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Runes: Phase Rush
1
2
3
4
Sorcery
Domination
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
Standard
Chilling Smite
Flash
Recommended Items
Items
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Elise
Jungler that just dominates early game. Her damage is big and she can one shot you at any time. Ward your jungle because she likes to invade as well and look for picks.
Ashe
Slows and stuns from her are very good element for followuping on your ganks.
Ideal
Strong
Ok
Low
None
Ashe
Slows and stuns from her are very good element for followuping on your ganks.

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Hello! I'm Kocykek and welcome to my guide!
What you will find here are the best viable items, runes, summoner spells and combos which will cause your
Poppy to become a carry of the team from jungle. About the guide, the entire text code was written by me and I took some codes from other guides. I will link them in credits.
Some example of my games with
Poppy jungle:
About me, I'm from Poland and I'm peaking Master player (Diamond II at the moment) who mains
Poppy with over 400k mastery points on her since the beginning of Season 10. My in-game name is now "poppy jg kekw Xd" and I play on EUNE.
I'm not a normal
Poppy player who plays only tank and protects his teammates, I like being a fighter who takes on multiple enemies which is why I also found out a damage build which is viable at this moment. If you have any questions about my guide, feel free to leave a comment. Anyway let's get into the the guide!
What you will find here are the best viable items, runes, summoner spells and combos which will cause your

Some example of my games with

![]() ![]() ![]() |
About me, I'm from Poland and I'm peaking Master player (Diamond II at the moment) who mains

I'm not a normal


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While
Poppy is theorically a tank top laner she is, in my point of view, a bruiser in the jungle.
Why so? Her decent clear, damage output from abilities and opportunity to duel anyone is insane. She became much stronger than I've expected with these new items. First of all,
Poppy has the kit that can provide so much utility and even is good at ganking and counter ganking.
Heroic Charge is good enough to stun an enemy which the mentioned immobilize effect can last up to 2 seconds.
Steadfast Presence is for gap closing and blocking dashes (we will get to that later). And speaking about dashes... How many junglers are there with them? That's why it makes counter ganking so effective on
Poppy. For example lets take
Zac ganking and you are ready with your W. Last, but not least the most game changing ability in
Poppy's kit is probably the ult
Keeper's Verdict itself which allows to kick out enemy or enemies out of fight so even if they have a carry you can just ult him out and he will be back a few seconds later. In these few seconds everything can happen so be sure to use it correctly. Finally our Yordle also has a few builds, runes or even playstyles to take on so she can't be useless if countered or behind in-game.

Why so? Her decent clear, damage output from abilities and opportunity to duel anyone is insane. She became much stronger than I've expected with these new items. First of all,










While
Poppy has many pros as I said earlier, the cons of her are:
- stoppable
Heroic Charge. She can dash to enemy but the enemy can stop it while you are casting the dash. Janna's
Howling Gale or
Monsoon and Draven's
Stand Aside for example. There are also moments where enemies blink her
Heroic Charge (
Zed's
Living Shadow,
Ezreal's
Arcane Shift,
Flash). All of these leave
Poppy in worse shape during ongoing fight since she didn't hit stun and get closer to enemy.
- vulnerable to unstoppable type abilities and surpressions:
Olaf,
Malzahar,
Warwick.
Poppy have to slow and stun enemies in order to win and she also need to move out of these immobilized effects in order to do something.
- worse on ranged matchups.
Poppy likes gap closing so she prefer to fight against bruisers and tanks, not mages and other ranged champs. Of course she can hit some abilities and autoattacks but she would hit more if they would be closer.

- stoppable











- vulnerable to unstoppable type abilities and surpressions:




- worse on ranged matchups.




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Poppy's ![]() |
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Poppy's main damage ability. You want to spam it as much as possible so ability haste is a way to go. If you manage to proc this ability 2 times you are dealing massive damage. 16% maximum health damage is huge compared to other abilities that occur in the game. ![]() |
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The ability that most champions don't like. With the cast you gain movement speed and creating aura around you that stops incoming dashes for 2 seconds. Dashes get blocked and enemies that casted them get grounded. Ground effect denies enemies to use other dash abilities as well as ![]() Passively you gain bonus resistances and even more of them below 50% hp which is amazing. Here you can see the list of all dashes that ![]() https://leagueoflegends.fandom.com/wiki/Dash |
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The game changer ultimate. It's a skill shot so you have to precisely aim at target. If tapped the enemy gets knocked up for nearly a second and you deal half a damage with it. If charged more than 0.5 seconds then the enemy gets knocked in direction of their base. The distance is based on how long was ![]() |
There are 2 ability orders that we can use on Poppy!
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1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
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Q | E | W | Q | Q | R | Q | E | Q | E | R | E | E | W | W | R | W | W |
Default skill order. Since



