee's Veil although doesnt always remove the CC thats on you due to it being popped by lesser abilities beforehand.

Shen: *Few... Poppy's dead, now to taunt the rest of the team* - Taunt
Poppy: *YIAHHHHH!*
Shen: *Bugger...*



At an expensive 4k gold in price, this should be the final item you get. The main reason I take this late, is because the attack damage will is a nice addition to your damage ratios. However what is really nice about this item is the dispel like active that is given every 90 seconds allowing you to get out of CC and poison effects that will have certainly killed you beforehand. This, along with your Guardian Angel and Valiant Fighter will allow you to duel easily and is critical to your survival within late game teamfights where resistances are becoming increasingly noticeable. A reminder that the unique passive on this item does not stack with Mercury's Treads.

Remember that this item build is not 100%, if you need more damage swap this out for a The Black Cleaver and watch you attack speed and damage hit the roof.


Other Options: The Black Cleaver for the extra burst against all squishies (This I recommend normally if the teams are evenly matched, as your job is to NOT kill the tank rather the squishies), Infinity Edge/ Phantom Dancer if that is your preferred method and you have either already purchased, if against a Double AP composition swap to a Maw of Malmortius.





Explanation of Alternative Items. FAQS and otherwise.



I'll admit this seems a viable option for Poppy, and I have taken it a few times to allow me to simply survive the AOE's that are being tossed around in a teamfight.With a Warmogs you will have an increased health pool so you will no longer get the entire benefit out of your amazing passive. Usually the money can be better spent elsewhere. However, I recently played a match where I went 25-3-6 in which I had absolutely nothing else I could spend my money on, thus a Warmog's Armor came in handy to survive the retailiation burst of their own carries.



A lot of stats needed here, Attack speed boosts farm, damage and the movement speed suppliment is beginning to make you the speediest Yordle around! This item is a good overall addition to your AD rating, allowing you to crit more often, shred the enemy health more quickly due to the attack speed buff and a great synergy with Paragon of Demacia's AD steroid. I recommend getting this after getting Iceborn Gauntlet or Trinity Force and the Statikk Shiv but before your *completed* Blade of the Ruined King as I do recommend that you have at least a Vampiric Scepter before you complete your phantom dancer for sustain purposes.


It offers fantastic Survivability, making you practically immune to any AD damage, since your armour will be off the charts. If I were to fit this into my build I would swap Guardian Angel as to not conflict with your core damage items, which are needed on Poppy. Rememeber to utilize the active on this item, as the slow and attack speed decrease will be invaluable in the middle of a teamfight as well as useful when chasing down fleeing team members. An early Warden's Mail is the item to go to when facing difficult ranged top laners such as Jayce and an AD Nidalee. As Poppy this is a great item, simply because your job is to execute their AD carry.


Basically has counter AD written all over it. This is a great alternative to either Randuin's Omen or your Guardian Angel providing you with nice cooldown reduction and a large mana boost. If the enemy AD carry is giving your team problems, buy this and jump on him in teamfights to lessen his offensive capabilities.


This is built from your Philosopher's Stone and is fantastic if you require added movement speed steroids to zip around the battlefield. The cooldown reduction and health boost are invaluable on Poppy helping out a lot of areas that Poppy needs to boost. The active on it can save teammates in a sticky situation, initiate a teamfight or to simply get to baron that little bit faster.


Season 3 item update- What it means to Poppy





Sword of the Divine - I'll admit I've had some fantastic times with this little baby. The ability to call upon a 100% attack speed buff, AND a 100% critical hit buff will guarantee your Q hitting for over half health, which honestly is ridiculous. Great for pubstomping, great for normals. In ranked, useless due to the inclusion of at least two hard CC skills at all times.




