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Build Guide by Maxtofunator

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 Maxtofunator

Poppy, something I tryed that I really like

Maxtofunator Last updated on December 23, 2010
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Ability Sequence

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

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
3/
Ardor
Reinforce
 
 
 
 
 
 
1/
Tenacity
 
 

Defense: 21

 
 
 
 
 
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 0


I was looking around through Poppy builds, but I always have the same problem, mana/mana regen.
I put my masteries mostly in defense because you'll be one of the first two into the fight, and that means you get hit a lot and you don't have much HP. Also, you'll become high priority.
Like every other poppy build, I like to build the sheen, but I don't rush trinity force, because the sheen does you just fine til late game, and even then, it should be one of the last items you buy, if you even do. Manamune is good for more mana, and ad. So on top of the recharge it gives you, you get extra mana, and that means extra ad.
Boots of Swiftness are for chasing, because even popping your W, you still might not catch up. And it helps you run away once your ulti wares off and your under a tower, after towerdiving.
Last Whisper is more AD, so more damage out of your Q, and armor pen. Frozen Mallet helps assure your team gets killed, more ad for you, and extra hp, without being too high your passive becomes useless.
Finally, finish and get the trinity force if you really need it. And this point it's more useful for a bit of extra damage out of your Q, or attack speed, which you will be lacking in comparison to most carries.
Any comments are useful, but this is what works for me, so if it doesn't work for you, it's probably not your playstyle

Now as for my spells I go flash to make it easier to set up heroic charge to stun them, but of course, ghost would work as well.
I use exhaust for escape in team fights, pop your ulti on them if you need to run, and then exhaust and hit your w and you should make it out just fine.