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Poppy Build Guide by Kocykek

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[10.17] Smash'em with the Hammer! - Poppy Top

By Kocykek | Updated on September 13, 2020
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1 2 3
Unsealed Spellbook
Magical Footwear
Biscuit Delivery
Time Warp Tonic

Bone Plating

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3
LoL Summoner Spell: Flash


LoL Summoner Spell: Teleport


LeagueSpy Logo
Top Lane
Ranked #44 in
Top Lane
Win 51%
Get More Stats

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
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Hello. I'm Kocykek and I am Poppy main since the very beginning of Season 10. I have 150k Mastery Points on her. What inspired me to play Poppy is the fact that she was everything that I was looking for since the Summer of 2019.
Currently I'm peaking at Diamond III and I've been still Silver last year ago.
I'm trying to climb even higher this season. This is also my "first real" guide on Mobafire.
I think that's enough of info about me and let's roll into my guide about Poppy!
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Really tanky
Decent damage output
Tons of CC
Stops dashes
Teamfight-changer ultimate
Hella Cute


Easily kited
Her damage is reliable on hitting her E most of the time
Not that good if behind
Weak to AP
Poppy's E can be interrupted by blink/flash

Poppy is a really good tank that excels at locking down single targets. She has good laning phase in which her short trades are bursty enough to deal a decent chunk of damage. Not to mention, her Steadfast Presence stops dashes so she can pretty much stop Irelia, Yasuo and other champs with just one ability, their damage output - gone. Her ult can be a teamfight changer ability. She can literally throw away carry on their team so you can fight 4v5 for a few seconds.
While Poppy remains strong pick against mobile champs, her primary weakness is facing AP champs which most of them are ranged. Poppy likes to fight in close combats and not on long distances. Another con is counterable E. You can literally Blink ( Arcane Shift/ Living Shadow) and Flash Heroic Charge. Also she is very vulnerable to kitness, cleanses and unstoppable type abilities ( Vayne/ Gangplank/ Olaf).
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Iron Ambassador

Poppy periodically throws her buckler as her next basic attack, gaining 350 bonus range and dealing 20 − 180 (based on level) bonus magic damage. The buckler then falls near her target, where it remains for up to 4 seconds.

When Poppy picks up the buckler, she shields herself for 15 / 17.5 / 20% (based on level) of her maximum health for 3 seconds. If the buckler kills its target, it bounces back to Poppy automatically. Enemy champions can step on the buckler to destroy it.

Hammer Shock

Poppy smashes the ground in front of her, dealing 40 / 60 / 80 / 100 / 120 (+ 90% bonus AD) (+ 8% of target's maximum health) physical damage to all enemies hit. Against monsters, the damage based on their maximum health is capped.

The impacted ground becomes unstable, slowing enemies by 20 / 25 / 30 / 35 / 40% standing on it before erupting after 1 second, dealing the same physical damage to all enemies hit.

Steadfast Presence
Passive: Poppy's total armor and magic resistance are both increased by 10%, doubled to 20% when she falls below 40% maximum health.

Active: Poppy gains 40% bonus movement speed for 2 seconds and generates an aura around herself for the duration, causing all enemies who attempt to dash through it to be dealt 70 / 110 / 150 / 190 / 230 (+ 70% AP) magic damage, knocked up for 0.5 seconds, and afterwards both grounded and slowed by 25% for 2 seconds.

Heroic Charge
Poppy dashes to the target enemy's location, and if they are in range of her, she deals them 60 / 80 / 100 / 120 / 140 (+ 50% bonus AD) physical damage and carries them along with her for up to 300 units.

If the target collides with terrain, she deals them the same physical damage again and stuns them for 1.6 / 1.7 / 1.8 / 1.9 / 2 seconds.

Keeper's Verdict
Poppy charges for up to 4 seconds, slowing herself by 15% for the duration. Keeper's Verdict can be recast at any time within its duration, and its cooldown is set to 30 seconds if canceled.

