Poppy Build Guide by yotipo91
Not Updated For Current Season
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.
This vicious feisty yordle packs a great punch and is an amazing asset to a well coordinated team. The melee carry, Poppy can decimate an entire team given proper support.
Lv18 Poppy includes features:
- A 25% speed boost about half the entire time on Paragon of Demacia
- A 4 second CD skill that wipes out 16% (22.4% with ult) of the opponents health Devastating Blow with Sheen
- A passive defense that when you are to receive damage >10% of your current health it is mitigated by 50% on Valiant Fighter
- A channel interrupt / disposition skill that has potential to stun Heroic Charge
- And arguably the best ultimate in the game...
8 seconds of tunnel vision with a 40% damage buff increaseon Diplomatic Immunity
To this day I've had most success with AS Marks, MP5/lvl Seals, MR/lvl Glyphs, and ArP Quints.
~Every 2 levels you gain an additional MP5
10 ArP is on the low side, and running ArP marks is not a bad idea, but for some reason I tried Poppy with my Udyr runes and carried harder than ever.
I may consider changing this up since nukes are more susceptible to proc Poppy's passive.
Standard AD carry masteries. As a brawler, I grab the first tier defensive specs because they're just too good to pass up, especially for the harassment you receive pre-lv6.
Items (Build 1)
Being able to sustain your lane until you have something to back you up--*cough Sheen cough* is mandatory. I prefer going bot lane with Alistar or a support with substantial CC and GP5 items in mind. I bring with me boots to dodge harassment and 3 pots to sustain myself.
If well played, using brush, and your support's CC to your advantage, you can land a few stuns into walls with your E (you can charge with Q prior). Your opponent will go through psychological withdrawal and cry behind his or her support and play more passively. As Poppy, you need to mainain this dominance and assert yourself. You can't make a fool of yourself though... just instill fear in their mind. If you've gone against this kind of Poppy, you know what I'm talking about.
If you don't play with at least a little aggressiveness with Poppy and don't have the balls to smash someone's face into a wall now and then, they'll take advantage of your passiveness and harass you to no end. To deter this, buy a Wriggle's Lantern and counter harass and ignore much of those annoying ranged AD shots.
Remember you have a speed buff! Regardless if their ranged or not, if you have even the slightest advantage, they will be forced to run from you. As long as your support wards the area and you have map awareness, you flat out cannot get ganked.
By the time you complete your Trinity Force, a tower or two may have fallen. This will change where and how ganks happen. With your wriggles you can keep track of dragon while your jungler has the opportunity to ward enemy buff camps.
Keep in mind that you have an arsenal of roles with your TriForce--You have an initial nuke disable with sheen and a nearby wall (AP carry), you have nuke immunity with your passive (Tank), you are most likely the fastest on your team with your W and Triforce, and you have sustained damage output (DPS), you only lack range. But when you think about it, your E is an 8 second CD gap closer. Combined with your W's active, you can stick like gl
Berserker's Greaves, Trinity Force, and Wriggle's Lantern is your core build.
At this point, the only HP you've built is coming from that phage. You started off pretty weak and risky to get to this point. But if you've played safe and farmed well, you can assure yourself some kills with your ultimate. Don't be afraid to use it if you haven't tried it out much. I recommend getting a Negatron Cloak to resist nukes and stay out in the fray longer with your Wriggle's to keep you in good health. Team fights are more likely to happen at this point.
An additional Zeal will further increase your move speed to crush anyone who tries to escape. Zeal is extremely powerful in that it is the cheapest gap closer item for melee champions.
Slowly but surely build an Infinity Edge. With 10% crit from Zeal, and 15% from triforce, IE will bring your crit to a 50:50.
-Before IE you would have a 1 out of 4 chance to land 200% damage.
This would average to (100*4+200*1)/5 = 120% average auto attack damage output. -With IE, you have a 1 our of 2 chance to land 250% damage.
This would average out to (100*1+250*1)/2 = 175% average auto attack damage output.
Pretty insane, eh? Not to mention the additional lovely 80 AD.
From here you know the drill. ******** and curbstomp until they bleed from their eyes.
Completing your Zeal into a Phantom Dancer will close the gap even further and grant you an additional 20% crit leading to 70%. (100*3+250*7)/10 = 205% average auto attack damage output. This is approximately the equivalent to criting every shot without an IE.
I'm a heavy critic of The Bloodthirster. If it's your thing, go for it, but each time it's reset it devalues beneath the worth of a Wriggle's. It's only a burden to repair, plus with the Wriggle alternative, you can control the map, and engage in battle with an exceptional armor boost. If you are doing well, it can't hurt. But if you're not incredibly fed, Banshee's Veil is the way to go.
Items (Build 2)
Your role is essentially the same, but you're much bulkier. When the enemy team is primarily magic, this build does wonders. You can isolate your target and sustain yourself long after your ult wears off. You'll also be a CC monster if a team fight spurs in the jungle with Shurelya's Reverie CDR keeping nuke/assassins out of the fight. With these items you'll have beyond 500 MS, and with the Shurelya active, you'll cling to your opponent at mach 5.
Your W is amazing and all, but before level 10 you will still primarily do nuke damage.
Exhaust is Poppy's best friend. Don't play Poppy without Exhaust! You can take Ghost or Flash depending on preference and play style. Ghost is just too good to pass up in my opinion since it synergizes with Triforce along with your W to get a good position for your E. If you happen to solo lane, teleport isn't a bad option.