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Recommended Items
Runes: Spellbook Tree

+9 Adaptive (5.4 AD or 9 AP)
+2.5% Movement Speed
+65 Base Health
Spells:

Flash
Heal
Items
Ability Order Classic : Start E - Q / Max Q E W

Iron Ambassador (PASSIVE)
Poppy Passive Ability
Threats & Synergies
Threats
Synergies
Show All
Extreme Threats

Shaco
Shaco is your number one fear. Not as a Jungler. As a Supp. This counterpick is worst than anything you can imagine, since he just has to put his boxes near walls and it will auto-cancel your E when you go for a stun, and fear you near your ennemies on top of it. You have no answer, since you cannot see not hit his boxes often enough to clear all the ones he sets up.
And thats without mentionning his invisibility, AP or AD build, clone, all those things making it even worse to go into him. Ban him, dodge him, or start red trinket, play safe, farm and roam. This is my perma ban, you have no counterplay if he actually knows his champ and yours.

Tristana
Tristana is the G.O.A.T. The Yordle Botlane will absolutely destroy any target once you reach lvl 2. Her follow, mobility, and damages on time with her E are everything you can dream for to finish your opponents, and she snowballs like crazy.
Synergies

Tristana
Tristana is the G.O.A.T. The Yordle Botlane will absolutely destroy any target once you reach lvl 2. Her follow, mobility, and damages on time with her E are everything you can dream for to finish your opponents, and she snowballs like crazy.
Champion Build Guide
Salutations everyone!
Welcome to this humble Poppy Encyclopedia!

Demacia Vice Poppy by Meduza (@lVleduza on Twitter - Formerly Te4moon)
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❂ To whom is this guide adressed ? ❂
To the people looking for a pocket pick botlane, to the aggressive support players that want a pick to climb to gold, plat or even diamond, to the people that want to learn Poppy, and finally to Poppy players that are looking to perfect their knowledge of her capacities.
This guide's objective is to make a full inventory of everything a good
You can click directly on those title to skip to the dedicated part :
The guide will be filled with clickable spoilers like this one, gorged with more detailed infos. Don't miss those :
SPOILER EXEMPLE : the builds and runes that i recommended are not mandatory↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑
So, dear Demacians,
Do you play Support, but also want to have fun?
Do you like All-in laning and peeling your team forever from assassins?
Do you like maintaining drake control, yeeting gankers back to their base, and one-shotting ADCs, Mages or Supports alike?
Do you like bullying the river crab, and pressuring Jungle, Bot, Mid, and drake, until people start to see you in their sleep?
And most importantly, do you like to dive?
Welcome to the Poppy Support Squad.
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Poppy Support, Keeper of the ADC ★ DEMACIAAA: Tanky hard-engage and Dive-machine. ★ You.Sit.: Lot of CCs. ★ Bonk: Very good Early Game with insane base damages on MaxHP. ★ Up you go: Great teamfight and game changing R. ★ Nope: Anti-dash peeling ability. ★ Fool me once: Snowballs really well. ★ Mine: Very good roam potential and drake control. ★ Pocket Poppy: Exotic pick that people are still not used to play against. ★ Early hammer: Struggles late game. ★ Melee champ: Need to kill fast or she'll get poked by ranged match-ups. ★ All in champ: You're permanently one bad E away from losing the game. ★ Game-changing: Has to choose every fight between locking a target or peeling allies, which often ends up deciding the outcome of the battle. |
why the hell would someone play poppy support?I hope this guide will help you to do just that.
Let me start with the basics:
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★ Know your Alright, here we go! This section is for people that are new to playing Poppy Support, it will cover her spells and basic identity as a champion. Important details worth noticing for experimented players will be highlighted like this. |
▲ Base stats (Last updated: patch 25.20):
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Health 610 – 2480 Health regen.(per 5s) 8 – 21.6 |
Mana 280 – 960 Mana regen.(per 5s) 7 – 18.9 |
Armor 35 – 120 Attack damage 60 – 128 |
Magic resist. 32 – 66.85 Move. speed 345 |
Attack range 125 (Melee AA) 475 (Ranged AA) Crit. damage 175% |
▲ Abilities
The ability levelling order is on a detailed section dedicated to it.