Ravenous Hydra - This is an average item on Poppy, it is great if your team lacks any substantial pusher and are unable to push lanes quickly and efficiently. As Poppy lacks and sort of pushing power whatsoever, resorting to her auto attacks to clear waves, the cleave on this item is incredibley useful as a wave-clearer and gives Poppy the ability to rack up the gold quite quickly. Great for solo-top to counter-push against those bruisers. However Statikk Shiv is cheap, able to be built quicker and serves the pushing purpose that this item is built for.




It gives a large chunk of Health + Mana but the added bonus costing nearly 3000 gold. However this item more than makes up for it because the active disables turrets for about 2.5 seconds. If you can time this right, you can turret dive without taking damage, save teammates whom are stupidly diving under enemy turrets, and backdoor like a boss. Grab this item if you need to pull off a backdoor inhibitor run.





An average item as no stats are wasted on Poppy. The main reason this is purchased is for the very nice passive which gives you a tenacity effect, reducing the duration of stuns and slows cast upon you. Useful if you aren't going to take Mercury's Treads early on as you need a different type of boots so you can trade better in lane. Not the best pick in the world, but it is viable. Note: This item is great if you are running Iceborn Gauntlet as it makes up for the movement speed lost by not building Trinity Force.


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Other Viable Builds,






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 Vayne and Kog'Maw due to your bursty melee nature. Feel free to add a Last Whisper or a The Black Cleaver if 3+ enemies have over 100-150 armor. You can also mix and match defensive items like Randuin's Omen or a Warmogs instead of Guardian Angel if you want. As for The Ravenous Hydra, if you really want the added damage or pure lifesteal from The Bloodthirster by all means go for it.








This is the double AP comp build. I take Maw of Malmortius when I need the shield and magic resist because there is a fed AP carry or if there is double AP/Will of the Ancients team comp, it is also amazing on the new ARAM map, since the majority of team comps are AP in nature. The shield itself synergizes well with Poppy's passive and the AD boost at low health. Although this build lacks damage, it is great for tanking and being a general damage soak. If you initate directly onto the enemy AD or AP carry they will have a hard time peeling you off them, let alone killing you. The Randuin's Omen gives a much needed health boost, and an AOE slow and attack speed reduction. I'd prefer not to follow this build in serious play as Poppy is built to blow a single target up instantly, not to tank like a Shen or Malphite.


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Game Stages.



Early Game/ Starting Item set.




These are a really strong starting item set for Poppy simply because of the mobility it provides. These allow you to Heroic Charge--> AA --> Devastating Blow as harass whilst taking minimal counter damage. These also help for getting in between minion waves to last hit better. Afterwards we will obtain our much needed Philosopher's Stone which solves our mana starvation, our health regen, and gives us much needed GP 5 due to Poppy's naturally bad last hitting animation (Practice makes perfect).

Level One teamfights often break out in higher elo matches, if this occurs I'd recommend taking your skillpoint in Heroic Charge right before the teamfight starts as this is your only form of Hard CC. Be sure to get the stun off otherwise you will be out of position and will be quickly focused.


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 Poppy.

When solotop you will often be against a sustained AD carry, therefore I advise purchasing a Cloth Armor as your first item allowing you to survive in lane longer, even if your existance is underneath your tower. Call for jungle ganks regularly or whenever they are required, be sure to back your jungle up in ganks in case of counter jungles and to signal using blue and yellow pings accordingly.

In order to deal with annoying top lane AD bruisers often a Chain Vest is a good counter item, however it should not be bought before your Sheen in any circumstances. A Chain Vest can easily be turned later into a Guardian Angel.Once you hit 6 you can afford to be slightly more aggressive with your jungler, possibly even pulling off the tower dive with Diplomatic Immunity. When solo topping, be sure to push the minion wave as best you can before recalling to avoid minions pushing your tower.

