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.
I'm absolutely certain that I'm gonna get a lot of flak for this build. That's ok. This is important, when we disagree on builds, we learn.
Pretty standard Ghost, Exhaust. It's important to get the bonuses from masteries for these, they're outstanding for poppy. Some people prefer flash, I find ghost to be more versatile. (I can't tell you how many times a ghost-retreat can turn into a ambush for chasing heroes, as soon as they see you ghost and run, they assume you're out of the fight. Ghost is great for putting you into position for a wall slam, DB combo.)
pretty standard 9/0/21 Some key points are Archaic Knowledge (you're only non-item source of magic pen) as both charge and DB are magic damage. I take presence of the master for as many exhausts as I can possibly throw down (especially with cripple, the reduced magic resist is choice for using DB as a killing blow.) basically you're looking for cooldown reduction and regen. Note: I have 7 points in the 2nd tier of the utility tree, which one gets 3 and which one gets 4 is personal preference imo.
Max Devastating Blow ASAP. I take charge first for the stun, I find I get more first blodd ganks with charge than DB, also, if the gank doesn't work, charge is back up to save yourself or an ally. Many people look down on maxing diplomatic immunity before lvl 17/18, as the only thin that increases is the damage buff to your target. If you're know that you're NEVER willing to us dip immunity in a 1v1 or 1v2 fight, this makes sense. As I'm such a huge fan of cooldown reduction, I find the extra 10 or 20 percent damage can almost guarantee me a kill. Reasoning: I don't value 1 more point in dev blow or charge more than 10% more damage.
Lots of contention here. I go armor pen marks and quints, mp5 seals, and cooldown glyphs. A lot of people think Poppy should be using magic pen, instead of armor pen. Yes, I readily admit that this rune build does not enhance the damage of ANY of poppy's skills, that's ok. There are 2 reasons I choose armor pen over magic pen:
1) Unless you're going crazy AP, it's unlikely that you'll be 2 shotting (i.e. wall slam, dev. blow) any but the squishiest of the squishies. The next 2 attacks before the stun is up and they have a chance to escape or stun you back are going to make or break your ratio.
2) stacking armor is way cheaper and way more common that stacking magic resist, a lot of people that have never played Poppy believe that all her damage is physical, so some will stack armor, just for you!
The others are pretty standard, lots of cooldown for more dev. blows, and lots of mp5 to back them up (no point in a super fast cooldown if you don't have enough mana to cast)
I'm sure most of you are saying "wtfbbqst***thxbai you didn't go sheen first /rage". Yes, it's true, I go Madred's Razors first. Poppy's Dev. Blow benefits from base attack damage, get it up quick. Also, I find that I have a really hard time farming/last hitting really early game, Razor's are the perfect solution to this, It also opens up a couple options later. I usually end up getting Wriggle's Lantern as soon as I can, the life leech is cheap and easy, and the ward keeps ambushes at bay, and makes for some really fun charge's on enemies that think they're hidden (I really like /charge/dev. blow/run away/ vs tankier characters, it'll make them think twice before trying to sneak up on you). On the other hand if you run into a 4 or 5 tank team (more and more common I find) you can go bloodrazor's instead, works great with dev. blow. The rest is a pretty normal, standard progression, tri force, infinity edge, then bloodthirster if you need the leech (if you didn't pick up lantern), or ghost blade to make late game kills a little bit easier.
over-extending early is a very real, very dangerous mistake to make as poppy. Until you're item'd up with max DB, I urge against following enemies after you've wall slammed and dev blow. Many people have said it before, because it's important, so I'll repeat it here, charge will stun if they run into ANY terraint, this includes walls, turrets, nexus, and inhibitors, EVEN IF THE INHIBITOR OR TURRET IS DESTROYED. As the name of this build implies, the only defense in this build is your passive (one of the better passives in the game imo). Don't try to tank ANYTHING, until you have diplomatic immunity up. Diplomatic Immunity targets can be tough to pick, sometimes they're REALLY easy. Is there an amumu in the fight, haven't seen his ult in a while, immunity to ANYONE ELSE!! Only 1 tank on the team, lots of squishy dps, immunity to the tank, see how many squishies you can take out before immunity is up, once it's up, you're a support hero, stick with allies, try to get some assists with charge, or exhaust. The tough choices come when there are only burst dps characters about, or when you don't know who your team will be focus firing (a pug problem, but a problem none the less). Don't be afraid to charge your immunity target into the wall before moving on the the squishier characters. CC can ruin your immunity, make sure you're not casting immunity on heroes with aoe, or fire and forget CC (i.e. scion, taric, amumu, ryze).
Any hero with ranged CC of any sort is your best friend in a lane. I really enjoy laning with Ryze, Janna, or Taric. TF, Scion and Malphite are fun to lane with, but don't compliment you quite as well.
Thank you in advance for any feedback, comments. /mute in advance to those without something constructive to add.