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Poppy Build Guide by Wippo

Top I'M THE HERO [S 13.6] (Huge update coming)

Top I'M THE HERO [S 13.6] (Huge update coming)

Updated on March 31, 2023
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League of Legends Build Guide Author Wippo Build Guide By Wippo 67 8 1,391,747 Views 15 Comments
67 8 1,391,747 Views 15 Comments League of Legends Build Guide Author Wippo Poppy Build Guide By Wippo Updated on March 31, 2023
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Runes:

Resolve
Grasp of the Undying
Shield Bash
Conditioning
Unflinching

Precision
Legend: Tenacity
Triumph
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction

WHO IS DA EINSTEIN BEHIND THIS GUIDE?


UPDATES ARE COMING!
Welcome to my Poppy, I'm the HERO. I'm Gold 2 player on EUNE and I have been playing Poppy for quite some time. Last season i was plat 4. I have been playing League of Legends since season 2 so i have a lot of knowledge about the game. Poppy is such a fun champion to play, her simplicity makes it easy for any player to play her. She is such a strong off tank that deals a lot of damage.
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Who is this guide for?


For any Leauge of Legends play who has an intention of trying Poppy. Play her because she is a great champion and very useful in many team compositions. Lastly she is very cute.
Further on I will add more content to this guide, but i will try and keep it simple in the start.
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If you have enjoyed this guide please feel free to add a comment and upvote this guide (press the green + button). THANK YOU SO MUCH FOR 1 MILLION VIEWS <3
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Pros / Cons

Pros


Very strong lane phase
Make 5v5, 5v4 or 5v3
Stun
Tank
Group control
Has a bonus shield (passive)

Cons

Shield can be destroyed (remains only for 4 sec)
Little sustain in lane
Weak early
Combo is needed to maximize damage
Better at engage than disengage
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Runes

Runes

Resolve
Grasp of the Undying
Shield Bash
Conditioning
Unflinching
Precision
Triumph
Legend: Tenacity
10% Attack Speed
9 Adaptive (5.4 AD Or 9 AP)
6 Armor

WILL BE UPDATED
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MATH

Example: A unit starts with 1000 health and 100 armor giving it 2000 effective health. Now, it increases its nominal health from 1000 to 2000, thereby increasing its effective health from 2000 to 4000. Increasing the unit's armor by 100 at both nominal health levels would yield +1000 effective health and +2000 effective health, respectively.


THE FORMULA
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25 armor× 0.8 incoming physical damage (20% reduction, +25% effective health).
100 armor× 0.5 incoming physical damage (50% reduction, +100% effective health).
−25 armor× 1.20 incoming physical damage (20% increase, −16.67% effective health).
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My guide vs top poppy guide

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Masteries


Fury For attacking faster which increases your overall damage.
Feast To help you sustain when laning and can save your life sometimes.If you kill a minion every 30 sec in 30 min you gain in total 1200 health.
Vampirism Survive for longer by attacking the enemies and gain 2% of the damage as health. (if you have 100 AD you will gain 2%).
Double Edged Sword To deal 5% extra damage
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Unyielding To gain bonus armor and magic resist so you can absorb more damage
Tough Skin Take less damage
Runic Armor Increase your healings and shield by 8%
Fearless Gain armor and magic resist when getting attacked
Swiftness Spend 15% less time in CC
Grasp of the Undying 4 seconds in battle gives your next "super power". Your attack will deal damage equal to 3% of your max Health and heals you for 1.5% of your max Health.
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Items

Use these items for optimal performance

Mercury's Treads to reduce the time of their cc, slows, blinds etc.
Trinity Force
Randuin's Omen
Spirit Visage
Thornmail
Warmog's Armor


Difference

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Skills

Iron Ambassador (Passive)

Cooldown: 16 / 13 / 10 Range: 425
Poppy periodically throws her buckler on her next basic attack, granting it bonus range and 10-180 bonus magic damage (based on level), and causing the shield to fall near her target, where it remains for up to 4 seconds.

If Poppy picks up the buckler, she shields herself for 15 / 17.5 / 20% of her maximum Health for 3 seconds. Enemies can step on the buckler to destroy it.

If the buckler kills its target, it bounces back to Poppy and automatically shields her.


Tips:

use this to gain a advantage over your oppenent by gaining more temperarely health. The shield can often save your life and you should try to only engage when you have your shield on.
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Hammer Shock (Q)

Cooldown: 9 / 8 / 7 / 6 / 5 Cost: 35 / 40 / 45 / 50 / 55 Range: 430
Poppy smashes the ground in front of her, dealing 35 / 55 / 75 / 95 / 115 (+0.8 per bonus attack damage) (+8% of target's maximum Health) physical damage to all enemies hit.

The impacted ground becomes unstable, slowing enemies that are standing on it by 20 / 25 / 30 / 35 / 40% before erupting after 1 second, dealing the same physical damage to all enemies hit.


Tips:

This is your bread and butter ability. It has a high amount of damage and is a great tool for farming. It slows your oppents for a total of 2 sec (if they don't leave the area). Use this to engage or escape from enemies.
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Steadfast Presence (W)

Cooldown: 24 / 22 / 20 / 18 / 16 Cost: 50 Range: 400
Passive: Poppy's total armor and magic resistance are increased by 15%. This effect is doubled to 30% while Poppy is below 40% of her maximum Health.