Recast: Poppy smashes the ground, sending out a shockwave that travels in the target direction. When it hits an enemy champion, a massive hammer erupts, dealing 200 / 300 / 400 (+ 90% bonus AD)physical damage to all enemies around it. Enemies struck by the hammer are knocked back an incredible distance towards their fountain.

Releasing the ability within 0.5 seconds of the activation ends the charge to launch the hammer upwards, dealing 50% reduced damage and knocking up all enemies around Poppy for 0.75 seconds.

Poppy has sight of enemies she knocks airborne and they are untargetable for the duration if she charged the ability for more than 0.5 seconds, with their displacement distance increasing based on how long Keeper's Verdict was charged.

Skill Order




1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

This is typical ability sequence. Maxing E is a thing too but it's not worth it since Q deals more dmg anyway.

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⍟ Combining Heroic Charge with a terrain is a guarantee to deal a bursty damage.

⍟ Enemies can (flash/blink) your E.

⍟ While using Steadfast Presence, you are for 2 seconds a walking anti-dash shield. You can Flash and use Heroic Charge during it to stop dashes landing in some direction or so.

Q is your main dealing damage ability. Be sure to use it as much as possible.

⍟ Your Iron Ambassador can be used as a poking or as a minion finisher.


Q+Passive (Typical Short-Trading)

E+AA+Q+AA+W (Advanced Early Trade)

FLASH+E+AA+Q+AA(All-In Pre-6)


E+AA+Q+AA+R+AA+W (>LvL.6 Typical Combo)

E+AA+Q+AA+R+AA+TIAMAT (Combo with Tiamat)

R+W+E+AA+Q+AA (Enemy under turret)
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Literally the best support.
Gives Poppy movement speed, adaptive forces, hp. Perfection!

Your R + His R, Did I say enough? Well maybe also locking targets from your side but that's it.

Without a doubt, best jungler possible for Poppy. His taunting allows our yordle to better position her E and combo.
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There are 3 rune pages that are viable for a Poppy at the moment.



  • Unsealed Spellbook: While not channeling Teleport and being out-of-combat for 5 seconds, swap one of your equipped summoner spells to a new, single use summoner spell. You cannot select a summoner spell you have already equipped.

    Your first swap becomes available at the 6 minute mark, with an initial 300 second cooldown. Selecting a unique summoner spell reduces the swap cooldown by 25 seconds. You must swap to 3 different summoner spells before returning to one you've already used. Selecting a summoner spell puts it on a 5 second cooldown.

    Using a selected summoner spell puts the summoner spell on the same slot on a 10 second cooldown.

    Cooldown: 300−150 seconds (depending on unique swaps)

    Duration: 1.5 seconds
    Cooldown: 45 seconds
  • Magical Footwear: You get free Slightly Magical Boots at 12 minutes, but you cannot buy boots before then. For each takedown you acquire the boots 45 seconds sooner.

    Slightly Magical Boots give you an additional +10 Movement Speed.

  • Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 2 mins, until 6 min.

    Biscuits restore 10% of your missing health and mana. Consuming or selling a Biscuit permanently increases your mana cap by 50.
  • Time Warp Tonic: Consuming a potion or biscuit grants 50% of its health immediately, and mana if applicable, but prevents that consumable from being used again until the effect ends. Health/mana per tick is then reduced by half for the effect's regular duration.

    In addition, you gain 5% bonus movement speed while under the effect of a potion or biscuit.
  • Bone Plating: After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 less damage.