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These are my standard shards that allow ![]() Attack speed ![]() ![]() ![]() ![]() |
Other keystones and runes that can be viable
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Gaining bonus lethality on using ![]() |
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Omnivamp is satisfying to take on ![]() ![]() |
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If playing against aggresive invade early jungler such as ![]() ![]() |
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Getting ability haste for free is cool and all but more movement speed ![]() |
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Playing for late game? |
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Not really a popular rune but if taken you can make some interesting plays using it. Combined with ![]() ![]() ![]() |
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Hailblade Blue Smite ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Emberknife Alternative jungle item. ![]() |
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Refillable Potion You have 150 gold left and the only reasonable choice is this. You have to stay as long as possible in jungle while taking most of the camps. The best thing is that the potions refill so you don't have to buy more of them like ![]() |
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Control Ward A lifesaver for 75 gold. Grants vision in selected place that shows placed enemy wards in this area until someone destroys it or another one is placed by you. It is really important to have these since you can see the enemy jungler's position and what is his pathing is. Also useful on objectives. |

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Boots Getting more movement speed means more mobility and more mobility = more ganks and gap closing. |
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Tear of the Goddess Scaling item that goes into ![]() ![]() |
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Bami's Cinder Tank item that provides AOE magic damage. Helps in clearing and fighting. Can be built into mythic tank items. |
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Ironspike Whip It helps clearing camps. It has pretty low cooldown which can be shortened by Ability Haste. Can be also used into faster procing ![]() ![]() ![]() ![]() ![]() |
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Ionian Boots of Lucidity Useful boots because of the ability haste they give. More ability haste = faster clearing and better fighting. Also more movement speed! |
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Control Ward A lifesaver for 75 gold. Grants vision in selected place that shows placed enemy wards in this area until someone destroys it or another one is placed by you. It is really important to have these since you can see the enemy jungler's position and what is his pathing is. Also useful on objectives. |
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Oracle Lens Pretty much a nearby enemy vision detector for free that follows you for a few seconds. Useful to destroy wards of enemy laners and on objectives. |

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Divine Sunderer 20 Ability Haste 35 Attack Damage 400 Health UNIQUE Passive: After using an ability, your next basic attack within 10 seconds deals (12% for Melee / 9% for Ranged) of target's maximum health as bonus physical damage on-hit, with a minimum damage equal to 150% base AD and a maximum damage against monsters equal to 250% base AD. If the target is a champion, heal for (7.8% for Melee / 3.6% for Ranged) of the target's maximum health, with a minimum heal equal to (97.5% for Melee / 60% for Ranged) base AD (1.5 second cooldown, begins after using the empowered attack). Mythic Passive: Empowers your other Legendary items with 5% armor penetration and 5% magic penetration. |
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Dead Man's Plate 45 Armor 300 Health 5% Movement Speed UNIQUE Passive: While moving, generates 7 stacks of Momentum each 0.25 seconds, granting up to 40 bonus movement speed at 100 stacks after 3.75 seconds of moving. Momentum decays by 15 every 0.25 seconds while immobilized. Basic attacks consume all stacks on-hit to deal 0−40 (+0−100% base attack damage) bonus physical damage per stack (depending on Momentum). At maximum stacks, the target is also slowed by 50% for 1 second. |
This item combo provides enough mobility and enough damage to carry your team!
Divine Sunderer provides damage to deal with tanky targets and
Dead Man's Plate grants enough mobility to roam around the map while also gaining some burst damage.



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VS AP Abyssal Mask - This item is now kinda bad because there isn't immobilizing effect that grants more damage. However you have effect that reduces magic resist of nearby enemies so it's kinda a support item for mages in your team. Grants still magic resist and health. |
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VS AD (autoattacks,healing) Thornmail - Classic item. Great against autoattack based champions like ![]() ![]() It's also good against healing champions. Applying 60% of Grievous Wounds on immobilizing enemy. Very good against champions like ![]() ![]() |
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VS AD (autoattacks,crit) Randuin's Omen - Gives good amount of armor and even an active that reduces attack damage and critical strike damage. Also you have passive on this item and it works like ![]() ![]() |
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VS AP (better heals,shields) Spirit Visage - Increased healing and increased shielding which works on ![]() |
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VS AD (autoattackers) Frozen Heart - Good item to take because of mana, ability haste and especially armor it gives. Grants passive working like ![]() ![]() ![]() |
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VS HEAVY AP Force of Nature - Probably the best magic resist item at the moment. Also gives movement speed. Unlucky that it doesn't give ability haste. With ![]() |
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Shields on CC Winter's Approach - This item grants bonus shielding on slowing and immobilizing enemies. Grants ability haste and health based on mana. Not a bad item. |
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VS AP AND AD (scaling resistances in fights) Gargoyle Stoneplate - Pretty good item that gives a lot of armor and magic resist. Also grants ability haste which is always a nice thing. Passively you increase resistances if enemies deal damage to you and the active grants you a shield for 2.5 seconds that scales with your bonus hp. |
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VS HEAVY AD (burst) Death's Dance - Situational item I would say. Buy it for heavy AD teams because taking bleed effect is better than being burst down. Also grants movement speed and heals you if you participated in someone's takedown. |
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VS Tons of Crowd Control Silvermere Dawn - Another situational item. If you have trouble with being immobilized too much you can buy this. It's ![]() |
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VS AP Maw of Malmortius - Good against AP teams that can burst you down. You gain a shield if you take too much magic damage. |
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VS AD Guardian Angel - Good against AD teams that can burst you down. You will have second chance in fight too. |