Focus on last hitting wherever you can as it imperitive you reach your Philosopher's Stone as quickly as possible for the much needed Gp5. Be sure not to be over extend and be pushed out of lane, as this will impact upon your late game severly. Try to harrass where you can but an early game Poppy should avoid any interaction with enemy champs for as long as possible and focus on farming minions. If you have encounterd a kill lane, namely Leona and Xin Zhao play passively and be sure to stay beneath or as close to your tower as possible to avoid feeding, and to get through Poppy's difficult laning stage.


Engaging

You've at least skilled up all three skills and are looking for a gank from your jungler who is present in the tri-bush or top bush near the lane. When the enemy is past the top bush, or as close to it as possible, Flash behind them and nail them into the wall with your Heroic Charge, this followed up with a Devastating Blow and attacks from your jungler will gaurantee a kill. Remember to pop Ignite to prevent any summoners or a Soraka Wish.


Level 6.

Ok so you have hit six and have your ultimate Diplomatic Immunity. Now the game really begins. Consistantly harrass your opponent if they have no in-built sustain and attempt to push up to their turrent, being sure to ward both top bushes in case of a jungler gank. If he is low enough you should initiate beneath his tower (Which should be killing your minions) popping Paragon of Demacia and Diplomatic Immunity whilst closing with a Heroic Charge into the wall or tower for the damage bonus and stun. Follow this up with a Devastating Blow and Ignite to assure the kill.





Whats Expected by Mid Game.


By now you should possess your Sheen, Berserker's Greaves,and your Philosopher's Stone. You should be building towards your nearly compeleted Iceborn Gauntlet or Trinity Force. Laning would have been over by now and the ganking game begins. Your lane partners will often disappear from your lane momentarily, it is imperative you call "Mia's and Re's " whenever your opponents leaves the lane, or you cant see them no more, simply because smart laners will appear like they have either simply recalled or mnake you believe they are camped in the bushes, when in fact they are heading towards your poor mid lane AP. Make sure you are at every teamfight!, target their AP carry as he is usually very bursty, but squishy at this point in the game, however you are not powerful enough to initiate unless it is a 2v1 gank, so dont try it.


Remember to keep an eye on all towers, you can easily pick up a kill with a Flash + Heroic Charge combo. In a teamfight be sure to take out their Carry and not their Tank.

Dragon control is incredibley important, if your bot lane teammates or your jungler hasnt warded dragon yet, physically harrass them until they do. A dragon is worth a kill for the entire team, and usually at this stage a kill can make all the difference. Make sure to put up a fight at dragon, however be careful as those already inside the circle that forms dragon have the location advantage, but can be hit by ranged AOE's rather easily, use this to your advantage and smash the enemy into the walls.

To sum it up: Run around, catch up on lost farm from your weak early game, snag team dragons, and target their AP carry whom will be dealing a whole load of burst, whilst being squishy at the same time..






Late Game

By late game you should have 3-4 items under your belt and you Should have a positive K/D ratio. Towers should have fallen all over the place. Basically, stick with your team wherever they go you go, let the tanks initiate and dont be caught out on your lonesome. As far as split pushing goes, be sure you know where the enemy team is at all times, and only then can you safely push a lane to an inhib tower possibly even taking it while the enemy team is at baron. Be sure to target the carry in late game teamfights, the longer they survive, the more damage that is being done to your team, however, do not charge in blindly, in-case of the enemy team separating you from your tanks, so be aware of your positioning within teamfights.

In summary:

[*]Focus enemy AD/AP carries at all teamfights!
[*]Split Push like a boss.


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Champion Matchups.