-I advise you to read the full abilities before focusing on what I comment about it-
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| Passive (P) - |
Around every 10 (16/12/8) seconds, your first AA (Auto-Attack) on any target will be a ranged AA where Poppy will throw her shield on the ennemy.
It is still coded as a melee attack for the on-hit effects. (For exemple, it will one shot
This empowered AA will also deal 20-180 bonus AP damage. The shield then falls on the ground. Step on it and it will shield you at 13/15,5/18% of your Max Health for 3 seconds. If an ennemy steps on it first, it will disappear before you can take it. If your AA killed its target, the buckler directly comes back and shields you for the same amount Captain America style.
As a Support, the
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| Q - |
Poppy slams her hammer in melee range, damaging and slowing all ennemies inside a small zone. The impact explodes shortly after, damaging the remaining ennemies a second time. Both hits are dealing 8% of targets's Max Health. which means a Q hitting twice will take at least 16% of the ennemy's HP, plus the AD ratio, and the CD is very short. This is enough damages to go full tank and still 1v1 carries in Midgame.
You probably guessed it: most of your damages comes from your Q, that's why you will always max it first when levelling your abilities. It's also cheap in mana and usefull to kite, but Poppy lacks mana in general so be carefull not to spam it too much.
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| W - |
The dash cancel cannot be procked twice on the same opponent, and it does not cancel blinks or ennemies that are unstoppable or untargetable. Spellshield items such as
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| E - |
Poppy charges at an ennemy she selected while pressing E (Point-and-Click ability). She carries the foe with her on a short distance, damaging him on impact. If she hits terrain (regular or created one such as
When she E's an ennemy that is on the other side of a terrain, Poppy will dash through it.
When she E, as long as Poppy didnt touch her target and didnt began to push it, it can still flash or blink away, even if the E will already be used and on cd.
This ability can easily cancel dash just as well as W if you use it at the right timing.
A good Poppy will never forget than her W on CD does not mean ennemy dashes have no counter.
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| R - |
Two spells for the slot of one !!
★ The DoubleTap
Poppy can tap the R key quickly to damage and bump airborne all ennemies that in melee with her, the hitbox starting a little behind her shoulders, so with the right angle you might actually be able to hit ennemies that are behind you. It's a huge follow up to your basic E Q combo, that can chain CC and allow an instantaneous take down on a dangerous opponent. It's also a very easy set-up for the ult of the super-popular samurai we all love,
★ The Threat-Yeeting
Poppy can also maintain the R key to channel a different ult acting like a projectile. It takes at least 0,5 seconds to charge that second R form, and the key can be held for up to 4 seconds in total before the spell cancelling itself if not released. Releasing it will shoot a linear wave of rocks that throws the ennemies hit back towards their base on a very long distance, effectively getting them out of the current fight. If you change your mind and dont release the ult, your spell will then only have 30 seconds of CD.
You can also cancel the channel faster and before the end of the 4 seconds by pressing B at any given time to trigger your backing animation, and it will still count as a 30 seconds cooldown.
There is an entire section of this guide dedicated to the mechanics of this ultimate's long version, you can find it here.
In late game, if you use this ability correctly, it's propably one of the most game-changing ultimate in the game, transforming a doomed 5v5 into a easy 5v3 wipe for your team. People tend to underestimate it and not pay attention to the channeling
▲ Conclusions
Poppy's peeling kit is one of the best you can find, while also being very offensive and allowing you to hard engage extremely well. Overall, she's an insanely versatile champion that can shine on very different ways depending on your playstyle.
You can also see that all your spells can CC and deal more damages if you use them at max efficiency. Being successful in lane means managing to hit your E stun, hit both Q, and cancel dashes as often as you can to deal as much damages as possible. Practice a lot to learn the utilisation pattern of dash users in Botlane.