Active: Poppy gains 32 / 34 / 36 / 38 / 40% bonus movement speed for 2.5 seconds and generates a barrier around her for the duration, causing all enemies who dash within to be knocked down and take 70 / 110 / 150 / 190 / 230 (+70% of ability power) magic damage. This can only happen once per enemy champion.


Tips:

Steadfast Presence is great to escape and cacth up with opponents. If you can predict a person dashing use w to disable their dash.
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Heroic Charge (E)

Cooldown: 14 / 13 / 12 / 11 / 10 Cost: 70 Range: 425
Poppy dashes to the target enemy, dealing 50 / 70 / 90 / 110 / 130 (+0.5 per bonus attack damage) physical damage to them and carrying them along with her.

If they collide with terrain, she deals the same amount of physical damage to them again and stuns them for 1.6 / 1.7 / 1.8 / 1.9 / 2 seconds.

Tips:

Use this ability to stun oppenents. Use e to make a person colide into wall and use Q to get 2x the damage of q.
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Keeper's Verdict (R)

Cooldown: 140 / 120 / 100 Cost: 100 Range: 500
First cast: Poppy channels for up to 4 seconds, retaining the ability to move but slowing herself by 15% for the duration. Keeper's Verdict's cooldown is reduced by 75% if its channel is canceled.


Tips:


Second cast: Poppy smashes the ground, sending out a shockwave. When it hits an enemy champion, a massive hammer erupts from the ground, dealing 100/150/200 (+0.45 bonus attack damage) physical damage to all enemies around it and knocking them a large distance toward their Summoning Platform.

Poppy has sight of airborne enemies and they are rendered untargetable for the duration, with the distance increasing based on how long Keeper's Verdict was channeled. Releasing the ability instantly cancels the channel and knocks up all enemies around Poppy for 1 second instead.


Tips:

Use r to hammer the fockers away.
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Spells

the power of channel is beyond your to command.
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Must have ability to f and e to collide the motherfockers into the wall and grand slam them with Q!
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Summary

By now you should have a pretty good understanding about how poppy works.
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Farming

If you're getting zoned from cs-ing (I'm guessing you against a ranged champ or a lane bully who's ahead), then just stay back & farm when your passive up so you can CS from safety. When you have your shield on, you can go in for some CS without losing too much health unless your laner opponent is fed. You can also farm with your Q, but try to aim it in a way that damages your opponent if they try to attack you (this only works if they're melee of course).
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Another advice specific to Poppy (and all other champions) is to go in when an important basic ability of their's is on cooldown. This should give you some time to grab some CS without worrying about being poked down & allow you to avoid unfavorable trades. Take Garen's Q for example, he can't initiate & silence you if he uses it on a minion. You will still have your abilities available if he tries to Spin2Win all over your face.
Though this advice may not be as useful if their abilities have a low cooldown. If they're using their abilities wisely instead of mindlessly spamming abilities, they're not giving much safe time. And ranged champs can still auto you.
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Team Work

Don't ever do this!
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Unique Skills

I personally play current Poppy as a tank to good success, so the rework won't be a big adjustment for me.

I think that she will still be farming under tower most of the time, but she has waveclear now! No more single target damage, so farming should be easier.
Her passive is good for last hitting and trading thanks to the shield and bonus damage and range. You will need to manage this passive between farming and harassing.
Her Q has two parts, land the second half to deal more damage (kind of like landing her stun). AoE, so no more annoying last hitting rushes.

Her W feels a lot more impactful now. You still have the movespeed boost and armor buff, but you exchange the AD (goodbye +15 AD at level 1) for Magic Resist. A well timed W can block a Darius Ult, so you can survive this matchup better. You stop people from dashing onto you, and if you cast it while they are in range of you, you stop them from dashing out. This is fantastic to lock down enemies in conjunction with Jarvan Ultimate, so they are forced to either wait out your dash-prevention, or flash out.

Use this skill to prevent people getting into dragon pit or baron pit over the wall. If you're using it to protect your team mates when the enemy decides to counter-gank (if they have a dash like Lee Sin or Gragas), don't group on top of your team mate. Move between the enemy and your teammate so that your circle is an entire buff zone. That way they have to walk around your circle, or walk through the diameter of your circle before they can use their dash (remember they can't dash into or out of the circle)

Her E is almost exactly the same. It's cheaper mid-late game than her current one, has the same cooldown, same range and carry distance, deals less base damage, has no AP scaling, scales off bonus AD. It's still finicky to get the stun, but it's nothing a good flash-E can't fix.

Her ultimate is drastically different. You no longer gain near-perfect immunity. You gain a ranged knockback. It's like Tristana's ultimate, except it's a skillshot and the enemy ALWAYS flies towards their base, no matter where you are or which direction you cast it. Use it to remove an enemy from a teamfight (5v5 because 5v4). Use it to peel for your allies from a distance. Use it to insec. Use it to execute a really low health enemy from a distance.
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Videoes

I recommend that you watch this very detailed poppy guide for tips and tricks on how to play her.


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https://www.youtube.com/watch?v=hn5IqS2uJyY
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Change log

29-04 Updated guide and items
09-03 Added farming
21-01 Added more items and updated section
17-01 Added more vs. champions
10-01 Poppy receives a minor nerf
02-01 Added extra video
27-12 Few improvements
26-12 Added a few threats
26-12 Added Skills
26-12 Added Video
26-12 Added core items
26-12 Created Guide
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League of Legends Build Guide Author Wippo
Wippo Poppy Guide
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I'M THE HERO [S 13.6] (Huge update coming)

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