Difficulty: Average

You cannot hurt this guy until you get your Sheen. This is because he has Carnivore which you will find make him almost impossible to push out of the lane until you have at least a bit of burst under your belt. However, the same goes for him, unless he manages to land a Rupture + Feral Scream combo on you he will deal effectively no damage to you after you have your Philosopher's Stone. Now what everyone is worried about from this big guy is his Feast.
The ability to deal 500 or so true damage is unheard of at level 6. Thus I recommend grabbing a Ruby Crystal (build into a Phage or a similar health item to survive his burst at 6, as the true damage bypasses your Valiant Fighter passive. Since you are required to build a small amount of health against him, I would recommend replacing Iceborn Gauntlet with Trinity Force. Overall this matchup is basically a farming fest, with relatively little damage being dealt to either side, however if you catch him at 1/2 or 1/3 of his health, dont be afraid to bait his Rupture and go for it. UNDER NO CIRCUMSTANCES DO YOU ATTEMPT TO DIVE A HALF HEALTH CHO'GATH WITHOUT SUPPORT





Difficulty: Rather Easy

I've seen a lot of players playing Gangplank top, mainly as a squishy "Crit-Plank". All the better for Poppy. Many tops fear the Pirate, but not Poppy. He should be one of your easy laning opponents. His Parrrley is his main harrass skill, however, early on he will be unable to spam it as effective harrass, so as Poppy you want to level Devastating Blow up to 3 before level 6. This allows you to win trades easily as well as dealing slightly more damage at the cost of the mobility that Heroic Charge at rank 2 gives you.

You should easily be able to push him out of the lane, but mind his Remove Scurvy as good Gangplank's should and will use it to heal himself during your burst and negate your wall stun. Basically your armour, as well as that from Iceborn Gauntlet and his lack of, will win you this matchup.




Difficulty: Average

I dont often see Graves topping, however when he does he is usually building a slight bit more tankier than he would down bot. Smart ones that is. This, for me, tends to be a rather easy matchup if Graves forgets about your Heroic Charge which can be used on a minion close to him to close the gap between you and him. Most players are unaware of this tactic and should be used quite liberally. Anyway, Pre 6 you arnt much of a threat to him, as your burst isnt high and neither is your sustained damage along with your health anywhere close to his. You, along with your lane partner should be able to zone im rather well, just remember to keep the lane pushed and you will be fine. If he is really becoming a major hassle just take a early Cloth Armor to give you that little bit of added survivability, jsut make sure to avoid his smokescreen and his Q and you will be fine. Go Trinity Force for this matchup.

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 Flash out. Well done! you have made him waste his main escape tool.


Difficulty: Hard

Although Irelia mightn't be Poppy's favourable matchup, she isnt exactly very threatening to your health. Hiten Style might seem like an OP ability, with its large amount of true damage, when in fact it really isnt, all you need to do is not engage her when its up. Problem solved. Avoiding Hiten Style is what you need to prioritise as she will do a lot of damage to you otherwise. If you fail at noticing when Hiten Style is up, purchase an early Health Crystal. Since she deals true damage the extra health will be needed, thus build an early Phage and thus Trinity Force is the desired item.

Once you get Sheen its basically a cruise as far as trades go as long as you enagage with her Hiten Style on CD. Watch out for her stun if your dueling her, this can be especially dangerous. Another really good thing about playing Poppy against her is that when she uses Bladesurge to enagage just Heroic Charge a nearby minion to escape her. She is relatively squishy and a couple of early bursts will set her far behind.


Difficulty:Hard


I tend to find Kennen a lot lately, maybe its due to his utility that he provides in his multitude of stuns. Unfortunately for us, Kennen is one of the harder matchups due to his ranged nature, with a powerful arsenal of poking tools that will leave us all high and dry in no time. The ideal way to approach this matchup is to simply, like most others, farm under your turrent, hiding within a minion wave to block his harrass with Thundering Shuriken. This means learning to last hit under your turrent.


Poppy gets one major opening in the laning phase against a Kennen. This comes when you have your Philosopher's Stone and your Mercury's Treads or Sheen and reach level 6. In a direct 1v1 situation you will be able to beat a kennen due to the damage amplication from your ultimate. On another note, kennen is an energy user, with no direct way to restore used energy. Thus once Kennen uses his combo, he is useless for a crucial 3-5 seconds relying on his auto attacks for damage between bursts, allowing you to quickly trade, or finish him off.