    Duration: 1.5 seconds
    Cooldown: 45 seconds
  • Revitalize: Outgoing and incoming heals and shields are 5% stronger and increased by an additional 10% on targets below 40% health.
This rune is starting to be my favourite rune on Poppy. It offers everything Poppy needs in laning phase and mid and late game. Unsealed Spellbook is the rune that benefits your team. Why? Let me tell you some examples: They have a fed assasin or adc? Using Exhaust on him is the solution. Jungler doesn't have a Smite while taking objective? Well take it yourself! Tons of CC? Cleanse is waiting for his moment. No mana in laning phase? Maybe Clarity? Not only the main rune but also Biscuit Delivery and Time Warp Tonic helps in sustain on lane while resolve tree which contains Bone Plating and Revitalize hold Poppy to not be easily taken out. There is also Magical Footwear. It kinda reduces the kitness of enemies.



  • Conqueror: Basic attacks or spells that deal damage to an enemy champion grant 2 stacks of Conqueror for 8s, gaining 1.7-4.2 Adaptive Force per stack. Stacks up to 12 times. Ranged champions gain only 1 stack per basic attack.

    When fully stacked, heal for 15% of the damage you deal to champions (8% for ranged champions).

  • Triumph: Takedowns restore 12% of your missing health and grant an additional 20 gold.

  • Legend: Tenacity: Gain 5% tenacity plus an additional 2.5% for every Legend stack (max 10 stacks).

  • Last Stand: Deal 5-11% increased damage to champions while you are below 60% health. Max damage gained at 30% health.

  • Conditioning: After 12 minutes gain +9 Armor and +9 Magic Resist and increase your Armor and Magic Resist by 5%.

    Duration: 1.5 seconds
    Cooldown: 45 seconds

  • Unflinching: Gain 10% slow resist and tenacity. This increases based on your missing health, up to 30% slow resist and tenacity at 30% maximum health or below.
I'm taking this rune only if there is a tank as my enemy or someone really durable. I call this rune "Scalling Juggernaut" cause the more minutes you are into game you become more and more tanky with tons of damage and also healing. This rune set allows to basically 1v9. Conqueror as main rune allows Poppy to heal off and also have more damage during fights. Triumph shines in teamfights. Legend: Tenacity reduces the time of CC and Last Stand helps Poppy to stay alive while being on low hp beacause she is easily outkited. In Resolve tree we have Conditioning which gives Poppy armor and magic resists and the combination of this rune with the Death's Dance make Poppy really hard to kill. While being below 50% it just is too much tankiness for the enemies to handle our cute Yordle.
The last rune is Unflinching beacause it also affects thrown crowd control but this time while being on low hp. This whole rune set is amazing while fighting 1v3 for example a tank a bruiser and maybe even a hard cc support with them. You won't fall behind if you are versus tank on lane.



  • Grasp of the Undying: Every 4 seconds in combat, your next basic attack on a champion will:
    - Deal bonus damage equal to 4% of your max health
    - Heal you for 2% of your max health
    - Permanently increases your health by 5.
  • Shield Bash: While shielded, gain 1 − 10 (based on level) bonus armor and magic resistance.

    Whenever you gain a shield, your next basic attack against a champion deals 5-30 (based on level) (+ 1.5% bonus health) (+ 8.5% shield amount) bonus Adaptive damage. The empowered attack lasts up to 2 seconds after the shield expires.
  • Bone Plating: After taking damage from an enemy champion, the next 3 spells or attacks you receive from them deal 30-60 less damage.

    Duration: 1.5 seconds
    Cooldown: 45 seconds
  • Revitalize: Outgoing and incoming heals and shields are 5% stronger and increased by an additional 10% on targets below 40% health.

  • Biscuit Delivery: Gain a Total Biscuit of Everlasting Will every 2 mins, until 6 min.

    Biscuits restore 10% of your missing health and mana. Consuming or selling a Biscuit permanently increases your mana cap by 50.
  • Time Warp Tonic: Consuming a potion or biscuit grants 50% of its health immediately, and mana if applicable, but prevents that consumable from being used again until the effect ends. Health/mana per tick is then reduced by half for the effect's regular duration.

    In addition, you gain 5% bonus movement speed while under the effect of a potion or biscuit.