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VS TANKS Black Cleaver - Satisfying item if you are against tanks. Shredding enemy's armor is fun to watch and also helps your teammates to deal more damage since you reduce opponent's armor. |
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Teamfighting - getting burst down Sterak's Gage - Grants a maximum health regeneration and a shield if bursted down in teamfights. The shield is increased if fighting against multiple champions. |
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Damage (% maximum health dmg) Titanic Hydra - Poppy scales with HP so this hydra will be perfect. Your attacks deal damage based on maximum hp and even your 2% of bonus health is converted to AD. |
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VS HEALS Chempunk Chainsword - Grievous Wounds is important in today's League of Legends so this item for bruisers will help against healing champiions like ![]() |
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VS TANKS Serylda's Grudge - Another item for tanks and maybe even tanky bruisers. It shreds through armor and also slow enemies which is amazing feeling if using ![]() |
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Overall Damage Manamune - A great item if you have bought earlier [[Tear of The Goddess]. It "upgrades" kinda your every ability and grants tons of AD and some Ability Haste. |
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VS SHIELDERS Serpent's Fang - Actually a good item if enemy have shielders like ![]() ![]() ![]() |
Support items
If you're behind and your team is winning try building some support items for your teammates so they can be stronger and you'll be definitely doing something useful.
If you're behind and your team is winning try building some support items for your teammates so they can be stronger and you'll be definitely doing something useful.
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Helping ADC Knight's Vow - Helps ADC that have problem with getting bursted down or so. A bit of his damage taken is transfered to you instead. |
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Teammate's additional damage Zeke's Convergence - gives bonus damage to asigned teammate after you immobilize someone. |
BOOTS
Full item set code if anyone wants to import:


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Combos are part of League of Legends of every champion so let's see possible combos of
Poppy.


How to do combos?
I know this instruction image can be a little hard to read from so I'm gonna explain here:
I know this instruction image can be a little hard to read from so I'm gonna explain here:
Basic combo on
Poppy is...


...and in this one combo you can add more abilities and damage sources:

Use it to engage into fight earlier so enemy can't expect and react to it. Also used to gap closing.

1. You use it at the start to gap close enough or to make enemy don't dash.
2. You use it at the end to gap close if enemy ran away or to block a dash so enemy can't escape.

You use it after you hit someone with


1. You use it after autoattack after you stunned enemy with



2. You use it at the end to either gap close enemy again or stack


You use it to extend fight and deal damage.

Use it to maximize your damage potential in combo.
And basically you use combo based on situation you got in and how much damage you can put out.
I hope you understand "Combos" section. If you don't, feel free to ask me questions.

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Poppy has 3 pathings that are viable at the moment.
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Default jungle pathing

I love it because it's very easy way to hit lvl 4 around 3:25 and outduel some junglers at the river while maybe taking first blood. While I like this pathing you can actually lose crab and eventually two of them if enemy jungler is early game based and you are meeting each other at river.
Alternative: Try to see where enemy jungler is starting and start the opposite buff that he's doing. In this case if enemy is early game jungler he won't duel you and take your crab since you will be on other sides. Gank mid or bot then instead of mid or top.
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Aggresive early pathing (Blue side only)

If you want to play aggresive early game you have to be on blue side. Enemies won't expect you ganking while they will be still level 2. You can waste their summoner spells or grab a kill and any of these is advantage on your bottom lane side. Best if enemy adc and support are immobile. Then go back to river and grab crab. Disadvantage can be on your side if enemy jungler decides to invade your whole blue side. Ward it as late as you or somebody can or pray that jungler is also starting red and going normal pathing.
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Invade pathing