I described a lot of countering mechanics on the Threats and Synergies pannel, at the top of this guide. Feel free to check it out, there is a lot to learn for inexperienced Poppies!
Dragon Trainer Poppy by monorirogue
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!!! IN SOLO Q, BEST TO BE USED ONLY IN EMERALD OR HIGHER RANKS !!!
The best possible Runes for Poppy Support in the current Meta, and it's not even close.
That being said, this build has the massive downside of making her rely a lot on her team and her ADC to be successfull. It's undeniably better than the other two, by an unreasonable margin, but it's also a Build that scales in efficiency with your own capacity to use both active items and all of available Summoner Spells fast and well.
Those two reasons makes me heavily advise you to use the second build instead (Tank with Aftershock and Demolish) if your rank is Platinum or lower. It's especially true if you think that your teamates are not reliable enough, or if you don't feel comfortable enough with League to go with this infinitely high skillcapped key-stone possibilities.
In-depth Explanations for utility runes
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IN SOLO Q, BEST TO BE USED FROM IRON TO EMERALD
This build is the more traditional approach of a Full-Tank Poppy Support. I've played this playstyle for litteral years, and I'm very confident in saying that it's never been as effective as it is right now. It heavily relies on Movement Speed and gold generating in early and midgame, hence the CRUCIAL importance of rushing Symbiotic Soles and running Demolish in your Runes Tree.
The logic behind this build is to be able to facilitate as much as possible your snowballing to reach midgame as strong as you can, and able to fight head-on 1v1 with laners. It's designed to utilize Poppy's raw damages without building more, and be tanky enough to decide when a fight starts or not. It's heavily aimed towards Solo Q and relying on yourself more than your team, to seize control out of the nine other players in your game.
In-Depth explanation for Tank runes
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Explanations for the damages build runesThis is your go-to in most cases. The logic behind it is to level up your E at level 1 to be able to stun and engage, then max out your Q first to maximize your damages, since both Q have time to hit even on a lvl 1 E stun. Then, you're just looking to max E to keep stacking your damages, and finally W to reduce its cooldown, as it's extremely effective in late-game.
Two variations are possible from this start, each depending on ennemy team's composition and the game state:
1) Swapping Q for W at level 2, but still max Q first, then E, then W.
variation 12) Swapping the Max-levelling order: First Q, then W instead of E, then finally E.
variation 2As you probably guessed that you can combine both variations, to go for W level 2, then max out Q, W and E, for games when countering dashes is clearly your main focus the whole time.
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UTILITY SPELLBOOK BUILD
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TANK AFTERSHOCK BUILD AND ASSASSIN HAIL OF BLADES BUILD
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OR
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In-Depth explanation for the summoner spells
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Option 1 - Core Utility Build Emerald or Higher This defensive build is doing absolute wonders at high elos or in five-man stacks, as it allows |
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Option 2 - Core Tank Build Any Elo This offensive build relies heavily on Movement Speed to take over the game before the end of laning phase. It heavily takes advantage of the synergy between |
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Option 3 - Core Assassin Build Any Elo This is the classical assassin build relying on the It's for the same "Supports" that play No ennemy can hurt your ADC if all ennemies are dead, right? |
֎ It would be an absurd lie if I pretended that they were. ֎
Don't worry though, the in-depth section below will help you choose your own build if needed.
First, this TLDR spoiler will show you all the items you might want to choose from.
TLDR : Poppy Support Current Items↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓
Spellbook items Build - Step by Step
Aftershock items Build - Step by Step↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑
My personnal thoughts on every item I can think of that would have a rightfull spot on
Detailed section : how to dress properly
Swapping A very underestimate stategy to adopt in late-game can actually be to switch your Support Item to one that fits your late-game role better. As you'll see in the Gameplay Part of this guide, a Tank To accompany this change of gameplay, know that the game allows you to sell your Support Item to buy another one instantly without having to stack the gold again. Playing with this mechanic, we can obviously consider switching from the ultra aggressive in early game |
And that concludes our part about items !
