Poppy Build Guide by Maramix
Champion Build: Poppy
| Health | 2331 |
| Health Regen | 21.74 |
| Mana | 1125 |
| Mana Regen | 14.5 |
| Armor | 98.46 |
| Magic Resist | 54.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 415 |
| Gold Bonus | 0 |
| Attack Damage | 177.05 |
| Attack Speed | 96.301 |
| Crit Chance | 20%S |
| Crit Damage | 0% |
| Ability Power | 55 |
| Life Steal | 16% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Very short guide - 5 sentences
Use the above summary and do not change anything without reading the according section.
Jungle route is bluebuff wolves ghosts redbuff golems.
Use your initial
Health Potion when heading for a gank.
Save enough mana for your ganks.
You may donate second and should donate third blue buff to your mid lane.
Introduction
This guide is designed to get
Trinity Force as fast as possible and continue with any ad or hybrid build. I basically want to explain the laning phase / jungling here, so at some points I gonna state things to affect late game mainly and do not fix much there.
To get
Trinity Force early we need gold. Poppy is a bad farmer in lane so unless you get kills you will take hours to afford it. Thats why I suggest jungling, where you get
Berserker's Greaves and
Trinity Force between 15 and 25 minutes into the game dependent on how successful you gank.
Pros / Cons
Pros:
Anti carry
Strong ganks on side lanes.
Strong tower dives.
Strong Baron/Dragon steal.
Strong chase.
Cons:
Weak ganks on mid lane.
Slightly vulnerable to counter jungling.
Vulnerable to dots.
Runes
Glyphs
Marks
Quintessences
Seals
Greater Seal of Regeneration,
Greater Seal of Vigor / Greater Seal of Regeneration give you more sustain. Break even is at level 4 (!!). You hit level 2 directly when finishing the blue buff camp and till then there wasn't much time to regenerate life, so its basically level 2 and 3 where Vigor is stronger than Regeneration.
Keeping that in mind I experimented to find the proper balance between those runes and ended up using the numbers above. However it is also a matter of personal preference so feel free to adjust, keeping the above in mind.
If you feel you need more mana regeneration add some
Skill Sequence
Paragon of Demacia helps best in jungle as it provides both armor and damage, and the damage it provides allows for life steal and doesn't need mana. For ganking it allows you to hit a wall with your
Heroic Charge more easily due to the increased run speed. Although
Devastating Blow provides more damage during ganks hitting the wall with
Heroic Charge is more important as it allows your mates to catch up and deal damage as well. Nearly every gank where you hit the wall with
Heroic Charge successes while nearly every gank where you NOT hit the wall with
Heroic Charge fails.
At level 3 you want to have all 3 abilities, the order in which you skill them is not that important.
Starting with
Heroic Charge is optimum for killing blue buff (and also for lvl 1 teamfights). If perfectly executed a quite standard pull (with ability + 1 autoattack) lets you kill blue buff with taking only 1 or even no hit from it:
When the Golem is pulled hit it once, run back a bit hit it again and then directly charge it into the wall where it spawned. It is quite difficult because you want to use your
Heroic Charge at maximum range and you have to hit the direction, but if you manage to do it that way it gets stunned and has to restart its walk to the point where your pulling midlaner looses aggro. Then try and stay in front of the golem so it has to walk around you for some extra time. That gives you (almost) enough time to kill it. If not perfectly executed you will take some more damage, but thats not too bad.
Any other of your skills allows the golem to deal more damage to you and is not significantly faster.
In case you intend to pick the second blue buff for your self you may pick level 2
Devastating Blow at level 5 or 7 for slightly stronger ganks.
Masteries
The mastery page shown above does not require much explanation i think. It is designed to boost early AD/AS and jungle speed/sustain. That is:
Sustain:
Vampirism
,
Hardiness
,
Vigor
Jungle: Bucher,
Tough Skin
,
Bladed Armor
early AD/AS:
Brute Force
,
Alacrity
summoner spells:
Summoner's Resolve
for
Smite, Summoner's Wraith if you pick one of the affected spells
just strong and on the way:
Executioner
,
Weapon Expertise
rest: doesn't matter that much, I use those shown above.
Items
Trinity Force is by far the best item on
Poppy. Any stat it gives, including the mana, helps
Poppy and the unique heavily boosts your damage. It's just incredible.
