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Poppy Build Guide by Dotter

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Not Updated For Current Season

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League of Legends Build Guide Author Dotter

Poppy - I Actually Have Two Huge Hammers.. Get it?

Dotter Last updated on February 16, 2012
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Ability Sequence

2
7
12
15
18
Ability Key Q
3
10
13
14
17
Ability Key W
1
4
5
8
9
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Poppy - I Actually Have Two Huge Hammers.. Get it?



I have fallen in love with a dwarf - I could make love to Poppy all night long, but unfortunately she is just a virtual character :'(


The damage Poppy can do is insane. I love that Poppy is really versatile, which means that you can build her in a lot of ways. I want to thank HIACliff for teaching be the basic stuff with his great guide. However, I felt like making my own version of the smoking hot midget babe, so I tried some different items and now I've made a guide. Please read the entire guide before you judge it - especially the item section, since it isn't necessarily the items listed in the item sequence that you use in every game. Hope you'll enjoy it!


Guide Top

The Legend Of Poppy

While other young yordles would play skip-step and make wreaths out of braided posies, Poppy was earning calluses and grease stains in her father's armor shop. Blomgrun was a well-respected armorsmith, and he named his daughter for the sprightly sounds that accompanied the sparks leaping from his ever-burning forge. He was filled with pride when she was first able to lift his trusty hammer, Whomper. One day, Blomgrun was comissioned to create a glorious helm for a Demacian general. Word of the charge was leaked to the Noxian High Command, and two of their best spies ambushed Blomgrun's caravan en route. Though Poppy escaped with the helm, she helplessly watched as her father was slain. Instead of fleeing home, she carried the helm to Demacia alone. When the Demacian general saw the grim determination behind the tears in her eyes, the general requested that the leadership of Bandle City appoint Poppy as the yordle ambassador to Demacia. Soon after, seeking to crush Noxus with her father's hammer, Poppy volunteered for the League of Legends.

Poppy may be small, but Whomper - or her will - is not.


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Pros & Cons

Why Poppy has a huge *****:
- Can initiate, but voice chat is really recommended.
- Can be an unstoppable midget killing machine, when fed.
- Can towerdive like a baoss.
- Can do massive! damage with her spells, though you go mainly AD.
- Can carry like a baoss.
- Can be difficult go kill, escpecially in teamfights, due to her passive + ultimate.
- Sick chaser, due to her high movement speed, with Paragon of Demacia



Why Poppy has small balls:
- Vulnerable to crowd control, so that's why I often go with Mercury's Treads
- Poppy is a bad farmer (Manamune can solve this problem)
- Especially in lanes/laning phase, ranged champions can harras her like hell.
- She can have a really hard time in laning phase, if she doesn't have the right laning partner.


Guide Top

Skills

If you prefer another skill order, feel free to use your own version. I like maxing Heroic Charge Devastating Blow fast, in order to massive damage. I level the charge up alot in early game, because I charge enemies into walls alot, so I like to have massive damage from the stun. However, if you aren't that good at charging enemies into terrain, it is a good idea to max your Q- and W abilities first, and then only get 1-2 points in your charge.




Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. This does not reduce damage from structures.

- Awesome passive, especially for those those massive damage single target spells like Sion's stun, Veigar's ulti, Karthus' ulti etc. It will really help you survive in teamfights, and also in laning phase, where you might be struggling a bit. However, don't play overaggressively, it does not instantly save your ***, it is just a passive, that makes Poppy more tough.



MC Poppy: "STOP! Hammertime!
Poppy crushes her opponent, dealing attack damage plus a flat amount and 8% of her target's max health as bonus damage. The bonus damage cannot exceed a threshold based on rank.

Poppy crushes her opponent, dealing attack damage (+60% of ability power) plus 20 / 40 / 60 / 80 / 100 and 8% of her target's maximum health in bonus damage. The bonus damage dealt cannot exceed 75 / 150 / 225 / 300 / 375.

Cooldown 8 / 7 / 6 / 5 / 4 seconds | Cost 55 mana | Range 600

- This ability really hurts - also on tanks. Charge at your enemy and use this afterwards. That will do sick damage, especially if they hit terrain, so that Poppy does extra damage(The whole combo, due to the devastating blow. However, you should target squishees in teamfights and get those carries down. This will do more damage with AP, but I like AD Poppy the best, since I find AD Poppy to be a somewhat better carry. With CD-reduction you can almost spam this spell and do massive damage in teamfights.