Let's now go to the main topic of this guide, how to actually play our beloved

Ruined Poppy by Unknown (If you know please tell me so I can put their name here)
BASIC COMBOS
Let's start with a list of all the most common combos you want to use while playing
Happy learning !
Basic - E Q Combo
In depthBasic - E Q W Combo
In depthBasic - E Q R (+W if needed)
(In this clip my passive went back up after my R, so the first auto is a regular one)
in depthBasic - (Wall-less) Q R Combo / R Q Combo
(Even if W and E are often needed to gap-close, it's not what the combo is about, so consider them mobility tools to be able to land the actual combo.)
in depthBasic - (Wall-less) E-Back ''Popp'Insec''
in depthAdvanced- E Q W R (when target doesn't have
in depthAdvanced - E W Combo (Chasing a dashing ennemy)
in depthAdvanced - Flash W Combo
In DepthAdvanced - Escape Combo E-Q
in depthAdvanced - Escape Combo E-R
in depthAdvanced - Flash R W E "Alistar combo with more steps"
in depthMECHANICS
Now that the combos are all perfectly stacked in your head, let's move on to the usefull things to know about how
Happy learning !
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My job is to show you all the possibilitizs.
Let's start with the obvious : how to successfully lane as
In case your jungler needs a pull, be aware that
buff pullingDespite the different playstyles, one thing is certain regarding Poppy Support laning phase : It's about snowballing.
1) Match-ups and how to adapt your attitude
Botlane is a wild place, but we can roughly sum up your possible supports matchups in four categories (even if most champions are a mix between at least two of those).
I will rank those categories from easiest to hardest to face as
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★ Engagers
Easiest Lanes |
Common exemples:
If I had to classify
There is a lot of specificities to be aware of depending on the match-ups, especially in high-elo where it becomes a skill matchup, but it's where you shine the most nonetheless, your W often reaching its max potential during those games.
TLDR : Focus on defense and wait for a misposition from their ADC or themselves. They won't be able to engage through
Special matchups :
Carefull : A lot of spells canceled by
how to lane those lanes
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★ Grabbers
Not that hard |
Common exemples:
A good part of laning phase will consist of mindgames concerning vision and letting your ADC farm while positionning in order to ripost if your ally gets grabbed.
What makes it difficult is that your
TLDR : Focus on fighting for vision in the bushes so you can either avoid grabs or surprise them with an engage when they think you have no vision. You have a small hitbox and a lot of movement speed, baiting their grab is not the easiest thing, but it's far from impossible, remember to E minions to escape if you get grabbed. Trust in your Salsa.
how to lane those lanes
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★ Mages
Might be tricky |
Common exemples:
Those lanes are either extremely violent and explosive, or a slow-paced chess games relying or your ability to predict and dodge spells. It's one of my favorite things in the game despite what a lot of people will tell you about mages "countering"
First thing needed when walking into those games is keeping your head cool. The mages are annoying but they almost all have the same exact weakness : Squishy HP bar, and very bad mobility. This is why the lane is perfectly doable, it means you only have to engage once or twice before you gets a kill.
TLDR : Either all-in to avoid poke and kill before lvl 3 or fight for vision and bushes and consistently position in order to bait their spells while wasting their mana slowly. Protect yourself with
how to lane those lanes
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★ Enchanters
Hardest Lanes |
Common exemples:
By far the hardest type of lanes you can face, but you're still not short of options to deal with it. You'll have to kill very early or forget the idea to kill at all in botlane though. A better news is : you're way better at roaming that them.
Think of those lanes as you would for a mage lane, except they have less damages but are way harder to kill. Overcomitting on the enchanter might give up a free kill onto its ADC, which is what you want to avoid, but all-in the ADC is playing their hand aswell. You have no choice during laning phase though, so try while focusing on not dying because of greedyness.
