Poppy Build Guide by Schabel
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.
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.
Pros / Cons
Fun (ya, that's a pro in my books)
Tower Dive ability
Tanky passive allows for decent survivabilty without focusing on defensive items
Slow early game
No real farming ability
Once your ultimate target is gone, you are vulnerable again, this really sucks when your team decides to focus the person you ult'd
Enemy Ranged Characters stop what little Poppy can do for early game laning. You can NOT 1v2 a lane, it is HIGHLY recommended that you have a lane partner
MOVEMENT SPEED QUINTS; So, with these Quints are key. I don't care what else you have for your runes, you NEED these. These are the most under rated runes in the game. The beauty of these runes is that they are ALWAYS useful. Regardless of level, movement speed is a key player in running away and chasing down your enemy. It's important here because Poppy's positioning is important for your charge. If you aren't faster than your opponent then your charge might not push the enemy into a preferred placement.
MAGIC PEN MARKS; Poppy's main attack, Q, is your money shot. A little magic pen helps more than armor pen. Poppy doesn't spend a lot of time on a target, so most of her damage is from her abilities up front.
MANA REGEN PER LEVEL SEALS; One thing to note about Poppy, her early game mana is a problem. Snagging these seals allows you to make up for a lot of that. Late game this + philo stone allows you to have a dependable mana pool.
ABILITY POWER PER LEVEL GLYPHS; A debatable choice. You can run CDR reduction glyphs here as well. I recommend Ability power though. Reason being, CDR is so easy to get with in game items and blue buff. The ability power you snag from the glyphs scales well. Overall, I've had better experiences with the ability power glyphs and I'm glued to them with her at the moment.
Flash and Exhaust. Hands down. Flash allows for some killer positioning and exhaust gives Poppy something she needs to chase down runners; a snare. This is extremely useful and way too many people value ignite over exhaust. Poppy doesn't run from fights, just look at her passive. With the exhaust mastery as well, exhaust can be a real key in just ruining someone's day.
Also, yes I took Greed in masteries. If you don't like it, move the point, it's not essential, I just like it because it's a little extra gold from a mastery point that just wont do much good anywhere else.
W first. Always. W gives you more attack power, and it stays on while you hit stuff. W --> E ----> Q, and keep spamming Q. One thing to note; be careful when using Trinity Force or Sheen with Q, you don't want to overlap your other skills and risk wasting it on an auto attack and have your Q not benefit from the Sheen buff.
Poppy is a lethal character, but you must be patient and know when to call it quits.
Early game, last hit. Use your Q to farm and finish your philo-stone ASAP. The earlier you get it, the more gold you get from it + the mana is extremely helpful. Normally you port back once to finish Philo-stone, then farm till you have enough for Sheen and shop again. At which point you can help other lanes.
Mid game, You should fill in lanes as needed. If people need to go back or need help, you need to be on the job. Take every opportunity to get gold. You'll need it.
Late game, congratulations, it's time to destroy. Poppy really shines late game, and can turn things around rather fast. The key here is going to be instead of ulting your target, ult the person who won't CC or damage you much (Soraka is a good example) and then go to town on the enemy team. You only need 3 games to be dangerous; Trinity Force, Hextech Gunblade and Merc Treds.
DO NOT SELECT TO CHARGE SOMEONE OUT OF RANGE AND THEN FLASH IN RANGE TO HAVE YOUR CHARGE GO OFF. YOU WILL BUG POPPY OUT!!! The most annoying bug in the game. You won't even be able to auto attack creeps next to you. If this does happen to you, charge something right as charge comes off CD, this should fix Poppy. Still, it leaves you vulnerable for a LONG time.
As mentioned above, make sure your Sheen CD is up when selecting Q. 95% of the time you should follow this rule. Only exception is those situations where you HAVE to hit them or they will get away.
Don't ignore defensive items. Too many people ignore defensive items in favor of Poppy's passive. After your Hextech and Trinity you should grab some defensive items. Guardian Angel is perfect for Poppy, as is Banshee's Veil. She's tanky DPS, and if you play her right, she feels almost unstoppable.
Don't charge people away from your team! It's a team game, don't be that guy who thinks pushing the enemy away just to get a Q in is the right thing to do.
Interrupt stuff with your charge!!!! Warwick ulting? Charge. Katarina ulting? Charge. The list goes on.
You're awesome, Poppy's awesome, and you all make a cute couple. If you have any questions, post them below and I'll try to get back to you with my best answer. If you have flaming comments, go $#!? yourself.
Also, I hate Teemo.