Passive: Upon being hit or attacking an enemy, Poppy's armor and damage are increased for 5 seconds. This effect can stack 10 times. Active: Poppy gains max stacks of Paragon of Demacia and her movement speed is increased for 5 seconds.

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.

Cooldown 12 seconds | Cost 70 / 75 / 80 / 85 / 90 mana | Range 600

- LOOK AT HER GO! Poppy can run insanely fast with Trinity Force + Phantom Dancer and this spell active. No one will get away (Except maybe Yi and Kassa), and with Ghost as one of the chosen summoner spells, you should be able to chase more than 90% of the champions in the League. The passive scales well with the huge amount of AS this build provides Poppy. 35 damage and 35 armor will help you alot, especially in 1v1 fights. Use this for chasing and getting an advantage in fights. You can also try to use this to set up your Heroic Charge, by positioning yourself better with the improved movement speed.



Poppy charges at an enemy and carries them further. The initial impact deals a small amount of damage, and if they collide with terrain, her target will take a high amount of damage and be stunned.

Poppy charges at an enemy and carries them for a short distance. 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 / 1.5 / 1.5 / 1.5 / 1.5 seconds.

Cooldown 12 / 11 / 10 / 9 / 8 seconds | Cost 60 / 65 / 70 / 75 / 80 mana | Range 525

- This ability combined with your Q-ability will do massive damage. In laning phase it can be a good idea to buy a ward and put it in the bush, if the enemies hide in the bush alot. Then you can charge them into the terrain and stun them. If you and your laningmate communicate well it will often grant you a kill - this takes a bit of time to master. In teamfights you should try to stop the carry from killing you team, by charging him/her with your Heroic Charge + Devastating Blow, then exhaust him/her and try to get a kill. You can also use it to get AoE ultis away from your team, like Fiddle's Crowstorm and to stop Nunu's Absolute Zero.



Poppy focuses intently on a single target, dealing increased damage to them. Poppy is immune to any damage and abilities from enemies other than her target.
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.

Cooldown 140 / 120 / 100 seconds | Cost 100 mana | Range 900

MC Poppy: "You can't touch this!"
- This ability is Poppy's bread and butter in teamfights. For 6/7/8 seconds only one enemy champion can damage you. This gives you something to think about. You can either use it on the enemy carry and take him/her out with your abilities and exhaust, so they will lack damage in the teamfight. Or you can use it on their tank, who can't really damage you that much, so you will have tons of survivability, but no increased damage on their squishees. You are vulnerable to CC, so Mercury's Treads are important when you fly around like a killing machine in teamfights, if the enemy team has a lot of CC. It is also really useful for towerdiving, since you are immune to turrets. This ability makes Poppy one of the best towerdivers in the game. You will learn to time this ability as you play Poppy more and more, but you shouldn't waste any seconds, so don't use it before an initiate. Try to figure out, who to use it on when the fight has started. Either take out a fed enemy, by boosting your damage with 20/30/40% extra damage on that target and then focus it down, or you can charge around on different enemies to create chaos in their positioning.


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Masteries (29-0-1)

Masteries
1/5
3/5
4/1
3/5
4/1
1/1
1/5
3/1
1/
1/5
3/5
4/1
1/1

I build my mastery tree really offensive to get more damage from Poppy. I think that most masteries in the offensive tree benefit Poppy. You can also go more tanky or with utility for more CD-reduction. I just prefer the offensive way, in order to get more armor penetration, attack speed, a bit of CD-reduction, and overall just a better damage output.
I improve both summoner spells, which is quite common to do. Mastery trees are often about the individual player's style of playing, so you might prefer other ways to build it. With the mastery tree remake, I prefer putting a lot of points in the offensive tree.


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Summoner Spells

What I Use


- Though this summoner spell doesn't blind anymore, it is still great, also against casters. It is vital in your laning phase, where you need kills to become fed. This will slow down the squishy enemy, in order for you to be able to kill him/her before they flee. It is also great for reducing the damage from their carries or fed champions in teamfights. With Poppy it can be a "pick one to die" summoner spell, since your damage will be insane and other champions can't do damage to you in teamfights, as long as your ulti is active.


- Great for chasing and positioning yourself to make a better charge at an enemy. It is also awesome for escaping, since it will be mission impossible to catch you, when you flash away and has your W-ability active. Just an all around great summoner spell for Poppy.

Usable Summoner Spells


- Great for finishing off enemies on low HP. However, Poppy is a sick chaser, so she is good at finishing of enemies without ignite. You can easily go with this, if you don't like ghost or exhaust, I can recommend it. It might get you a kill, that you wouldn't have had without it, but so can ghost and exhaust. They are just better for escaping as well.


