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Spells:
Ghost
Ignite
Ability Order
Iron Ambassador (PASSIVE)
Poppy Passive Ability
Preface
READ FIRST!
// Read through it a bit, and see my reasoning behind my build and skill sequence.
// Play a custom game first! You know how annoying it is to have a first time champ on your team.
// Get a feel for the abilities, and when to use them.
// Have patience, you will not be MLG right away. Just give it some time.
// Last hit your creeps in lane, this will give you the edge on who wins and who doesn't (Unless your Support or Jungle!).
My Thoughts on Poppy ::
Poppy is a tanky, high armor, melee champ that brings massive utility, and hard CC. She usually plays solo top and will pwn the bruisers like Irelia and Volibear. However support Poppy isn't out of the question
About Poppy ::
// Poppy does max health damage.
// Poppy has a skill shot stun.
// Poppy is extremely underrated, probably the most underrated in the game in my opinion.
// Poppy can be tank, or carry.
// Poppy is the best towerdiver in the game.
// Poppy's hammer is called Whomper.
Lore ::
While other young yordle girls played skip-step and braided wreathes out of posies, Poppy spent her youth earning calluses and grease stains in her father's armor shop. Blomgrun, her father, was Bandle City's finest smith. The only thing he loved as much as his work was his young daughter, Poppy - named for the sprightly sounds of the sparks that leapt from his ever-burning forge. He swelled with pride the day she was first able to lift his trusty hammer, Whomper. Poppy immediately took to his art, demonstrating a natural gift for smithing, which Blomgrun honed with devoted instruction.
One day, a Demacian general named Florin Berell commissioned Blomgrun to craft a helm, glorious beyond comparison. Blomgrun toiled away on this project, determined to present Florin with his finest work. He let Poppy set the center jewel, entrusting her with the most important piece. When the pair finished, they departed for Demacia to deliver it in person. Word of the general's order, however, was leaked to the Noxian High Command, and two Noxian assassins were dispatched to intercept the delivery. Blomgrun was able to occupy the assassins long enough for Poppy to escape with the prized helm. She watched helplessly from the brush as her father was slain. Instead of fleeing home, she carried the helm the rest of the way to Demacia alone. She refused payment for it, saying that no amount would compensate for her father's life. Instead, she offered it as a gift, honoring her father's final intentions. Florin saw the grim determination behind the tears in her eyes, and 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."
Terms Used ::
AA = Auto-attack [Basic Attacks]
AD = Attack Damage
AP = Ability Power
CC = Crowd Control [Stun, Fear, Slow, etc.]
Creeps = Team Spawned Minions
Fed = Having more kills than others.
MS = Movement Speed
MR = Magic Resistance
APent = Armor Penetration
MPent = Magic Penetration
CDR = Cooldown Reduction
OOM = Out of Mana
HP = Health
MP5 = Mana Regeneration per 5 seconds
HP5 = Health Regeneration per 5 seconds
First, lets take a look at the Pros and Cons..
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Pros
+ > High Armor. + > Armor and AD semi-steroid. + > Ultimate counter to AD's top. + > Has cheap core items. + > Extremely Underrated. + > Has a damage immunity ability. |
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Cons
- > Susceptible to CC. - > Hard to lane against some AP's. - > Has skill curve. - > Requires some game knowledge to play effectively. - > She sounds like a dude. - > Takes awhile to get going in lane. |
Runes
- Greater Quintessence of Health: // This'll give you that little edge in lane, and make you a huge threat early game, which is where Poppy really shines.
- Greater Mark of Attack Damage: // Again.. it's about the early game. This'll make your Devastating Blows and AA's hurt like crazy, giving you the upperhand.
- Greater Glyph of Armor: // This one is a tough choice, although Poppy already has enormous base armor, and armor steroid. But, since your job is to wreck the carry, you need the extra armor to overcome their damage.
- Greater Seal of Scaling Magic Resist: // This is a must for all solo-tops not running AP. There is alternatives but this is the best one in my opinion.
// Summoner's Wrath : 35% movement speed on your Ghost, Increased AP and AD when Ignite is on cooldown. I'll take it!
// Brute Force : 3 extra AD gives you that little bit of umph early on.
// Sorcery : 4% cooldown reduction lets you spam your Devastating Blows in lane just that much faster, shorter cooldowns = more damage.
