Poppy Build Guide by Sytakri
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.
Welcome to Sytakri's Dominion Poppy build. Poppy was one of the first champions that I played . . . and I did terrible with her (my fault not hers.) Just for kicks I decided to play Poppy in Dominion. I'm not a pro at LoL, but even I could dominate with Poppy. This guide is not going to guarantee a win because Dominion is not based on kills, but capturing objectives. Good teamwork is still required! Please read and try this build before you vote. Thanks!
Yes, I do realize that the recommended build for Poppy is Ability Power, but I prefer Attack Damage for several reasons.
1) More damage! You can do more sustained damage just auto attacking compared to just having 2 damage abilities. An Ability Power build relies too much on landing her stun ex: pushing the target of Heroic Charge into terrain. Playing AD Poppy lets you do massive damage all game.
2) You can push the minion wave! Scenario Time! The game just started and the other team has already captured Windmill! Oh no! What do you do if there's 4 baddies with no Damage sitting on point? You push the minion wave! <--I tend to do this alot of the time.
3) Poppy is very mana hungry and having Ability Power would just mean more spammage of her skills.
Sheen. In every game I've had Poppy stolen from me, I always ask, "Are you going to build sheen?" I have never gotten a no.
IMO buying a zeal/phantom dancer is a much more viable option because Sheen has a 2 second cooldown. Zeal/Phantom dancer lets you lifesteal more, dish out more damage, and make people QQ rage.
These are just basic runes to counter-act some of Poppy's problems.
1)Marks- Armor Pen is a must on almost every AD champion. NOTE: As of this writing I am testing Attack Speed Marks. The ArP Quints give 10 ArP and then Masteries makes it around 16.
2)Seals- Poppy is a mana devouring beast!
~~~If you find yourself constantly getting killed by AD champs you can invest in armor seals and then go with and masteries.
3)Glyphs- Base stat Magic Resist is low on every champ so I use Magic Resist runes. Most AP Casters do 400+ damage with each ability late game, so this amount of Magic Resist won't negate your passive.
4)Quints- More Armor Penetration!
Again these can be changed. If you find yourself still having to recall due to being out of mana, then you should invest in Utility. I find the 4% Critical from maxing
and the 3% Lifesteal from maxing
does help with this AD build.
I'll say it again. If you do not invest in mana regeneration runes, then go with a 23-0-7 mastery page. You want to invest in and .
Why don't I invest in defense?
Poppy passive Valiant Fighter Effectively doubles her health late game (Almost everybody does over 10% damage per Ability or Auto Attack.) I'd like to thank sojdm96 for telling me about this :D
Invest the 1 leftover point in the summoner spell that you use. (For me, Flash, so Summoner's Insight is what I invest in.)
Valiant Fighter--It's a pretty awesome passive. "(Innate): Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. This does not reduce damage from structures." Poppy endgame has around 2,000 health. So any damage over 200 is halved. That pesky Tryndamere critical hitting people for 600 damage would only do 300 damage to you, effectively doubling your health.
Devastating Blow--(Active): "Poppy enhances her next attack so that it deals magic damage with a bonus and 8% of the target's max health as magic damage. The magic damage based on 8% of the target's max health cannot exceed a threshold." This skill is Poppy's Bread and Butter. It's endgame four second cool-down lets you spam like there's no tomorrow!
Paragon of Demacia--(Passive): Upon being hit or attacking an enemy, Poppy's armor and damage are increased for 5 seconds. This effect can stack 10 times.
Armor & Attack Damage: 1.5 / 2 / 2.5 / 3 / 3.5 per stack
(Active): Poppy gains max stacks of Paragon of Demacia and her movement speed is increased for 5 seconds.
The active on Paragon of Demacia increases your movement speed--alot. It's basically a free ghost. TIP: Whenever you jump into a fight always use this ability. It gives you max stacks instantly and gives you the extra movement speed if they're playing ring around the rosie with the turret.
Heroic Charge--(Active): Poppy charges at an enemy and carries them further. The initial impact deals a small amount of magic damage, and if they collide with terrain, her target will take a high amount of magic damage and be stunned for 1.5 seconds.
Magic Damage: 50 / 75 / 100 / 125 / 150 (+0.4 per ability power)
Collision Magic Damage: 75 / 125 / 175 / 225 / 275 (+0.4 per ability power)
This ability defines a good Poppy player vs a meh Poppy player. If you can land the stun (make them collide with terrain) You deal more magic damage and get the benefits of a 1.5 second stun.
Diplomatic Immunity--(Active): Poppy focuses intensely on a single enemy champion, dealing increased damage to them, and becoming immune to any damage and abilities from enemies other than her target. Damage increase applies to summoner spells and items used by Poppy.
Poppy's ultimate is very, very powerful. It lets you negate damage and do extra damage. It's like Kayle's ultimate, except it has a much longer duration.
My favorite summoner spell, period. This spell does it all! It even makes your bed! <--jk. But, really Flash can help you escape, initiate, setup your Heroic Charge, and more!
Yup, my bread and butter. This can shutdown that fed Olaf while you hack away at him. It can let you troll face away from those 5 people chasing you!
If you don't have a Rammus on your team then you could get Ghost. It lets you rush windmill faster . . alot faster. Not one of my most used summoner spells, but alot of people use it in Dominion to get around the map faster. IMO that's what speed shrines are for.
A notable mention . . . does true damage. Can help you with killing someone. I still feel that Exhaust will help more in the long run due to the total shutdown it does to that champion.
It's a meh summoner spell. If you can remember to activate it sure, use it, but DO NOT depend on it. If you do decide to use it, replace Exhaust with Surge.
Erm.... No! There are health-packs littered around the map and the 4 second casting time on your recall means that you should not be running around with 50 health.
Unlike other Poppy players I don't like to run around the jungle mainly due to my bad luck of always running into a Shaco Jack in the Box party. I prefer to hold Windmill (top). This can easily be accomplished by E, Heroic Charge them and then Q, Devastating Blow . <--That is your main combo for initiating in almost any fight.
How to use your Ultimate: Your Ultimate lets you negate damage and do extra damage.
~~I usually throw the ult on the person who does the least damage ex: Shen, Rammus (I know he can do alot of damage, but it's still less than that fed Olaf), and others.
~~Don't think you have enough damage to kill that 3k health Olaf? Throw your ult on him for a 20/30/40% damage increase.
If you are going for a kill and not just poking always use your W for the extra AD and Armor. Then go initiate with your E and spam your Q.
Just a simple tip: Do not attack someone who has thornmail...You will end up killing yourself. If you MUST attack them only use your E and Q. If you are running into that thornmail alot then build wit's end in place of zeal/phantom.
Proof of this build
If you guys want me to add your awesomeness into this section just tell me in the comment section!
Thanks for reading my build guys! I'll try to best to keep this updated! Please comment and vote!