- Great for chasing and escaping, however Poppy is already kinda fast and Flash is just more OP xD


- A nice summoner spell, especially in laning phase. It can help you get first blood with the advantage of an instant heal.. However, it is not that useful late game and other summoner spells are often better. It is good for new players, who doesn't have all summoner spells yet.


- Awesome to get out of those tricky situations. Since Poppy is vulnerable to CC, cleanse can save your *** and let you escape a stun in a teamfight, so you can start doing damage again.



The rest of the summoner spells are imo better for other champions (supporters, junglers etc.)


Guide Top

Runes

Runes

Greater Mark of Lethality
9

Greater Seal of Scaling Health
9

Greater Glyph of Scaling Cooldown Reduction
9

Greater Quintessence of Critical Damage
3

9xGreater Mark of Desolation
Probably the best mark for many AD champions. It gives you more damage with your standard attacks and it will penetrate some armor on tanks as well as other enemies.

9x
- For more AS, which is nice, especially in games where Mercury's Treads are prefered over Berserker's Greaves. You can also go with dodge runes, armor runes or HP runes.

9x
- Poppy needs CD-reduction, so getting some from runes is great. I get it pr. level, because you won't need that much in early game, since you don't spam your spells that much until teamfights. However, you can go with flat CD-reduction, if you don't have these runes.

3x Greater quintessence of desolation
- Same reason as with the marks - more damage from your attacks. You can also go with flat HP quintessences, if you want more survivability. I just prefer these bad boys.


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Items (Read it all)

NOTE: Remember to buy wards and other consumables. Oracle is nice against stealthers and the elixirs are great for CD-reduction, more HP and for a better damage output.

Core Items


Philosopher's Stone
- Great for sustain and extra gold - Poppy is not that good a farmer in early game and she is somewhat easily harrased. So start with this.


- This is an absolute must on Poppy. The passive benefits your Q-E combo so well and gives a great burst. Grab it asap and start wrecking some balls. x)


- Poppy is really vulnerable to crowd control, so these boots are great for reducing that. That can be vital in teamfights, where Poppy is suppose to tear the enemy team apart and to create chaos among the enemy team, so they have a hard time having a well-organized teamfight. If the enemy team doesn't have crowd control go with either Berserker's Greaves or Boots of Swiftness depending on what you prefer as a player. I know that you have 8 seconds, where you are immune to CC and damage, except from your target, but when your ulti is over, you will be targetede in order to stop the chaos. That's when these boots come in handy.


Cool stuff




- Finish this freaking expensive item and start the mayhem. It will increase your damage quite alot and it will give you great stats for Poppy:
AD, AS, critical chance, MS etc. (+ the passive effects)


- Your crits will be insanely high with this item, simply a baws item for most AD builds. A kind of a must have on AD Poppy, it works very well with Phantom Dancerand Trinity Force.


- Great item for Poppy - AS, critical chance & movement speed. Awesome stats for Poppy - It will make you an even better chaser. The MS from Phantom Dancer makes you insanely fast. This is a really needed item for AD Poppy.


- The shield can greatly help you, since you will be a prior target, due to your insane damage output. The magic resistance is a nice way to counter nukes and the extra mana means more sustainability.


- When reaching lategame, the enemies will probably have quite some armor from items such as Atma's Impaler, Randuin's Omen, Frozen Heart etc. It is important that your damage isn't neglected by this, so buy this item to smash through their armor and remain a huge threat. If they don't have a lot of armor, The Black Cleaver might be a better choice if you want insane AS.


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Optional Items (Read it all)

Boots




- You can replace this with Mercury's Treads if the enemy team lacks CC. The increased AS scales well in early game and you will do more damage, but you might lack that extra survivability that the treads can provide.


- If you aren't planning on getting any other CD-reduction items, then these will give you some, in order to make you able to spam your spells more often. Poppy really relies on CD-reduction to be able to use her abilities alot in teamfights.


- If you want sick speed, and you don't feel the need of the other boots' stats. This is the least recommendable boots, but you can still go with them, if you really like to be ****ing fast.


Survivability Options:




- If you want tons of HP, in order to eat some more damage in teamfights. However, be careful that they don't start to build several Madred's Bloodrazors, so they can tear you apart. Almost 1000 more HP will make you able to survive a lot more in teamfights. However, you have 8 seconds, where you are almost invincible, so defensive items are not quite as necessary as on other AD carries.


- The passive is really what makes Banshee's worth buying. However, it has been nerfed alot, so the item is not nearly as good, as it used to be. If you feel like, you lack something to prevent CC, then it might be a good option. The extra HP, MR and mana will also benefit you nicely.