Because it is that incredible I want to have it as fast as possible, and that is the main objective of my build. So I head for it directly after boots.
Starting Item
Boots
Ionian Boots of Ludicity: Late game some cooldown reduction is great, but it is not necessary in early game and so you better get it from some other item.
Sorcerers Boots: They also do not help much early on, later they would be fine.
Mercury Threads: Tenacity is cool on Poppy, as she is vulnerable to cc. However those are the most expensive boots and they do not increase our jungle speed and only helps a bit when ganking. So I suggest to get Tenacity from
Trinity Force
However if you prefer to build
finish
the rest
basically here my build ends, however the game by far doesn't. You now may continue with any other build you want to. As most builds do contain
AD:
Hybrid:
Offtank:
Summoner Spells
Pick:
Smite is necessary for Poppy jungle. The other one is your choice, don't forget to pick the according mastery (except for
Flash):
Choose:
Flash: after
Diplomatic Immunity tower dive you need to get out of tower range fast, so
Flash is great, also it allows you to position yourself for
Heroic Charge or to escape. You can't pick the according mastery.
Heal: due to
Valiant Fighter Poppy takes half damage when near dead. With heal you remain in that state even longer, so heal on Poppy has near double the effect it has on other champs.
Ghost: You are a melee, this one is great for chasing.
Exhaust:
Diplomatic Immunity +
Exhaust = easy kill on a non tank of your choice. Also good for early ganks.
Surge: Especially in the hybrid build (but also in the other builds) you profit both from ap and as. Additionally having burst when under
Diplomatic Immunity protection is great.
Cleanse: being crowd controlled is never nice, but I prefer
Cloak and Dagger, Banshee's Vail or Quicksilver Stash.
Ignite: Your
Diplomatic Immunity increases its damage and it is nice to pick up kills you would miss otherwise. If you tower dive this might let you leave turret range while still under
Diplomatic Immunity protection while letting the dot kill your target.
its a question of personal preference.
Don't pick:
Revive: it is weak, only possibly valuable on some certain champs that either defend a turret against multiple remaining opponents or have a way to port back into the fight (
Pantheon
Twisted Fate)
Teleport: jungle waits for you, so you do not have to hurry to get back. that is something for solo laners who cant let there lane alone for too long.
Promote: you need to meet a Siege minion to use it, they are not in the jungle and when ganking you need some luck to have one present. And even if you meet one it is not great advantage to use
Promote so why pick it?
Clairvoyance: it allows you to charge someone who tries to hide in the brush (many brushes are at walls), but ... let a support pick it, all of the suggested spells above help you more.
Clarity: if you take care of your mana you shouldn't get too much trouble with it.
Jungle Path / Behavior
First clear
As stated above take the standard jungle route:
Bluebuff -> Wolves -> Ghosts -> Redbuff -> Double Golems ->
Use
Ganking earlier than the proposed is possible as you mainly need
the rest of laning phase
Now there is no fixed path to run along anymore, just some hints to keep in mind.
Ganking mid is nasty, as there is only a bit of opposite side wall to smash opponents in. It's hard to hit. To effectively help your mid laner you want to donate as many blue buffs to him as possible.
You do not have blue buff any more so you have to watch your mana. You need mana for ganks so only use mana for jungle farm if you have enough (near full) or if you are sure you won't go for a gank before the next recall. Otherwise just rely on your auto attacks, they will do enough damage now thanks to
At very low hp your passive nearly halfs even the jungle creeps damage. So your life steal outheals the jungle creeps damage which allows you to still may farm a bit (if you are sure not to be attacked by opponents), but do not expect to heal yourself up by that until you got your
Counter Jungling
It heavily depends on the opponents jungler (champ, player + build) whether you can 1v1 them or not, so try to get a feeling for your strength before hunting opponents junglers. Stealing opponents jungle farm / buffs is easy. If you invest some mana you get those monsters down fast.
However for any counter jungling you have to use mana you can't use for ganking lanes then. So just farming your own jungle a bit more is a viable alternative.
Keep in mind: your main goal is to feed yourself while helping the lanes if neccessary. It is not your job to shut down any opponent, (if fed you can easily do that late game with
Warding
You do not use
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