If playing against junglers that need to scale up you can use this pathing. Who says


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Clearing as ![]() ![]() ![]() Start clearing with E + Q + Passive ( ![]() ![]() ![]() ![]() ![]() ![]() |
![]() Typical engage on jungle camps. |
![]() Alternative early engage on jungle camps. |
Example of clearing:

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Warding is an important part of the game. Without it it's just a hide and seek on Summoner's Rift. Placing
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Here is early to mid game warding. Beacause of low mobility and laning phases there won't be that many wards to place, just the most important. If enemy jungler is on second river it's a chance to place a ward deep in their jungle whether it's blue buff side or red buff side. Why deeper? Because it will even earlier alert what is their jungler's pathing and what lane he will be going to help.
As late game is getting closer with every minute in-game the wards are becoming more important than ever. Giving vision on objectives and single targets on enemy team is a key to victory. The thing is that your team needs more of them.
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Here is late game warding. You can pretty much say that there are too many wards but hear me out. Of course it won't be possible to ward every single area on the map and it won't be possible to see enemy 24/7. That's why there are more places to ward. If enemy sees your ward in the same place a few times he know that this exact same place will be warded so he won't bother to go there or just bait your team with his game knowledge. So placing wards in other places as I show on the images above is pretty good. Vision on objectives are the most important after all.
Clearing vision is part of the warding too.
Clearing vision is part of the warding too.

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Ganking is an important part of junglers and ![]() ![]() ![]() ![]() Before we start - bot ganking is the same as top but I used only top images because it makes no sense to make bot as well while they are almost the same but upside down. |
Top and Bot:
Example of ganks using
Steadfast Presence to block dashes:
1. From river Typical place to start a gank from junglers. Do it if enemy lane has prio over your ally or allies. Easy to set gank if so, if you show up enemy will start running away to walls which you can use to set ![]() ![]() ![]() Now what if enemy doesn't have prio? Well... now you have to follow up your teammate's stun or any immobilize effect or just be quick enough to gap close enemy in 2 or 3 seconds after showing up. Followuping is easy but gap closing can be hard don't worry if you have ![]() ![]() |
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2. From behind If lane is even you can try this route. You will have better gap closing than the one from river. Same methods as previous tho. |
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3.From lane bush You can try going around into the bush on lane to surprise enemy. Works the best if enemy laner or laners are aggresive like ![]() ![]() |
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4. Dive If lane is winning you can try to dive enemy since it's very easy in these kind of situations where enemy just stands under towe because he can't do anything else. You have guaranteed stun on enemy. |
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5. Hexflash If you somehow took hexflash you can try this route. Go into enemy jungle and start channeling here to here. Enemies won't expect that. |
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6. Countergank Enemy jungler ganking? Stay in bush or river and ping your teammate to come here. Stun someone and if someone has dashes then you know, use ![]() |
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Mid:
1. From any bush Typical gank pathing but too hard to make it work since you need gap closing. |
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2. Around terrain Better gap closing. |
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3. Hexflash Enemies won't expect where you came from. From enemy raptors to mid. Since ![]() |
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4. Hexflash + Dive Dives are very good if playing as ![]() |
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Example of ganks using

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How to gank specific champion with














































































































































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Objectives are very important buffs for your teammates since they can singlehandly change games. For drakes I would say the worst one is Cloud since your faster ![]() When you hit level 6 you should start thinking about them. Prioritze them over ganks. Taking objectives can be really easy and hard. |
Easy because
Keeper's Verdict allows to knock out the enemy jungler at any moment so you can take the drake without the enemy jungler at this area. Also if you have good teammates they will follow you and together take the drake or herald.
Hard because enemy team have
Cho'Gath or
Nunu & Willump that can easilly steal the objective. Enemy team can also put you on main focus and kill you.
You can either do objective (drake, herald) by yourself or with teammates.
While at objective use
Oracle Lens or
Control Ward to detect nearby enemy wards and destroy them to keep enemy team without vision on important part of the map.
Taking objective if enemy jungler is alive can be risky since he can steal it with
Smite...
...or can he?
You can stand in the back of the pit and use perfectly timed
Steadfast Presence to not allow any dashing junglers to come through. It even works on blast cones which is another good thing. Blast cones are as well on baron side.
About stopping blast cones and dashes on objectives with
Steadfast Presence:
On drake it works the best against enemy on blue side.
On baron it works the best against enemy on red side.