Often Kennen players will use Lightning Rush as an escape tool. If you can keep up with Kennen even after he has used this it will be an fight, as this skill uses up HALF of his total energy negating a large portion of his burst potential.



Difficulty: Easy

Malphite is one of the easiest top lane matchups for a Poppy player, the reason being simply because this rock doesnt do enough damage in the slightest to push you out of the lane, however his tankiness coming from Granite Shield can get incredibley annoying, making it hard to score the kill on him early game when he combines it with his Seismic Shard. He is usually only a problem if he has an ally who can deal out tonnes of damage in his stead. Because you can easily farm, go for Trinity Force.

First on the agenda is grabbing your Philosopher's Stone. This will basically negate all of the possible HARRASS, not damage, that Malphite can throw your way, whilst earning a pretty penny to boot. Make sure to be cautious about pushing past the river post-6 as his ulti will mark your death if their mid suddenly decides to pay you a visit. Otherwise, dont focus him in teamfight as it is a useless tactic, focus the squishies.

Tip: Use Paragon of Demacia after he uses Seismic Shard to prevent him from draining the movement speed you get from it, and applying it to his own, possibly even giving him the ability to make a run for it.



Difficulty: Suicide

Im gonna just say it. Olaf is one of Poppy's worst possible matchup. This is mainly because his Reckless Swing does immense damage to you as your high armour value has no effect on the amount of damage you recieve whilst also negating your passive Valiant Fighter. He can easily trade at range using Undertow effectively negating your Heroic Charge if he uses it quick enough. Because Olaf doesnt get powerful until his skills are ranked up, you need to hit him hard and early with your laning partner to shut down him early game. That means taking Boots of Speed and Devastating Blow at level one to win early trades. Since the true damage will hurt build Trinity Force for the added health and burst.

If you see Olaf use Reckless Swing on a minion, take the opportunity and make him pay for what a stupid mistake it was. What I recommend taking early is a Phage and your Philosopher's Stone instead of your Sheen. The early health boost and slow you will find invaluable against the intense True damage of this big boy giving you enough time to farm your Sheen up.




Difficulty: Hard

Riven is probably one of the most difficult yet one of the more interesting champion matchups for Poppy. Between Riven's Broken Wings and Valor she can easily harrass and escape relatively unharmed due to her AD scaling shield. Fortunately this plays in your favour as all of her abilities and damage output is physical, allowing you to stack armour to prevent her from actually dealing too much damage to you. With this in mind I recommend taking Cloth armour first instead of Boots of Speed. Between your armour runes and the extra armour you gain from this her damage is nullified by quite a large margin. If you are inexperienced with dealing with a Riven take Iceborn Gauntlet, otherwise go Trinity Force so you can go toe to toe with her.

Usually Riven is able to trade very well against her top lane opponents, except for perhaps an Olaf due to his true damage, Poppy is another one of her hardest matchups. Early on, Pre-6 you want to harrass her by trading auto attacks combined with Devastating Blow and if your lucky, the Heroic Charge, if you follow my rune build and she follows the standard AD rune build, you will win exchanges pretty much all of the time, despite her being able to use ALL of her abilities in exchanges.

As the laning stage carries on you will begin to see that at no stage can you actually kill a good Riven by yourself as her Valor combined with her dash can easily evade any attempts to either gank her or wall stun her. However remember when trading to look out for the activation of her Broken Wings and when it is on cooldown, this is your time to jump in there, deal some burst damage and get out before her main offensive ability is back up.

Tip: When charging with Heroic Charge watch out for her Ki Burst as it provides an AOE stun, long enough to stop your charge and leave you helpless for a ganking enemy. Be careful about initiating. However on that note, if she uses Valor to close the gap, take the opportunity and run to her, to prevent her moving out of range quickly to escape your counter-harrass.