// Arcane Knowledge : Since most of your damage early on is magic damage, this'll make it tear through their MR. Great choice for Poppy
// Resistance : 6 MR shields you from that early game magic damage, great choice overall.
// Hardiness : 6 Armor. This let's you take less damage from creeps, AA's and allows you to maybe put some jungle pressure on.
// Durability : 108 extra health? Yes please. This leads to Veteran's Scars .
// Vigor : Meh.. not the best, gives early health regen. Falls off very quickly though.
// Veteran's Scars : An extra 30 health from the start will make you one force to be reckoned with.
// Initiator : 3 % movement speed may not seem like a lot, but it adds up. And if your chasing it might make you just fast enough to secure a kill, also lets you get in lane faster.
// Enlightenment : That 8.1% CDR makes you hit Devastating Blow's almost every 2 seconds.
// Juggernaut : Increases maximum health by 3% and provides tenacity. This is almost a must on Poppy since she is so susceptible to CC. The 3% health is just a little bonus to beef you up late game.
"Why not offense tree?" you may be asking yourself. Because Poppy benefits more from defense is the honest answer. Since most of her early game damage is from her Devastating Blow's which is max health magic damage, the AD tree really doesn't benefit her enough to make it better then defense. Plus, I think the defense tree translates better into the late game then offense.
Ghost: // 35% (with masteries) movement speed buff, ignores unit collision. (You can run through creeps!) |
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Ignite: // A true damage dot. That reduces healing by 50% |
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Flash: // Short distance teleport, with a high cooldown. |
"Why Ghost and Ignite?"
Simply because they are better for Poppy.
The Ignite is allows you to reduce healing and score first blood almost for free.
The Ghost because it allows you to proc your Heroic Charge stun easier, and it's more reliable on Poppy then Flash is.
Core
Item Sequence
// Mercury's Treads : These are essential to Poppy's survival. It provides tenacity and a huge chunk of early MR.
// Philosopher's Stone : Gives early regens to both mana and health and Gp5. This lets you build your Trinity Force faster.
// Trinity Force : You.. Must.. Rush.. this on Poppy. It makes your Devastating Blow capable of at least 25% of the enemies health. It's pretty much game over for your lane once you get this.
If Against AD
Item Sequence
// Cloth Armor : Extra armor... basically no damage from creeps and AA's.
// Health Potion x5 : 5 health potions is a lot, the sustain is insane if you run this agaisnt an AD.
Against non-AD
Item Sequence
// Regrowth Pendant : Crazy sustain early on, also makes you closer to that Regrowth Pendant.
// Mana Potion : This is situational, if I think that I will be getting a lot of abilities off I'll take the extra mana. But the health potion is a completely viable option if you feel the need for extra sustain.
For Damage
Item Sequence
// Infinity Edge : This item is insane. It is the first offensive item I get after my Trinity Force. It provides the largest flat attack damage in the game, makes you crit really hard, and make you crit every 4th hit.
// Phantom Dancer : This is the ultimate counterpart to Infinity Edge. It provides high attack speed and crit, it almost doubles the efficiency of the Infinity Edge.
// Bloodthirster : Huge attack damage, huge life steal. This item is very strong late game, allows you to get all your health back in a couple hits.
// Black Cleaver : Extremely underestimated item, I believe it to be weaker then the Last Whisper 1v1. But in teamfights I'll easily give it to Black Cleaver. The armor penetration is a must if your an attack damage heavy team. Very awesome item.
// Hexdrinker : Very strong item in lane. If I were to get this item, I'd do so right after the Trinity Force. In late game I like to replace it with a Quicksilver Sash or Banshee's Veil.
// Hextech Gunblade : Huge sustain matched up with Bloodthirster. I don't often get this item. But when I do, it's when the enemies are fast / have a great escape mechanism, and I need to slow them, or when I need some AP to counter the enemies armor.
For Defense
Item Sequence
// Randuin's Omen : Great Armor, Great Slow, Great Health. This is almost like the defense version of Hextech Gunblade. It's got a little bit of everything.
// Shurelya's Battlesong : Awesome On-Use. This is an item I like to build if I'm fulfilling the tanky, support role. It gives nice health, awesome speed, and crucial CDR.
// Guardian Angel : Probably my favorite defensive item in the game. Gives armor, and magic resist. With a little bonus.. It brings you back to life.
// Quicksilver Sash : This'll give you a massive chunk of MR, and a mini-cleanse. Best defense item for Poppy in my opinion.
