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Choose Champion Build:
Recommended Items
Runes: Grasp - Main
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order
Iron Ambassador (PASSIVE)
Poppy Passive Ability
Threats & Synergies
Darius
Hard to trade against, has insane armor shred, high damage and a long bleed dot. Disengage with E, play safe, don't feed him and you outscale as tank late.
Champion Build Guide
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RTO Here!
About Me I am a Peak 578 LP Challenger, North American Top Laner and Streamer representing Team Radiance, whose mission is to promote positivity in League of Legends. My main is Renekton, but I play many other champions when I am target banned. I also have an incredible amount of top lane knowledge that I want to share with you guys. Poppy is a strong, tanky top laner who excels at locking down single targets, interrupting dashes and disengaging unwanted teamfights. She's fun to play, with a mid to high skill ceiling due to her positionals. If you like this guide, make sure to check out my even more in depth guides at my new website |
Flash is your engage summoner, your escape summoner, and all in between summoner. Take this every time. There is no reason to replace this summoner.
Ignite is when you feel like you want to be hyper aggressive during laning phase. It's damage got nerfed during 9.2, so generally Teleport is taken instead. Great vs healers such as Vladimir and Dr. Mundo. Generally taken with Conqueror.
Teleport is your primary summoner in place of Ignite, it allows top laners to have great map pressure, it's used for split pushing, turning team fights and returning quickly to lane early game. Generally taken with Grasp of the Undying.
★ The main rune choice for a tanky top lane Poppy, offering you sustain in lane, extra damage based on your max HP, and permanently increasing your health - every 4s on your next attack, while in combat. |
★ Due to Poppy's passive, Iron Ambassador, she gains a shield every 16 / 12 / 8s when she throws her buckler, and picks it up. Shield Bash grants her extra resistances while shielded, and grants bonus adaptive damage, up to 2s after the shield expires. | ★ Demolish is a viable option if you want to focus on taking down turrets and their plating asap, or if you want to play as more of a splitpusher in this fast paced meta. |
★ Helps reduce damage taken during trades, and skirmishes, reducing the damage you take from a single champion for 3 of their abilities or attacks. |
★ Permanent, increased maximum health for every 8 minions that die near you, and an additional 3.5% maximum HP after 120 is invaluable for a top lane tank. Synergizes well with Grasp of the Undying | ★ Revitalize is a good option if you need the extra shielding going into a hard match up, and also gets 10% stronger when you're under 40%, potentially creating a clutch outplay! |
★ Helps your sustain in laning phase, restoring 15% of your missing HP and mana, and permanently increases your mana cap by 40 every time you consume, or sell, a biscuit. Good synergy with Time Warp Tonic. |
★ Very useful for laning phase if taken alongside Biscuit Delivery. You gain 50% of a biscuit, or health potions, health renewal instantly, and you also gain 5% bonus movement speed while under the effect of said items. Useful for sticking to an enemy for a clutch kill, or catching them off guard with an instant heal. | ★ Magical Footwear is an option as you'll be able to buy your core items quicker than having to spend gold on boots. You receive them at 12 minutes, with every takedown reducing the cooldown by 45s - can be unforgiving if you have a bad time in laning phase. |
★ If you want to go for a more bruiser top lane Poppy, you can opt for Conqueror instead, granting up to 5 AD per stack, for a max of 12 stacks - and increasing healing by 9% from all sources. |
★ Triumph can help grant you a clutch kill, or a quick escape from an enemy thinking he's secured the kill on you in a 2v1. It works in teamfights very well, contributing to the latter, and potentially allowing you to turn a teamfight. |
★ Legend: Alacrity is the best choice if you're going to try focus on carrying, and want the extra attack speed for extra damage output. | ★ Legend: Tenacity is a viable option if the enemy team has a lot of CC - hard or soft, reducing the amount of time you will be locked down. |
★ With Coup de Grace, you deal 8% more damage to champions under 40% hp. Helping you to secure a kill vs an enemy that doesn't expect the extra damage. | ★ Last Stand is a good pickup if you want to be that kind of tanky carry frontline, where you'll be in the middle of fights constantly, taking the brunt of the damage, along with AoE damage. |
★ The quicker your attack speed, the higher your damage output. No brainer. |
★ Your next two runes are interchangeable depending on the enemy match up you're against. You want more damage? Adaptive force! More AP? Take magic resist. More physical? Take armor. Want / need more hp? Take HP! |
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EARLY GAME
Poppy isn't the best at dueling, nor is she the strongest lane bully, but she can do both well. During laning phase you generally want to be focusing on CS, and trading when your Grasp of the Undying is up. Your first item, Bami's Cinder, can charge Grasp of the Undying without wasting Iron Ambassador's proc, or using mana on your Hammer Shock.