Hard because enemy team have


You can either do objective (drake, herald) by yourself or with teammates.
While at objective use


Taking objective if enemy jungler is alive can be risky since he can steal it with

...or can he?
You can stand in the back of the pit and use perfectly timed

About stopping blast cones and dashes on objectives with

On drake it works the best against enemy on blue side.
On baron it works the best against enemy on red side.
If you want to take baron it's the other way around, you can't just take it like that. It's too easy to predict. You have to make pressure:
- take enemy inhibitor which will cause minions to push.
- catch their jungler causing enemy team to 4v5 during his respawn time.
- sacrifice your splitpusher if you have one - bait enemies, take more towers or inhibitors, either way if you have
Jax or
Fiora as your splitpusher enemies won't know what to do, most likely they will back just to kill the splitpusher while you can easily take baron.
The most important: Remember to check how much damage does your
Smite in order to take the objective perfectly, sometimes you can get the objective stolen by rare occasion or you can get outsmited. Better to be secure.[/td][/tr][/table]
- take enemy inhibitor which will cause minions to push.
- catch their jungler causing enemy team to 4v5 during his respawn time.
- sacrifice your splitpusher if you have one - bait enemies, take more towers or inhibitors, either way if you have


The most important: Remember to check how much damage does your


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Around the time that baron appears, game heavily relies on teamfights. Teamfights allows to grab objective, some towers and inhibitors or even to win the game.
In teamfights you should think what is the best playstyle for you and your team as
Poppy .
If you have a chance at catching someone, do it and your team can followup while you will be the engager.
If your team has engagers, you engage after them. For example you have
Malphite who's ultimate is probably the strongest ability to engage that can knockup up to 5 enemies. Engager will probably target their carry as well so you are here to stun her even longer in order to win the teamfight.
If you have a carry that needs to be protected, do it. Blocking assasin dashes are satisfying for ADC and hypercarries since they feel safe and they do a lot of damage if not focused.
You can flank in teamfights which can lead to either amazing plays or your death because you don't know what awaits on the other side if you have no vision or maybe enemy team is just baiting you. Teamfights doesn't always have to be 5v5. There can be a 4v4 teamfight where your splitpusher will push enemy base. Or maybe there is a splitpusher on enemy team? Then focus him first and then force a 5v4 teamfight. Best if teamfights occur in jungle because on lane there is like 50% to hit
Heroic Charge.
In teamfights you should think what is the best playstyle for you and your team as

If you have a chance at catching someone, do it and your team can followup while you will be the engager.
If your team has engagers, you engage after them. For example you have

If you have a carry that needs to be protected, do it. Blocking assasin dashes are satisfying for ADC and hypercarries since they feel safe and they do a lot of damage if not focused.
You can flank in teamfights which can lead to either amazing plays or your death because you don't know what awaits on the other side if you have no vision or maybe enemy team is just baiting you. Teamfights doesn't always have to be 5v5. There can be a 4v4 teamfight where your splitpusher will push enemy base. Or maybe there is a splitpusher on enemy team? Then focus him first and then force a 5v4 teamfight. Best if teamfights occur in jungle because on lane there is like 50% to hit

You can knock somebody or multiple people out of fight using ![]() If you are fighting in the jungle you can stop enemies from blast coning. |
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Poppy as every jungler must know how to play against specific matchups. Let's take a look into them!
Amumu Matchup difficulty | |||||||||||||
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Summoners | Recommended items to build against | ||||||||||||
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Ekko Matchup difficulty | |||||||||||||
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Summoners | Recommended items to build against | ||||||||||||
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Right now
Ekko is one of the most reliable champions, he will scale up no matter what. His early game is bad so he won't try to invade you and you don't have to worry about your camps being taken. Early on you outdamage him but he's a ticking bomb that blows up sometime in the game. You can block his flip on E, you don't block his blink tho keep that in mind. In teamfights don't waste your
Keeper's Verdict on him, he will just R back. If stunned with
Heroic Charge it's an easy kill since he's squishy but be careful if he's not focused by anybody. Magic Resist items are recommended.



Elise Matchup difficulty | |||||||||||||
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Summoners | Recommended items to build against | ||||||||||||
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Annoying jungler to play against. She will try to invade you as much as possible because of her early game damage. Ward your other side of the jungle. Don't fight her if you somehow met each other, she's better early and will gank more than you. Buy more
Control Wards in order to minimalize her early game power. You bring more utility and damage in late game which is better in teamfights. She will try to focus first target or your adc. She can also flank from behind so watchout for that. Magic Resist items are recommended.