The classic one as they say. While I rarely use it on Poppy, the others just go with it every game.
Personally I don't think it is bad choice but it is kinda bad from my point of view. Okay. Grasp of the Undying. It is good for laning phase but for what? You maybe won lane but you only gained probably like 100 hp and nothing more. Also when you will proc Grasp of the Undying in teamfights?
Shield Bash is okay but it is also kinda useless later in the game, when you gonna pick up your shield? The enemy will step on it faster than you and you have one rune less. Bone Plating is good choice here same as Revitalize. Inspiration tree has Biscuit Delivery and Time Warp Tonic.
Basically from this tree you have 4 working runes cause two of them ( Grasp of the Undying and Shield Bash) erase themselves in later aspects of the game.
And not to mention, these remaining runes are all in Unsealed Spellbook rune set...

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FLASH: Classic spell. You can't live without Flash. Most important spell. You can do combos, you can escape. Enough to say.
IGNITE: If you want to grab some kills early on, take it. Especially if you are against healing champions like: Dr. Mundo / Vladimir / Aatrox
TELEPORT: Allows you to quickly go back to lane, roam or even take objectives!
BARRIER: Not really popular spell on Poppy but if you really want to safe lane, take it.
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Corrupting Potion
Best starting item for Poppy . Offers sustain and survivability in laning phase.

Doran's Shield
Very defensive option. Good item against poke and ranged matchups. Sadly, it doesn't offer any sustain.

Good item if you decide to farm. Sometimes it is a must on "farm lanes".

Bami's Cinder
Probably best early item for Poppy. It helps in farming and also in fighting enemies beacause of its burst passive.

My favourite item on Poppy . It offers cooldown reduction, mana and also more damage . I use Sheen to poke enemies. Also Sheen can be upgraded into two seperate items depending on their teamcomp.

Doran's Blade
I don't really buy it but I think it's not that bad option when you are buying 2 of these.

Boots of Speed
Clearly for more mobility. To come to lane quicker, to dodge skillshots, you know :^)

Bramble Vest
Best early item for autoattack champions ( Fiora / Irelia / Jax / Urgot) or melee champs with so much healing ( Dr. Mundo / Aatrox) .

Spectre's Cowl
Defensive item against ap poke/ranged matchups. I wish it was buffed a little. It doesn't do that much as expected.

Tear of the Goddess
Only take it if you took Presence of Mind and want to go Manamune . Best to take it if ahead .


Better option if:
- Against AP Champs
- Against Squishy Champs
- Ahead
Trinity Force offers Poppy tons of stats that suits our Yordle very well. More mobility, more damage, more mana, more hp, 20% cooldown reduction. Best item possible, hands down.
While Trinity Force remains strong option, Iceborn Gauntlet is better against heavy AD Teamcomps. It offers armor, 20% cooldown reduction and so much mana. It also adds slow on your Sheen effect.

Sunfire Cape can also be first item but Sheen's upgrade items are better.

Choose boots!

Ninja Tabi > ARMOR
Standard boots for Poppy. Blocks 12% damage from auto attacks. While Poppy is created against AD Matchups, these boots are perfect for her.
Mercury's Treads > TENACITY
When there are just many CC there is a must to buy these. Reduces some time when you are immobilized.

Now when going into the rest of items, Unsealed Spellbook rune set can either go with Grasp of the Undying or Conqueror items. Choice is up to yours.

Iceborn Gauntlet
Great item on tanky Poppy beacause of tankiness, mana and cooldown reduction it provides. Maybe also too of damage on passive . Sheen's proc here creates slow around area where you AA or throw your Iron Ambassador.

Sunfire Cape
Another beast item for tanks. Sunfire Cape excels at close fights. The buff it received in Season 10 really helped and not only this item helps at farming but also bursting down someone with combo.

Spirit Visage
Typical first magic resist item. Gives 10% CDR, decent amount of HP, some magic resist and increased healing from all sources, it mainly increases healing from your Grasp of the Undying .