- You can go with this, if you want more damage from your spells, and you also need MR. However, it is not that big a recommendation, since this isn't an AP build.


- Your charge and Randuin's active can slow many enemy champions in a teamfight. It will also grant you a lot of survivability through it's armor and HP. The passive is nice, and the active is really nice. Not a bad choice, if you lack armor and HP and the enemy team has high AS.


- Get this if you want that extra chance to live. I often find it to be somewhat of a waste, since the enemy team will kill you when you revive anyway. The stats are nice and it can be a lifesaver, so you can benefit from it. It is kinda risky to spend so much gold on.


- Great and cheap item to get you out of tricky situations. It will help you against CC, ignites and even Mordekaiser's ultimate. It also provides a nice amount of magic resistance.


Damage Items




- This is not a completely necessary item, but I like it to make Poppy a better farmer in early-mid game, cause without spamming spells, she is almost terrible at farming until lategame. However, it will not boost other stats than mana and AD, so you don't have to take it, you can skip it and take the other items sooner. I just hate that you sometimes rely 100% on kills to become fed with Poppy, if your team has a bad game. I'm not sure if this item also belongs in the optional items section.
(If you are able to have the Blue Buff, then you don't really need this)


- Great item, especially if you don't die that much. With Black Cleaver to remove the armor, you will tear enemies apart with the (perhaps) +100 AD. A nice finishing item in games, where you are fed and don't have troubles staying alive.


- The passive is awesome, it will make it even easier to chase enemies. 700 HP is awesome for survivablity and 30 damage is also nice. This is a mix of survivability and damage and it can be great for AD Poppy.


- This item will boost your damage like a baoss! You will be able to crit so ****ing hard, that you can 3-shot a squishy, if you crit 1 or 2 times. Not much more to say. This item, however, is not recommended against tanky teams, since consecutive hits with much armor penetration will do more damage on armor stacking enemies.


- You will have a lot of AS, so the passive of this item can benefit you, if you are against a heavy armor stacking team, because the passive provides magic damage. Against champions as Jax, the active might change the outcome of the fight. However, there are often other items, which are better for Poppy.


- This item can be a great help to your team. Other champions might benefit more from it, but I won't completely throw away the idea of getting this, in order to support your team. It will not boost your damage, so think wisely before you buy this. (I only recommend it, if your team struggles in teamfights and you have more than 1 AD melee champion)


- Facing a caster heavy team can be sucky, but this item will help you alot against spells. Poppy's own passive already helps that, but this can also be benefitial. (This is both a offensive and a defensive item)


- Do only get this, if none of your teammates benefits from it and your team doesn't have ignite AND you're facing champions as Swain and Mundo. Then you will need to reduce their health regeneration, so this item can be vital. However, it won't give your more damage, except the small critical chance.


- Get this if the enemy team stacks tons of HP and your team lacks Madred's capable champions. I think there are more capable champions to get this item, but Poppy is not useless with it at all. It can tear Mundo and Vlad apart, when they have their survivability spells on CD.


If you have other suggestions please tell me, I would like to improve my guide as much as possible. Plase don't flame the guide, if you don't agree with some of the optional items - they are optional after all, which means you don't HAVE to go with the items you don't like.


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Laning Phase

In my opinion Poppy should only be in sidelanes. She is too vulnerable to ranged DPS, for her to be in mid. It is also way easier to bash people into walls in sidelanes. Poppy also works best with a laningmate.
Grab your starter items and head to your lane. It is nice to lane with someone who can soak up some damage for you. Poppy is not a good farmer, so it is important to get kills in the laning phase. Try to catch the enemies off guard to set up a kill. If you can, charge them into a wall and try to kill them. Exhaust will help you here, and that is why I prefer that summoner spell over others. Try to get a decent farm (Learn to be a good last-hitter) and recall when you can buy Sheen. You might want to grab Blue Buff in order to farm better (Then you can use your spells to farm a bit more minions.)
You can also help gank mid with your summoner spells, if the enemy mid champion is on relatively low HP.


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Teamfights

It is in teamfights Poppy really shines. It is not unusual to pull a triple kill, especially if the enemies leave you unnoticed (They probably won't in high ELO games). You have 6-7-8 seconds of pure devastation if your teammates also play their champions right. Have a tank initiate, then you will have some options:
1:
- If they have champions as Kennen, Fiddlesticks, Nunu with sick AoE damage, use your ulti on someone else, and charge them away from your team. (With channeling AoE spells, try to stop the channeling for less damage on your team).