Difficulty: Hard



Although a good Shyvana might not be the best to lane against as a top lane Poppy but it is do-able. The main problem is that as a Poppy you have a high base defence allowing you to withstand a lot of damage from AD characters, however since Shyvana does magic damage along with that, you will have to build a Mercury's Treads simply for the added magic resist, either that or use flat magic resist runes.


A Poppy should tower hug in this situation, gathering a farm here and there avoiding early tradeoffs as you will come out for the worse, however once you have your Sheen you can afford to be a tad more aggressive beginning to even out your trades with her. But be wary, he damage will rise considerably once she hits 5-6. A Shyvana tends to push quite hard due to her Burnout farming, this allows your jungler (lets hope you got one) to gank her rather easily. I find that once she hits 6, players often become overconfident and tend to Dragon's Descent directly outside your own tower range. This is incredibly silly on her part, simply because a quick thinking Poppy will climb over her back and Heroic Charge her into tower range to draw the aggro, damaging her significantly. Basically, play it safe in this matchup as you are ill prepared to go against hybrid top lane bruisers.




Difficulty: Easy


Tryndamere is a surpisingly easy matchup for a skilled Poppy. Basically what you want to have against a top laning Tryndamere is a full set of armour runes, which if your following this build you should have to begin with and a couple points in Paragon of Demacia with all of this added armour he will be hitting next to nothing you with his auto attacks early game, which is his main source of damage.


What you want to do to a Tryndamere and his laning partner is to zone them out completely of the minion line, Devastating Blow him every time he comes close to win trade offs and preventing him from gathering any rage to heal himself. If you are having a tough time with the enemy jungler pick up a Sheen as usual to harrass Trynd out of the lane completely pre 6, for an un-fed and under-farmed Tryndamere really is useless to his team besides his slow.


Pre-6 watch out for his Undying Rage lure, as this sometimes catches me off guard when I believe its on CD. If possible Heroic Charge stun the bugger before he can pop it for an easy kill.



Difficulty: Average

I dont often see many Vladimir players to be honest and have only ever really laned against one once during my time as Poppy. However I shall try to explain this matchup to the best of my ability. Of all the top AP champions I believe Vladimir the easiest to deal with. This is because from levels 1-6 he is heavily reliant on his Transfusion for healing and sustain, as well as his main method of harrass, with a long cooldown of around 8 secs I think it was, he cannot immediately use it to harrass you after he has used it to last hit a minion. You need to play aggressively against Vladimir early on to push him out of the lane, denying him the chance to refuel and get his massive health pool going.

Once he hits level six/seven/eight the lane takes a change for the worse. Vladimir’s Transfusion begins to have a short enough cooldown to prevent you from harassing him significantly after casting it to heal himself while allowing him the ability to consistantly deal a large portion of damage to your small health pool. At this stage you need to play very defensively as far as your games concerned, as teamfights are looming in the distance. Paragon of Demacia and Ignite are invaluable in this matchup, Ignite to prevent his massive health regen from kicking in giving you the advantage, and your W because if he Sanguine Pool's to escape you can simply wack on Paragon of Demacia to catch up with him and give him a mouthful.






Difficulty: Easy


"The tank that needs no defensive Items". To begin with Sion has relatively weak early game until he can either build up his AP with a Blasting Wand or his attack speed and lifesteal with a Vampiric Scepter and Zeal. With this in mind, take Ignite as a summoner to counter his ultimate Cannibalism which can and will determine the outcome of a teamfight.

Laning against him is easier than most other solo tops. Do not push your lane past the mid point as he can easily get off his stun Cryptic Gaze and set up a perfect gank for his jungler/ally. To achieve this play passively and only run in to last hit specific minions. When harrassing, I take advantage of the wall/minion Stun from Heroic Charge to prevent any counter attack. If you are quick, you will be able to pull off a combo of Heroic Charge and Devastating Blow whilst Paragon of Demacia's movement speed bonus will help you escape before he can retaliate with his Cryptic Gaze.