Dead Man's Plate
It is always a satisfying feeling getting this item. You get HP, Armor, On-Hit Slow and Movement Speed to Engage with additional damage. Great item overall!

Adaptive Helm
Situational item against mages with repetitive damage. For example: Mordekaiser, Cassiopeia, Teemo, Fiddlesticks.

Gargoyle Stoneplate
Good cheap item. Especially good when there are a lot of teamfights. Gives you good amount of armor and magic resist and also an active that let you become meat shield with more hp for 4 seconds.

Frozen Heart
If versus full AD Team, this is a must to go. Gives you literally 110 Armor which is massive for Poppy. Also 20% CDR with tons of mana and passive that reduces attack speed of nearby enemies.

Randuin's Omen
Facing Yasuo, Yone or ADC? This item is perfect for these situations. Make their crits look like useless to you.

Locket of the Iron Solari
A support item that gives your team 130-300(20% bonus health) shield to all allies. When thrown in middle of teamfight, the fight is probably won by you.

Knight's Vow
If your ADC can carry your team to victory, Knight's Vow helps here to increase a bit his tankiness. You take 12% damage he take and you heal 12% damage he deal.

Trinity Force
As mentioned earlier, probably best item for Poppy (Aside from Sunfire Cape). Gives damage, mobility, cooldown reduction, mana, health. Literally a tiny amount of everything which Poppy needs.

Death's Dance
Literally the best "tank item". Gives healing and bleed effect which is op for Poppy!. You also receive armor and magic resist aswell as some AD. A must for Conqueror Poppy.

Sunfire Cape
Sunfire Cape is viable on Conqueror Poppy too. Another beast item for tanks. Sunfire Cape excels at close fights. The buff it received in Season 10 really helped and not only this item helps at farming but also bursting down someone with combo.

Spirit Visage
Gives 10% CDR, decent amount of HP, some magic resist and increased healing from all sources . Having increased healing from Conqueror aswell with Death's Dance can be scary for enemies.

Sterak's Gage
Kinda a situational item but overall it's not that bad to take if ahead early on. Gives AD aswell as HP with shield! Poppy 's weakness is burst damage and well if she took one while having this item, it is not really a problem.

Dead Man's Plate
It is always a satisfying feeling getting this item. You get HP, Armor, On-Hit Slow and Movement Speed to Engage with additional damage. Great item overall!

Black Cleaver
Situational item. Helps in killing tanks and tough enemies. Replace it with Trinity Force if enemy team are so tanky. Almost gives the same stats as Trinity.

Maw of Malmortius
Great item against AP Burst Damage or Full AP Teams . Gives you decent stats for its price with amazing passive.

Mortal Reminder
Replacement for Black Cleaver for tanky enemies. Also gives healing reduction on your spells and autoattacks.
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Poppy's laning phase depends on short trades and poking from Iron Ambassador.
Typical short trade combo is Q+Passive.
If you have Grasp of the Undying stack it from autoattacks and then throw Iron Ambassador with it.

Poppy can get cheesed, the minions will be closer to her tower than enemies.
And it will be perfect situation to her to start freezing. Freezing is about last-hiting minions in last miliseconds perfectly, not regularly hitting minions but just... last-hiting them. It works the best in situations where enemy has less hp than you and he needs xp so much. If you don't know how to freeze anyway, check some guides on YouTube. I'm sure they will help you.
Poppy's minion wave management will be depended on matchup. The more difficult, then more closer to her tower. More easier, then more priority for Poppy.
Here you can see typical warding on topside of the map. Red are the most important which brings vision to classic ganks. Yellow are kinda situational. If Enemy has one of cheese junglers you can pretty much expect them in bushes. Example: Elise . If Enemy has a jungler that have to ramp up like Rammus or Hecarim it is better to place ward further into river. The last one in Herald is actually rarely placed but it is only against junglers with mobility, wall-passing or even invade potential like Lee Sin or Kayn.
And now...
How to deal with certain matchups?
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Aatrox here is tricky one beacause sometimes he's god and sometimes he's nothing . Take Bone Plating to counter his short-trade combo and also go for short-trades with Q+Passive. Rush Bramble Vest and your good until he buys Black Cleaver. Buy as fast as possible Sunfire Cape or Iceborn Gauntlet. And it's gg for you.