2:
- You can also try to take out their carry from the fight, by charging him/her and go for a kill, while using ulti on either the carry for more damage, or their tank for more survivability. Use exhaust on the carry for less damage on you and/or your team. You will probably get focused from CC (If that's the case, Quicksilver Sash might be the solution to your problem).

3:
- Charge around on different enemies to create chaos in their teamwork. This might give your team an advantage, if you are able to get the tank away from the fight, so your team can focus on their carries. This will probably require voice chat, if you want to survive the fight.

4:
- Wait some seconds to enter the fight, so both teams have chosen targets. If you are able to be untargeted you will wreck the enemy team like a baoss. These situations are when Poppy really shines - If the enemy team starts targeting you, it will often be too late, due to your ultimate, which you should use on their tank. If you are able to enter a fight, where you are left unnoticed, your team will most likely get an ace and you will get at least a triple kill, if you manage to take advantage of the situation. Remember that Poppy is not that hard to shut down, but if she actually gets going, she will be a destroying midget, who kills everything.

There might be other ways to have a teamfight, but I can't come up with any more right now. I might add more to this section, as I play Poppy more.


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Good Laning Mates

This section will give some tips on who to lane with. Most champions, who can soak up some damage for you will work well, since you will be the prio-target when you charge, so having a lane mate with taunt is awesome. Champions with a skillshot stun like Lux, are not recommended, since your charge may make them miss. I don't find it to work that well, unless you are voice-chatting with your laning mate. Champions who farm wave after wave may not be that good a choice to lane with, since it will ruin your farm completely.
Just make sure that you don't push the enemies away from your laning mate with your charge. It will ruin the chance of a kill and it will piss your mate off.

Tanky champions




- This guy is nice to have along. His taunt is sweet and he will be able to give you more time to do damage on the enemies. However, it can be hard to push with Poppy and Shen in the lane, unless you kills both of your enemies. These guy will be great at towerdiving in lvl 6.


- "I'd suggest Alistar as a laning partner for Poppy. His knock up, toss backward combo has amazing synergy with Poppy's charge, allowing you to push enemies halfway to your turret if you pull it off correctly. On top of that, Alistar has his heal that makes it really hard to effectively harass, since any little bits of damage you might get hit with will be promptly healed as long as minions are dying. ON TOP OF THAT, Alistar is a great tower pusher, and can spend some time roaming and killing to let your enemies push for an easy gank from your jungler+Alistar returning from his roam." - Thaniel (thank you for suggesting this, haven't thought of it, though it is true).



- Malphite does not have any taunt, stuns etc. to save you, but he sure can soak up a lot of damage with his passive. He also has a great slow with Seismic Shard, which will make it easier for you to position yourself before you charge an enemy. When lvl 6 you will be one of the best towerdiving combos in the game. His damage is also great for a tank.


- Another champion with taunt. His powerball, will also make it easier to pick a target to kill fast, before the enemies are able to take you out. Having exhaust ready before you initiate a fight is recommended. Rammus' ulti is really nice for more damage in the fight.


- He can dash forward to root an enemy, so you are able to set up your Heroic Charge.
He is not as tanky as the other champions above, especially in early game, but he is still able to support you. He can harras from a far distance, and do a lot of damage after his buff. He can also scout with his saplings, which is a nice advantage in laning phase.


Other champions


- He can root, slow and do quite some damage, and when he has his ulti, he can also tank a bit. This will make it easier for you to get kills and get fed while laning. Can be a good combo, if you play right.


- If he know how to hook, then you will be a sick *** combo. Pull + charge & stun will probably get you a kill. You will not be able to push that will, unless you get both enemies killed, and you really rely on Blizcrank's pull.


- Can be a great combo, if you are able to use her tornadoes as an advantage to set up your charge. Just wait with charge, until they are in falling down from the air.


- His stun, high survivability etc. will help you get kills early. He is great at taking out the squishy, especially if you both have exhaust. Then it's simply about picking a target and killing them. Just don't push your enemies away from your laning mate.

Ranged champions is also good to lane with, since it gives better harrasing.
If you have more suggestions then feel free to post them in a comment. Anyone with a hard stun, snare or whatever can work well, since it'll make it easier for you to position yourself.


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Final Words

This was my build for Poppy. I hope you liked it, since I have put a lot of time into it.
Leave a comment with constructive feedback - Trollers out there, I will gather Coon & Friends and hunt you down! :D This site is made for helping people to learn new champions, not to be a complete **** to people, who put time and effort into making guides to help new and experienced LOL players.