Poppy Build Guide by Stokyj96
Recommended Runes + Notes
Starting items #1
Starting Items #2
Masteries + Notes
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, 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!
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.
Why Poppy? Pros and Cons.
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
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.
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.
Base Stats at Level 18
Attack Damage: 113.0375
Attack Speed: 0.638 + (3.35%)
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:
AD or 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.
- 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.
Why? Greater Seal of Armor?
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.
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.
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.
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.
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.
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!.
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.
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.
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.
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.
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.
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
Other Options: Phantom Dancer If extremely fed (6-0) with a Vampiric Scepter, Hextech Gunblade
Other Options: Infinity Edge for the added damage that synergizes well with your Phantom Dancer(Pure Damage Route). Further options include The Bloodthirster.
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.
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.
Season 3 item update- What it means to Poppy
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.
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.
Whats Expected by Mid Game.
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.
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.
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.
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.
Jungling As Poppy.
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.
Jungling Poppy- The Pros and the Cons.
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.
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.
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