TLDR : All-in only if you see a clear missposition, don't forget that a well-placed ignite can counter a lot of healing spells. If you took too much damages, don't hesitate to back and come back, and roaming is always good if they play too passive. Avoid giving them the possibility to freeze your ADC and try to make difference elsewhere if you didn't manage to kill early.
how to lane those lanes2) Vision
◊◊◊ A - Starting the game // Countering invade
Your main goal once the game started will be to rush and put a ward in the lane middle bush (W) around 0:45 in order to be early enough so that the ennemy won't know this is warded but late enough so laning actually starts before the ward runs out. What makes it tricky is when your ADC didn't cover and you're alone to execute both tasks at the same time, especially when facing a grabber Support.
It's the exact same thought process in both Red Side and Blue Side, those paths being quite effectively mirrored, as showed in the image.
To do so, two paths are available : the green one is the normal one, but it's assuming your ADC went to cover a potential ennemy invade in your tribush (1). If he did, just put the ward with the green path and join your ADC, if possible without being seen by the ennemy botlane.
If your ADC didn't cover the invade
You'll have to do it the hard way and take the red path. It's fine as long as you do it right away, as most laners won't be here to contest you. In any case, you can assess the situation when arriving at the river mark (2), and back off if you're spotted by the ennemy. I would not recommend pushing the red path alone if they have a grabber support, though, even giving up the ward idea if it becomes too risky. If you successfully put down the ward though, return to the tribush via the river to continue covering the invade in place of your AD, but assess the situation once again while arriving to river mark (3), and back off through your own lane via the green path if you see ennemies.
Why this ward?◊◊◊ B - During Laning Phase
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◊◊◊ C - Vision during roaming
Most of the time while roaming you're looking either to set up
The following maps will be helpfull to understand how to both
There is a lot of differences between Blue and Red Sides when it comes to roaming, so be sure to mark and comprehend the differences and why they exist.
3) Stuns, farm, and lane-control
Mastering the art of positionning is 90% of your champion's effectiveness. Know where to go and when to advance in order to provoke an ennemy mistake, take advantage of it, or save yourself because of it.
I remind you that your basic goal as
◊◊◊ A - Stuns
Let's study all your common windows during laning phase:
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The most common
Be carefull about tanking the minions aggro too long when you're doing this, especially at level 1-2 !
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Most of the time those
zoning and teasing|
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Those stuns happen when you lost control of the bushes and one ennemy is sitting in it. You can either put a ward beforehand and surprise them when they think you have no vision, or put a
vision is usefull, but not always required
As the previous ones, this stun will necessitate a ward.
Now is probably a good time to show you how to position around a target:
Practicing it will give you a lot of intuition, but always try to adapt to the ennemy's movement to make a missed-stun as unlikely as you can. If you cannot find an angle, it's fine, just fall back and try again a few seconds later : better a late but decisive
surprising the ennemy entering your bush|
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Way trickier than all the previous stuns, the angles on those two can seriously mess you up if you miss, since it'll get you in the ennemy's turret aggro on top of not stunning the target. That being said, it's a very explosive and most of the time unexpected play so it's definitely worth it if the risk pays off. Practice !
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Yes, turrets are terrain too!
diving school◊◊◊ B - Farm // Gaining Gold and Experience
First of all, remember that since
Good news is, your
Use it to farm from safety and poke ennemy champions without taking unnecessary risks.
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Lvl 2 Variation - The W games
Sometimes you'll see that your ADC is especially passive, while their Support can heavy engage with a dash and deal a lot of damages and CC. Good exemples of this would be
It depends on how laning went before that point, but during those particular games, it might be a good idea to swap your traditionnal choice for
Extremely important reminder
I will also use this window to inform you once again that a lot of dash-engages abilities have a shorter cooldown than your precious W. It means that while you are indeed countering those abilities, if you or your ADC get hit twice in a row (let's say by a
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Demolish - Your best way to generate gold
It takes 3 seconds to prock the rune, and it has a 45 seconds cooldown. You can apply it every two waves if you are constently pushing ennemy turret. |
One plate brings 160 G split between the ADC and you, which would mean 80 G x5 plates = 400 G for you, 400 G for your ADC.