Evelynn Matchup difficulty | |||||||||||||
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Summoners | Recommended items to build against | ||||||||||||
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Fiddlesticks Matchup difficulty | |||||||||||||
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Summoners | Recommended items to build against | ||||||||||||
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Gragas Matchup difficulty | |||||||||||||
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Summoners | Recommended items to build against | ||||||||||||
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Pretty weak jungler in current meta. Compared to mid and top
Gragas he lacks damage at the beginning which allows us to outdamage him early on. His ganks pre-6 are weak and are easily counterable. You can block his E. He will powerspike with hitting lvl 6 and buying
Night Harvester. On objectives he needs a team to help him. He can engage into fights with
Flash + E and if not, he will followup someone from his team. His ult can be gamechanging like yours since it can seperate your entire team. Pros is on your side since he can miss more abilities. Magic Resist items are recommended.



Graves Matchup difficulty | |||||||||||||
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Summoners | Recommended items to build against | ||||||||||||
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It's a melee ranged champion that wants to invade and will take advantage of his kit. Try to finish camps as fast as possible. If you are feeling something about his invade buy
Control Ward and put it in your jungle. If dueling with him it can go either way, you outdamage him or he outkites you. You block his E which can probably stop his armor stacking as well.
Graves takes
Fleet Footwork and has so much lifesteal with it so better buy antiheal, lock him down or run away. In teamfights you ruin his potential as you remove his mobility. With your
Steadfast Presence and armor items he can't do anything.




Hecarim Matchup difficulty | |||||||||||||
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Hecarim is at the moment one of the most popular junglers. He excels at both: clearing and ganking. If you meet him at river and land a stun you outdamage him early on which puts advantage on your side. He will buy armor penetration items such as
Divine Sunderer and
Black Cleaver but if you snowball fast enough you can win really easily. I didn't really see a problem with him. You block his E. Armor items are recommended.


Ivern Matchup difficulty | |||||||||||||
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I hate playing against him. Even if he builds support he deals damage. At the start be careful about your other buff because it can be invaded and taken from you. You can take crab freely and you outdamage him early on. However as the game progresses he will give more and more shields to his allies while rooting enemies.
Serpent's Fang is very good in this matchup. He will stay in the back protecting teammates so try to flank. Damage items recommended as you aim to one shot this tree?

Jarvan IV Matchup difficulty | |||||||||||||
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Jarvan is really easy matchup. You can easily block his predictable E+Q combo which is his main engage tool. It works both in duels and teamfights. Another pro is on your side since you can stun him into his own wall. Any item will do.
Karthus Matchup difficulty | |||||||||||||
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I'm not sure when did
Karthus became so overpowered. Like really. His early game is good and he can even outduel you (it's 50/50). However he doesn't provide any hard CC and overall he's squishy.
He powerspikes after lvl 6 and
Liandry's Anguish that makes him a beast. After getting his core item you can feel the overall change of game. His impact will be huge. Try to win game as soon as possible, he's a ticking bomb that will oneshot your entire team. Magic Resist items are recommended.

He powerspikes after lvl 6 and

Kayn Matchup difficulty | |||||||||||||
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Kha'Zix Matchup difficulty | |||||||||||||
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Extreme threat. His jungle pathing is standard one. One thing to note: He outduels you at every point in the game. Even if you are ahead and you have a lot of resists you can still lose to him. This champion is just broken. You can block his E but that doesn't stop from dealing huge damage from his Q for no reason. In teamfights he will probably have
Edge of Night so blocking E isn't viable unless one of your teammates destroy shields. He will look for flanks and try to assasinate squishies. If you will come close to him he will use invisibility but try to CC him as long as possible if it's possible.

Kindred Matchup difficulty | |||||||||||||
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Kindred is ADC in jungle basically. She has usual pathing as always but will try to invade marked camps if it's possible.
Control Ward somewhere in your jungle is good. Early on she can kinda outkite you but later on it's easy as you block her dash and she has no mobility. Buying AD items or stacking armor is recommended.

Lee Sin Matchup difficulty | |||||||||||||
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You could say this is a rengar-type matchup. His early game is good but he falls off really quick.
Lee Sin has a potential to invade you so better ward your second buff or just other side of the jungle. If you get into a fight with him, you can easily block his
Resonating Strike and
Safeguard dash. Stopping his dashes while taking objectives is really satisfying since he can't steal drake or baron with
Smite. Doesn't matter if you go tank or damage build it should be really easy, as I said
Lee Sin doesn't really do damage in mid-game to lat-game. Just incase be careful of insecs that can put your teammates in danger.