Be sure not to be too mana intensive, as a good Sion can stay in lane forever, resulting in an easy tower take. In the event of a near fatal gank from the enemy jungler, simply ask your own jungler to hold the lane until you get back, this is crucial, as a Sion that is allowed to farm and build his Enrage is a much tougher target.

To sum it up:
[*] Harrass early
[*] Be sustained in lane, Grabbing a Philosopher's Stone on your first B


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Jungling As Poppy.





Many people question Poppy's viability in the jungle. Her kits brings a lot of versatility and change to how a jungler is meant to be played and provides ganking mechanisms that cannot be seen on any other champion. Whilst her base statistics and skillset seem fit for the jungle, it is incredibley hard to deal with early jungling as Poppy but fear not! for it can be done.



There are a few obstacles to tackle when facing the jungle as Poppy an example is having to take Smite which leaves you with only one summmoner to play around with forcing you to pick between Ignite for a better finisher, Exhaust for a reliable form of soft CC in ganks, Flash as an escape mechanism and Ghost for greater mobility, whether it be chasing or fleeing. Jungle Poppy sounds on paper like the go to build straight off the bat. A champion that needs lots of consistent farm to progress to a late game beast. Since the creeps in the jungle dont move your guaranteed the majority of your farm, the one conflict with this is Poppy takes a long to time to start off and become self sufficient.


Poppy is able to inflict some serious single target damage in ganks as well as offer up easy tower diving opportunities around the level 6-10 mark which no other champion can match. As long as one places her Heroic Charge's perfectly, Poppy turns out to be a strong jungler with amazing ganking potential as well as being able to defend against invasions easily.


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Jungling Poppy- The Pros and the Cons.



Powerful Pros


  • Powerful single target damage.
  • Snowballs.
  • Naturally tanky.
  • Strong Jungle Control.
  • Anti-carry.
  • Amazing ganks/tower Dives.

Critical Cons


  • Poor Farming Capability.
  • Blue Reliant.
  • Weak Dragon Control
  • jungle time of 3:50
  • Dont bother counter jungling.
  • Item dependant.


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Jungle Route.



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 Heroic Charge at level 2 if you decide to early gank or protect your self from an counter-jungler that may be seeking first blood, there has been many a time i've pulled off a successful level 2 gank by taking this at 2. With this path, try for a level 2 or 3 gank. Don't try ganking unless you have Heroic Charge at least. For both paths you should be decently healthy especially if you got a good leash.



Important!!


Spoiler: Click to view


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Warding




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.


Poppy as a solo-top/ a top champion shouldnt be the main character warding, you should leave the job up to your tanks and your bot lane support. However in the rare instance that nobody on your team wards, your going to have to step up and fill the gap, after all no point not spending that small 75g on a sight ward and getting ganked giving the enemy 350g+.

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.


Guide Top

Games Using this Build.

Whiteman8thst


Mormanmaster


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To Conclude.

This guide is reasonably long so I'll keep the conclusion short. Poppy isnt banned often in ranked matches simply because she's simply not played enough. Your single target burst will rip through enemy carries. She is hard to master but with enough dedication and practice you too can master Poppy and adapt to all game situations.
I hope that this guide gave you the knowledge you needed to play Poppy effectively, may your enemies be Poppified.

I'd like to say thank you to Jhoijhoi, without her this guide wouldnt have been possible.

Kudos to

wRAthoFVuLK
Whitemanth8st
IceCreamy
Xenotechie
Aceris
Nytrite
Donald

Please Leave a comment about your thoughts on this guide if you have the time. If you have suceeded using this build, please dont hesitate to email me your scores on stoky99@hotmail.com, cheers. Also to any followers, I am currently in the process of constructing a Urgot build, thats right the underplayed lane bully. More will be revealed soon. Post what you think of the idea.