We can add to that eventually one or two plates mid for another 160 G, and the 150 G bounty for the first turret.
According to this, using
For a Support used to live off assists and passive gold, that's not bad, uh? ;)
But it means knowing how to use that rune properly.
Lucky you,
using demolish properly◊◊◊ C - Jungle // Crab, Ganks and Jungle-Tracking
Last part of a Support laning phase would be to help the jungler. I'm not talking about Objectives (Dragon, Grubs, Herald and Baron) yet, this will come in the next section, but for now I'm mainly talking about knowing when and how to rotate to assist an invade, a counter-invade, securing the crab for your team, tracking the ennemy jungler and reacting to ennemy or ally ganks.
A good map awareness is a fundamental part of being a decent Support. As such, you should spent a good amount of your free time to check what your Jungler is doing, and if he knows where the ennemy Jungler might be.
The Bot River Crab (which spawns at 3:15, like his topside brother) is often a very good way to get vision for your lane, a usefull tool to roam faster, and a good experience source for your Jungler. As such, it is often very contested by both teams, and Supports are the primary source of help Junglers are expecting to involve in order to tip the scale in their favor.
Even if you end up not killing the crab, remember that your champion is exceptionnaly well-built for Jungle fights and skirmishes, with an in-and-out kit based around walls and bursts. Fighting there early to midgame will very often go in your favor (this is the same reason that pushes you to contest drakes as often as you can).
Always be on the lookout to claim (or deny) this neat side-objective.
In a similar fashion, be on the lookout for potential invades (be it allied or ennemy), since the first Support to react is often winning the fight by itself. While you join your Jungler, always remember about your
Helping your Jungler snatch an ennemy buff with your peeling kit is not hard, especially to disengage (or even re-engage) when the ennemy tries to contest it. The only condition is to be there first, hence why map-awareness is so important.
When you can guess a crossmap clear is being traded by junglers, warding either your Krugs (if you're Blue Side) or Gromp (if you're Red side) is a very good way to catch their junglers off-guard in your jungle.
Remember that
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◊◊◊ D - Holding a lane 1v2 // The Poppy Support Special
The Poppy Support Special (PSS), or Reverse-Dive, is a power-move that you can use only in very specific situation when you have no choice but to defend your tower 1v2 past level 6. It's based on an ennemy mistake and starts with the sole idea of using
Consider it the signature move of
Save the Wave1) Roaming, Rotating, Collapsing
Roaming can be done as soon as the game starts, as opportunities present themselves, but I put this section here for conveniance as it's roughly around 15:00/20:00 that rotating with your ADC also starts.
Just remember that those advices can perfectly work in early-game aswell, especially paird with the roaming vision maps on the Vision section above. I'll put them here aswell if you need a reminder without searching it above :
Vision when roaming the great return of the previously seen maps but its kinda practical to have it hereUsually after a kill botlane, if you still have a decent amount of Health and Mana.
First help your ADC to clear the wave if possible, then use demolish if it's available.
Once it's done, head to the river, while clearing wards if you see some with [/color]
Jungle ChillAlways keep an eye on your lane if you're not that ahead, cause their lane will freeze and deny creeps to your ADC if you roam for too long, or even dive him if they have enough CC.
gank mid
gank while returning from baseAs with any Support, when you return from base, always check if Mid or Jungle needs help (or even Top, those guys are lonely) while taking into account how much time your ADC can spare you.
There's no magical formula to determine when it's worth, but if your ADC is safe, is backing or with your Jungler and you have enough time, a gank on a solo-lane can help regaining control of the game when an ennemy started snowballing.
Or it can bury them deeper if your teamate is already winning !
counter roaming2) Playing for Objectives
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OBJECTIVE
First Drake Void Grubs Rift Herald Atakhan First Baron Nashor |
FIRST SPAWN
5:00 8:00 15:00 20:00 25:00 |
RESPAWN TIME
5:00 after kill Never Respawn Never Respawn Never Respawn 7:00 after kill |
Be sure to often check timers with TAB, so you can see what time remains for you to join the objective site to ward it before the fight.