// Banshee's Veil : This makes skill shot oriented champs very upset, I always get this if there is a Dr. Mundo , Nidalee , or Blitzcrank on the enemy team. It is a must against these champs, because it will save your life countless times.
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Valiant Fighter: //
Awesome Passive, makes you extremely hard to kill at low health. Saves my life constantly.
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Devastating Blow (Q): //
This is your main source of damage early game, since it scales by the max health of the enemy it translates well into late game. I max this first because it's consistent, easy to use, and hurts.
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Paragon of Demacia (W): //
This is what makes you so effective against AD in lane, your armor is so high! This allows you to get to places quickly, and be extremely tanky at the same time.
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Heroic Charge (E): //
This is where your mobility and CC come from. When using this you want to hit people into structures / walls for the stun and extra damage.
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Diplomatic Immunity (R): //
This is why you are the best towerdiver in the game, it's like a Tryndamere Ultimate + a Kayle Ultimate + Steroids. Oh, and it also makes you do more damage. Use this to initiate, tower dive, or pick of a carry.
Your Goals :
//Establish early dominance of your lane and enemy jungle.
//Outfarm your opponent.
//Kill / force your opponent out of lane.
//Don't die.
//Call MIA's / have map awareness.
//Help your jungler gank mid. (Only if summoner's are down / Flash)
Your Goals :
//Farm when you can, otherwise stick with your team.
//Give buff's to your carries, and if your sure they will get the kill, give it to them.
//Ward up! (You should have your core items by now)
//Have patience, don't force teamfights (unless your the initiator).
Your Goals :
//Establish Baron dominance, and map control. (2 sight ward's everytime you Recall .)
//Forcing teamfights.
//Destroying the enemy carries.
//Stealing enemy buffs. (Better in your hand then their's.)
//If your trying to shut someone down you should ult them and just go balls out.
//If your taking to much damage, ult the support, or the champion who does the least damage.
//You should focus the carry first, then peel for your team.
Difficulty : E-Z Mode
Tips :
//Let him Parrrley you. It costs a ton of mana, and does !@#$ damage. You have so much armor that it's not even funny. He'll be so worried about harassing that you'll out-farm him and still win trades.
//If he tries to trade keep him between your tower and your creeps, he will tank the damage of not only the creeps, but it will be harder for him to get away once he realizes he's losing the trade.
//Watch out for that Remove Scurvy. He'll get out of your stun if he's smart and just run off.
SFDSHLK
Riven :
Difficulty : Medium
Tips :
//Force her out of lane early, her real harass starts at around level 3, your Devastating Blow scales much better then her Ki Burst, and has higher base stats.
//Wait until she uses her Broken Wings to try to harass her.
//Out-farm her.
//Try to let her push the lane a bit. Putting you somewhere between tower, and river.
Lee Sin :
Difficulty : Easy / Medium (4/10)
Tips :
//If he's good he'll deny you farm with his shield (very annoying) just try to burst him when he does this as he's left without a reliable means of escaping.
//Try to get behind him when he's using Resonating Strike and Heroic Charge him towards your creeps.
//Spam your Devastating Blow
//Have your jungler gank early / often.
Irelia :
Difficulty : Challenging
Irelia's different then the others, in that she isn't much of a threat in lane. As she is easily kited by Poppy's Paragon of Demacia.
Tips :
//Don't trade when her Hiten Style is up, it does true damage!
//Trade as soon of her Hiten Style goes on cooldown.
//Don't get stunned under her tower.
//Try to deny her AA's on creeps, as it will heal her.
//Have your jungler gank early (before level 3)
MORE COMING SOON!
1.) Insta-Lock Poppy.
2.) QQ until your solo-top.
3.) Spam your Q on your enemy, farm creeps.
4.) Kill your enemy with Ult.
5.) Rush a Sheen.
6.) Kill your enemy again, this time with a risky tower dive.
7.) Repeat step 6 until mid game.
8.) Force teamfights.
9.) Win teamfights.
10.) Repeat step 10.
11.) Win Game.
12.) Profit?
You should be able to pwn with Poppy now.
I will be making constant improvements and tweaks to this guide so be on the look out.
Please tell me how I did, as this is my first guide.
Tell me if you feel there is a different, better core build.
Shout out to JhoiJhoi for the awesome guides, and formatting.
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