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Poppy Build Guide by Skaboy

Not Updated For Current Season

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


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League of Legends Build Guide Author Skaboy

I own like a girl!

Skaboy Last updated on March 24, 2013
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Ability Sequence

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





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 26

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 4


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Introduction

Welcome to my first build. I've played most characters and I'm still fairly new to the game, but this is my attempt to show you all how I'm getting as many kills as I do, as well as come out on top when they're 3 or even 4 vs. 1.

Most of what I've done comes from 'Poppy: A Scary Carry' build.


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Runes

I've chosen the runes based on getting to an end game. This does not work well in a 3's match. Armor Penetration are the key to doing so much damage with this character. So, my Quentessence and Marks are AP. Also, cooldowns and Attack speed are very necessary, as most of Poppys damage comes from her killer Devastating Blow, which if timed with a sun, is deadly.


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Masteries

For Masteries, there are a few points you can play around with, and depending on your play style. Flash and Ignite are what I roll with now. They're kind of a no brainer.


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Items

As far items are concerned, It's pretty straight forward; Attack speed and damage. At the end it's a toss up to get the Infinity edge or the Black Cleaver. Depending on how fed I am at end game, I switch out if I'm dealing with Tanks or squishies.

*Update* If there is more than one tank on the oposing team, I get a Bloodrazor after my blood thirster. This is so I can still do quite a bit of damage, even to tanks.


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Skill Sequence

I've found that with the Scary Cary build mentioned above, that We're relying heavily on the Devistating blow, which is ok once it's maxed out, however, After we max out the devistating blow, I like to keep the Diplomatic immunity upgraded whenever it can be, and I also keep Heroic charge updated too, as most of my attacks begin with smashing them into a wall. I have noticed at higher levels team battles begin much earlier, around lvl 8 instead of lvl 12-14 as it was in newbie matches. This makes Diplomatic immunity much more valuable at lower levels. It's the difference between killing 2 guys and getting a way and killing one, and the low one killing you.


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Summoner Spells

As I stated before my masteries are based on my summoner spells, but feel free to change them out. Exhaust is a good one, so is ghost walk. Things you don't want; smite, revive, cleanse, fortify, rally. I will say that heal helps out in the beginning as well as clairity, but I strongly advise against it, as this build is designed for end game ownage.