Akali is well... Akali. Her task is to trade with you with her Q and just annoy you as much as possible. Your W stops her First R Dash and E Dash. I recommend here rushing Maw of Malmortius but beacause of her laning phase, it will take some time to get there. After that Akali isn't that much of problem for you.

Literally easiest champion to kill by Poppy . Her combo is based on hitting stun with using a wall and when you just use W, it's gg for her . Rush Sunfire Cape and enjoy free lane.

Pretty easy to deal with if you bringed Conqueror rune set. Your Q max health damage shreds him . Beware of his early poke. Hexdrinker can be here good. Later on you pretty much win.

She is made to kill tanks. Beware of her lvl.1 cheese. Use W when she wants to go for her passive proc. Don't all in unless she don't have W. Otherwise you get stunned and probably killed. Rush Bramble Vest. And you are good up to late game where she just shreds everyone no matter what. True damage is op.

Not really that hard matchup. Go Second Wind + Revitalize + Doran's Shield. Do not get poked so much and rush Sheen to poke him aswell. If he comes near beacause of barrel explosion q him and try to hit E. After 6 you pretty much win I guess.

You can't win or lose this lane really. He comes with his Q at you, you either Q or W and runaway and yet he has passive that regenerates so much HP. Farm lane.

Worse version of Jax. You can W his E and you outdamage him even if you go tank. Any item will do.

Go for short trades and dodge her E with your W. You pretty much outdamage her then. Bramble Vest is a must beacause of her healing from passive.
Be careful if she rushes Black Cleaver.

Your W stops her Q. Rush Bramble Vest and Bami's Cinder and it is won lane for you. And even if she will be ahead, you just ruin her combo in teamfights.

Beware of his lvl.1 cheese. Use W when he uses his Q. Go for short trades. You pretty much win if you rush Bramble Vest up to like lvl.13, then it is just skill matchup.

Not really a popular pick but you just dominate him. I don't even have to say why ^_^ (and if you don't know, his Q)

He is a better version of Gangplank and he is AP. Go Second Wind + Revitalize + Doran's Shield to get some defense for his poking. Farm minions and grab some magic resists. You pretty much don't win lane but you are much useful in mid-late game.

His damage output at lvl.2 is insane with Press the Attack. Rush Ninja Tabi and Sheen. Your W stops his E. Farm Minions and go in whenever there is a chance. After 6 when you go full tank you pretty much win.

An armor assasin-tank. His trading and poking can be brutal and you can't do nothing to him beacause he is full armor champion (which has shield as a passive too). Your W doesn't stop his R so try to dodge it with your E. Black Cleaver and Bami's Cinder is probably only items in this matchup that can help a little. Never fight him alone. Fight him with your team.

His trading is better beacause it is magic damage and also he heals himself. Buy Executioner's Calling. If you take conqueror and scale enough to mid-late game you kill him. Do not fight him pre-9.

Same as Garen. Farm lane. If he ult you, ult him.

Abuse his early game by short-trading and rushing Bramble Vest. Also take Conqueror and you pretty much win the lane.

Abuse his early game and prevent him from stacking. Rush Sheen and poke him. You probably will take some kills but he will outscale you. Take Conqueror.

You are pretty much Ornn but better. You can stop his E and his second cast on R. Be careful of his W maximum health magic damage. It hurts. Take Conqueror. Black Cleaver is probably a must.

He is just like Urgot, Jax or Irelia. Short trades. Rush Bramble Vest and probably Ninja Tabi and you won lane. Also your W stops his E.

Her abilities are just dashes so you know. Any tank or conqueror item will do good here.