Lets now see how to adapt if either your team started the objective and you have to prevent the ennemy from stealing it, or if in the opposite the ennemy started it and you're trying to either make them abort the call or steal it.
Vision
Objective : Defense
Objective : Offense1) Late-game Teamfighting
Peeling
Congratulations, you got hired as a bodyguard.
The more the game lasts, the harder it gets to be able to engage, kill, and survive as a
Of course, you have to recognize and jump on the rare opportunity to straight up catch and one-shot a target, but the safest bet is most of the time to always track their assassins and their carries, in order to turn fights in your favor.
peeling, a philosophyKicking their damages
As opposite to early and mid-game, where you're often looking to kick CC and utility protecting the carries to quickly ruin them, it's often good in lategame to disengage by kicking the carries thanks to your ultimate, effectively wasting the ennemy heavy engages when no one can follow them, and locking them in a tough spot with your own carries killing them, in order to then re-engage and even dive their carries when no one can protects them.
The logic behind this is simple : Death is the best CC. Without damages to follow-up or cover, most engagers and enchanters are doomed to die fast. After that, without peelers or healers, most carries have no chance in late against a team that heavily outnumber them and hard focus the same target.
As usual, playing with vision to hide the cast can prove to be extremely effective to turn the tide of the whole game on just one ability:
Sometimes being a Support Tank just means being an mobile HP bar for your team. Once again, after your allies are saved from the initial threat, go in and lock the main target.
When they have fed Assassins or Hypercarries
Peeling is all fun and games until they have a 17 / 0 / 153 assassin like
The first thing you need to learn as a Peeler in general is to think like them. If you're not able to kill him in a teamfight, try to catch him offguard in the jungle or when he tries to surprise your ADC.
Against heavy damages, CC is the Key, always.
When to pivot?
You're a good peeler, but you don't have
You're supposed to be the brain of Botlane, so be it.
The Rengar ExperienceEngaging
If your team has no one else to do it, or if you lost other options, it can sometimes falls upon you to engage the ennemy during late game.
I want to be absolutely clear, as counter-intuitive as it is since it's what you're doing for most of laning and roaming phases, engaging is NOT the main job of a
There are two reasons that back up this statement, the first one being that
The second reason is how effective she is at peeling and baiting, litterally denying ninety percent of the assassin roaster. This insane value simply cannot be competed by a solo-target stun or a 3-man 2 second airborne bump.
That being said, sometimes a yordle gotta do what's a yordle gotta do.
The main key for a good engage as
Yur champion is made to punish positionning mistakes, which often means waiting for the ennemy to commit one. If the long version of
Once you stunned your target, aim a short version of
Solo-mission/The diversion strategy
A.k.a If all else fails button
When the game is very hard and their teamfight seems to be way better than yours, you can try to split the attention by full engaging a carry 1v1. You will almost never kill (unless you got
It's a desperate move, to only do when you truly have absolutely no options left.
Closing the game
Thankfully, all games aren't that tense, and sometimes you can play by the book and slowly grind towers and vision until Nashor or Elder spawns, and your team slowly suffocate the ennemy.
All is good and well, and the only risk becomes a surprise comeback engage from your opponents.
The best way to avoid this is to pressure even harder yourself, by putting everything you got into a powermove. Those two next ones are easily doable in any game, but are both very good methods to put the last nail into the coffin for the ennemy team.
1) The Base-Door Stun
It is very interesting to see that no matter if it's your base or the ennemy one, the door between lanes, leading to the jungle, are counted as a valid wall for
Very nice to pick off someone for free just next to their base when you're in a middle of a siege before your final push.
2) The Nexus-Dive
ONLY WHEN YOUR TEAM IS ALREADY OUTNUMBERING THEM
To assure that your push on Nexus towers is the last one and keep the game from dragging out too long, you can attempt a badass conclusion by Diving onto the Nexus itself. A good E-Flash can do the trick really well.