Lillia Matchup difficulty | |||||||||||||
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Lillia is a not a hard matchup. She's a bruiser that you can't catch but she lacks damage. Early on if you hit your stun you should outdamage her but if you somehow miss you will get outkited. Her bonus movement speed on Q is really annoying and you really can't catch her. She has better ultimate that asleeps all enemies affected with passive so beware of that. She also has true damage but most of her kit deals magic damage so Magic Resist items are recommended.
Master Yi Matchup difficulty | |||||||||||||
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Kinda easy if your team has CC in your team. Early on he doesn't have damage and you probably outduel him. He will powerfarm. From mid to late game I hate this champion, he literally just rightclicks anybody to death. Luckily we have stun on
Heroic Charge that can stop him or we can get him out of ongoing fight with
Keeper's Verdict. If your team has crowd control it shouldn't be a problem but if no you should focus him always. AD and Ability Haste to spam
Heroic Charge recommended?



Nidalee Matchup difficulty | |||||||||||||
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Very easy matchup at every point of the game. You win every duel against her. Using
Steadfast Presence on her W dash is just a sign of a won fight. She will start with her spear as always and need to engage but she can't. Blocking dash denies her to do full damage combo. Can be a little annoying with her far away spears and heals in fights but other than that it's really easy. Magic Resist items are recommended.

Nocturne Matchup difficulty | |||||||||||||
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Not really viable in the meta now. Since the preseason I haven't seen problems with
Nocturne. He's an early game champion and well... he falls really quickly. He will try to fight you and while you are stacking armor he will not do any damage. Beware of fighting him early so mid and late game are easier for you. In teamfights he will R your carry but he's easily stunned and kited. Armor items recommended.

Nunu & Willump Matchup difficulty | |||||||||||||
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Interesting and at the same time unique matchup. First of all he will do his blue and red site and start ganking all around the map. He isn't really a hard matchup but just beware of his ganks that could impact the whole game. Also important about Nunu, they will force objectives! From the moment of dragon spawns you should ward it immediately. On fights he's easy to kill and in teamfights he serves as a engager. Just be careful if he snowballs early game. Magic Resist and Armor Shredding items recommended.
Olaf Matchup difficulty | |||||||||||||
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Was the worst enemy to exist for
Poppy. He's better at every early skirmishes than you. He can invade you in jungle and if he will, he outduels you every time early on. Your slows on
Hammer Shock and stun on
Heroic Charge won't work because he's immune to CC on his ultimate. Not only that he has also true damage which ignores your armor against him and he heals a lot. I would say gank your teammates a lot so they can pressure and win lanes.
Olaf is not a scaling champion and loses to kitness in mid-late game. You will outdamage him later in the game. You provide CC and he does not. Just try not to fight him straight ahead in early game.




Rammus Matchup difficulty | |||||||||||||
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Typical play style to
Nunu & Willump. He will do his both sides and gank around the map.
Rammus doesn't clear that fast so you can invade him. He wants to snowball early and be an engager and peeling tool. He can't really fight without team so take advantage of that. In mid-late game he will have tons of armor so better to have some shredding items like
Black Cleaver. If bought there should be no problem in fights but he will go in teamfights for your carry and tank all the damage if armor penetration is not a such thing in your team. However he can't do anything while stunned.



Rek'sai Matchup difficulty | |||||||||||||
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I don't know what this champion does but I win mostly against it. Try to avoid her early or call for help from your teammates. After 6 you probably outdamage her. You can block her E that is creating a tunnel in some direction. After stunned she can't really do anything but her true damage if she has maxed fury can hurt. Anyway she's easily focused and outkited by your team unless they don't think. You can easily peel your adc from her or just engage onto her. Easy matchup. Armor items are recommended.
Rengar Matchup difficulty | |||||||||||||
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An assasin easily countered by one click ᕦ( ͡° ͜ʖ ͡°)ᕤ. Matchup against him is very easy, I could even say it is a free win but you don't want to understimate him. He's an assasin with no escape and pretty good early game. Beware of his early fights with bushes close to him, of course you can block his leap from it using
Steadfast Presence early on but he really win fights abusing these bushes from his passive
Unseen Predator. Anyway his dmg output decrease over time beacause of: Riot removing the active on tiamat that
Rengar players were using and your
Steadfast Presence. When he gets 6 you can also block his ult
Thrill of the Hunt. He will look for opportunities to assasinate someone on solo area so you want to stick to your teammates, in this case he can't do anything unless he builts
Edge of Night but well you stun him after his engage anyway. Remember, he has no dashes so he can't escape after he leaps on someone.
Control Wards are pretty useful here for showing his position, even during his camouflage on ult. Any item will do you if you know how to counter Rengar with W.







Sejuani Matchup difficulty | |||||||||||||
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She's like
Rammus I think. Her clearing is standard and she will be helping her team because she isn't really a duel herself. You outdamage her in fights and you block her Q dash. Beware of her engages with ult or Q +
Flash. She will be really tanky in late game so
Black Cleaver is recommended as well as Magic Resist items since she does %max hp damage.