Now this is a tough matchup. Q is tough beacause of maximum physical health damage. W of his tankiness. E beacause of stun. And R beacause he can literally throw you as nuclear bomb. Rush Bramble Vest and Ninja Tabi. You win up to moment he finishes building Black Cleaver. Play with team then.

Be careful for his trading. He is primarly magic damage so better rush Hexdrinker or something like that. Your W stops his E but if his E is too close, you get taunted. After lvl.6 try to cancel his R with your R or E. Then start playing with team cause solo-killing him is probably hard.

His early game just sucks so try to cheese him. He walks up to you? Press Q and run away. You can't use E in his W. Adaptive Helm is too good for this matchup.

Take Conqueror, go for short trades, scale up. Your E cancels his Q. After lvl.6 you definitely win. You can't R him when he uses his R.

Go for short trades. Your W stops his E. Rush Executioner's Calling to reduce his primary part of his kit which is healing. After that you probably will scale up faster than him and you just win.

Even if it was popular last year ago, Tahm Kench is a strong counter to Poppy. His magic damage just shreds and his tankiness is too much for you. It is a farm lane.
IMPOSSIBLE TO KILL THESE 3. Buy Cull and farm minions under turret. You engage, you dead. All outkite you and outdamage you. Bless God you don't have them as enemies.

I will add more matchups as the time flies.
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Mid Game is probably Poppy's best phase. In this aspect of the game it is the best option to roam to take objectives or grab some kills. It can be situational but you can splitpush as well if that's the case and nothing is happening on the map right now.

When to teleport?
Teleport if:
- there is an occasion to take objective. - With you being able to help, taking dragon will be so easy.
- enemies are pushing and there is a ward in bush. - You can
- enemies are fighting with your allies.

When to splitpush?
Splitpush only if there isn't any dragon to take or enemy toplaner wants to roam other lanes. Try to take Herald. Proc sheen as much as possible on towers. If you are facing skill or easier matchup it shouldn't be a problem. If they want to fight you, you either win or run away (Or you just mess up your skills and you ded, let's hope not O_O).

How to take objectives?
While taking objectives as Poppy can be easy, you need some positioning.
If enemy jungler is taking dragon lock him up with your E or use charged R to send him away and let your jungler do the job. Best jungler here possible is probably Nunu & Willump.
If you don't have a target to stun or just enemies aren't doing drake, stand here with your W ready, as it will ground them if they use a blast cone and they won't steal dragon easily.

How to help your allies?
- Use Charged R to save your ally from enemy,
- Use W+Flash or W+E to stop dash landing into your ally,
- Roam a lot,
- Help taking objectives,
- Play as a team.
Here you can see the difficulty of fighting enemies based on terrain.
Close to the walls / Guarantee of Wall-hit = Green
Possible to Stun with E but not guaranteed = Yellow
No walls - Bad Terrain = Red

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In late game Poppy is either a follow-Uper, engager or ADC protector. It depends really on teamcomp what Poppy will become.
- No CC supports - Protector
- No CC allies - Engager
- Have Engagers - Follow-Uper

Protector - You protect your ADC from dying, such as ulting assasins or grounding them with your W, maybe also locking them with Heroic Charge.

Engager - You start the fight with stun from your E. Dead Man's Plate or Righteous Glory are good for engaging. You can also send someone away to start the madness.

Follow-uper - Charge into a battle after your ally engaged.

And with these 3 roles you pretty much end the game.
You play as a team in late game and you win if you do good.

Thank you for reading my guide about Poppy!
I hope you enjoyed it ^_^

Update log:
09.08 - Guide Created
21.08 - Added Fighting and Warding images. Fixed matchups selection, added Mordekaiser and some text overall
22.08 - Fixed some text in Abilities and edited "some Chapters" to feel comfy while reading them.

Special thanks to:
- jhoijhoi - if not her, I wouldn't even be writing these letters.
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