With Conqueror and Ignite, you want to be playing as aggressive as possible, taking takes with your Hammer Shock and autoing your opponent when you have stacked Conqueror. You're taking this keystone against weak matchups, you want to punish them, and snowball yourself, ignoring CS and killing your laner consistently.
Your general aim of playing Poppy early game is to get the first turret kill, along with turret plating for that extra gold and map pressure. If you're taking the first turret kill, you have a lot of map pressure available to you, allowing you to Teleport for ganks or counter ganks, or run around the map and Teleport back top when the enemy starts to siege your tower.
While you're aiming for the turret, make sure to ward your river, jungle and the enemies jungle as much as possible, you don't want to get ganked and snowball the enemy team.
At level 6, you can disengage unwanted fights with Keeper's Verdict, pushing the enemies away back towards their base, helping you escape, or you can use it to knock up an enemy and combo, if you're making the effort to try and kill them.
Once you're 6+, you can focus on pushing the wave into the enemy tower and trying to take some early plates with Demolish - if you chose to take this rune.
Help out your jungler if he comes to take Rift Herald, and secure first blood tower for your team. At this point you can potentially invade the enemies jungle, taking away vital XP, gold and their blue buff, if you're on red side.
MID / LATE GAME
The ideal times to split push are as follows -
If Baron Nashor is alive and your Teleport is available, you can split push bot lane.
If Baron Nashor is alive and your Teleport is down, you will be split pushing top lane.
If Baron Nashor is dead, and your Teleport is down, you will split push bot lane, especially if a dragon will be spawning.
If Baron Nashor is dead, and your Teleport is available, you can split push top lane.
You want to split push the lane opposite to the most important, neutral objective, if your Teleport is available. This way, you can take the majority of pressure off the objective, as the enemies will not be able to answer you solo, and they give up the objective to your team. If you know the enemies will be collapsing on you soon, you will want to spam ping your team to complete the objective as quickly as possible. If the enemies collapse on your team, you can Teleport to them to quickly reach the fight, or chunk down the enemies defenses.
Make sure you have good vision around you, so you can see enemies coming from fog of war, which you can either back off, or choose to take the fight, potentially securing a 1v2 or using Keeper's Verdict to push them back, wasting their time and allowing you to escape.
If you're in the middle of a fight, you want to be looking for enemy missteps, Flash Heroic Charge into terrain to stun them and burst them down, or push them into your team. You want to be peeling for your team, pushing away any engage and denying the enemies backline any pressure. You can use Keeper's Verdict to completely negate an engage such as a Fiddlesticks ultimate. You can flank opponents, and Heroic Charge them into your team, or stunning them against a wall if they're a high damage threat such as an enemy Vayne. Be careful if the enemy team have a Lulu, she will Whimsy you, completely negating any of your damage and essentially rendering you useless - being potentially dangerous if you have just used Heroic Charge into the enemy team. The same goes for any very hard CC such as Morgana's Dark Binding or Malzahar's Nether Grasp.
If you're interested in seeing more of Poppy, Renekton and myself, please follow my stream! I am streaming every day, and I engage with my chat consistently.
If you like this guide, make sure to check out my even more in depth guides at my new website
Please contact Mossey#6340 on Discord for guide creations
- 07/26/2019 - Published Guide.
- 08/02/2019 - Reflected 9.15 changes.
- 11/21/2019 - Updated for 9.23.
- 11/23/2020 - Updated for preseason.
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