Shaco Matchup difficulty | |||||||||||||
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Shyvana Matchup difficulty | |||||||||||||
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She isn't really that popular now. She has standard pathing and decent early game. Shouldn't be a problem since she doesn't provide any CCs. She can't spam and can't deal a lot of damage as some time ago. She has to buy 4 items first before she can send nukes. On teamfights she rather focus your carry and can be easily stunned. Don't let her take any dragons because they make her tankkier. Try to end game fast and Magic Resist items are recommended.
Skarner Matchup difficulty | |||||||||||||
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Another tank in jungle.
Skarner doesn't really aim to be carry himself but rather plays with his own team. He has standard pathing and will try to look for picks and hit lvl 6 as fast as possible. You outdamage him at every point of the game but your ults are pretty much the same and can change the game. He will focus your carry so it's easy to predict that he will run straight forward for him which allows us to stun him or knock him out. If he's tanky you can buy armor shredding items. AD and Armor items are recommended.

Trundle Matchup difficulty | |||||||||||||
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He has standard pathing and very good early game. He removes your AD at duels with his Q and it's so annoying because it removes your damage output. Avoid him at the beginning and play for mid to late game. He will aim to snowball early and if he'll do it successfully it's really doomed because he'll outduel anyone. He can steal your resistances and become a tank himself for a few seconds and it really hurts. You can't really win 1v1 against him so play with team. Later on one stun on him with v
Heroic Charge in teamfight is probably enough to let your team oneshot him. AD and some armor items recommended.

Udyr Matchup difficulty | |||||||||||||
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VI Matchup difficulty | |||||||||||||
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Volibear Matchup difficulty | |||||||||||||
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Early game champion. You can't fight till you get your first mythic item. He has standard pathing and you can't outdamage him early. He just procs
Press the Attack and wins fights. Try to scale up and look for picks.
Volibear will pressure early game. After
Divine Sunderer you outdamage him. In mid game he's easily kited. He's also vulnerable to CC so stunning him with
Heroic Charge is very good, especially in teamfights where he tries to focus your carry and you just peel for him. Armor, AD and healing reduction items recommended.




Warwick Matchup difficulty | |||||||||||||
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Good early game. He will go with standard pathing and if you somehow meet each other then
Warwick outdamages you hard. He's created to gain advantage of his early game. Try not to fight him without team. His magic damage and overall healing from his kit is busted on the beginning. He can solo dragon at lvl 5 so beware of that and try to ward it around the time it spawns. Overall in midgame his damage really goes down and your at the better spot unless he snowballed hard. Play safe early game and you are good to go. Healing reduction and Resistance items recommended.

Xin Zhao Matchup difficulty | |||||||||||||
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Matchup similiar to
Vi. He has better early game but you have better scaling. After
Divine Sunderer you easily outdamage him. You can block his E and in teamfights he will focus your carry so block it.
Xin Zhao can put a lot of damage so beware of that. Not a hard matchup. Armor items are recommended.




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Ashe Great follow up on gank with her slows and stun on ![]() |
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Camille She plays with a wall as well so you can help each other with hitting abilities. |
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Karma Getting movement speed with built-in shield helps in engaging on targets. Also she can root and slow so ganking her lane is easy. |
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Zilean He can place a bomb on you when you engage, he can boost your movement speed and even guarantee your safety with ![]() |
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Orianna She can have a ball on you, boost you, get you a shield and even use ![]() |
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Ornn With ![]() ![]() |
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Kayle You can peel her and she will give you free win. Also can speed you and even save your life with her ![]() |
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Yorick Easy gank since you can ![]() ![]() |
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Anivia You can ![]() |
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Morgana She can give tons of CCs and even shield you from incoming ones. |
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Yasuo He rarely R your R and even without asking steals your jungle camps. |
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Yuumi Worse ![]() |
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Veigar You can somehow ![]() |
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Swain If you somehow stun an enemy with ![]() |
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Singed Doesn't do that much damage in this meta and sometimes can even ruin your combos. |
Thanks for reading my guide! If you have any questions feel free to ask them! ^_^
Credits to:
- jhoijhoi
- Katasandra
If not them, well I would have been stuck without images and all.
- Poltergeisz
for creating a wonderful art that I edited and used on every header.
- Bruntta
for creating a beautiful Astronaut Poppy art that I used.
![]() |
Credits to:
- jhoijhoi
- Katasandra
If not them, well I would have been stuck without images and all.
- Poltergeisz
for creating a wonderful art that I edited and used on every header.
- Bruntta
for creating a beautiful Astronaut Poppy art that I used.
![]() |
![]() ![]() |
[12.12] No dashing around! - Diamond Poppy Jungle Guide
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