Usually, I do it when we already have a good minion wave and two or three teamates are with me, when there is one particular target on the ennemy team that could attempt a clutch defense while waiting for death timers of their team.
I hope those informations helped you progress and that you had at least half the fun reading them as I had writing. If you loose, be proud to have tried, as it's all part of the process of becoming better.
To each their own, but I feel like I wouldn't have it any other way.

Pizza Delivery Poppy by Te4moon (@lVleduza on Twitter)
The smallest hitbox in the game
The size of
Heroic Charge on Jungle Camps
If you regularly keep tracks of both junglers clear, it's also fairly easy to determine if a camp is still up, which means that keeping a
Here's all the camps you can use (it also applies to their other side of the map counterparts, of course):
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Since your goal while using your E on camps is often to move faster, I recommend aiming for the little raptors (as seen in the exemple) instead of the big one, to avoid trapping yourself inside the pit and losing precious time to escape your ennemies. It's also the only camp you can easily use to escape from the classic early midlane by wall-skipping, which is true no matter what side you're playing. |
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As you can see, it doesnt work on the big wall near red buff. Otherwise it works just fine with the smaller wall, but the angle of the rocks around often make the distance gain not that great compaired to other camps. I guess it's still usefull to know that it's only doable one way. |
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The Krugs camp allow you to gain some distance in all three direction, including the wall hop. I always aim for the closest one to me while doing this from either non-wall sides, since the pushing distance will be longer while doing so (which effectively makes |
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The Gromp one is by far the camp wall-hop that allows you to escape ennemies more easily than any other, since the wall it allows you to skip is pretty massive and force the ennemy to either to take a longer path around or waste an ability to keep up with you. |
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The Blue campsite is a little more permissive than the Red one, and it allows a very good skip when you're trying to run from opponents, often directly leading to explosive plants to secure your escape. |
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Comparable to the Raptors, the Wolves allow a pretty decent skip in both direction if you aim for the little ones instead of the big Wolf. |
The E-Flash Escape Trick
Remember that you cannot cancel your
When you're in a truly delicate situation, you can apply the same combo without the presence of walls or terrain just to gain distance off your chasing ennemies.
Jungle Plants
When you're running around in the Jungle, remember that your passive will always one-shot both jungle plants and atakhan flowers, which means your shield will come back to you instantly. It's a good way to gain survivability if it's needed, or to activate plants from afar.
On top of this, I'm pretty sure you know that already but remember that
Be sure to use it if you see it a possible target to lock, applying the grounded effect on top of it.
It's also particularly effective to defend Drake and Baron if the ennemy Jungler tries to enter the pit with the nearby blast cones.
Other types of walls
Just be aware that you can stun on Atakhan walls near him on the side he spawned in, and on the Mountain Drake Walls.
In a similar fashion, all created terrain such as
Perfect Spots for Heroic Charge under Tower Aggro
As you can see, there are some tiny secret spots on the maps you can use to stun a target into a surprising turret range. If you use this correctly, it's a guaranteed kill, as it surprises most of players.
I will enlist those secret spots passed on by generations of
Undertower E-spots secret listFinally, I already talked about it at the end of the last section during the Closing the game sub-section, but always keep in mind that no matter what side you're on, you can actually stun your opponents on both base doors, no matter in what team you or you opponents are.
Pretty neat to catch people fleeing to their base or exiting it, or to surprise ennemies on your own base.

Bee Poppy by Harimii[/spoiler]
skins
Classic Popps Fanarts
doodles
MemesLeague of Legends.
And yes, YES, thank you RIOT GAMES, and everyone working really hard in it, for this ******** thrilling and fun game, even if we all insult the hell out of you from time to time from how passionate it makes us.
Thank you a million times to Shini, Hood and Moldhof, my crew, my mates from forever, my brothers from another life, The Boys, The Homies, and always the first squad on the breach.
You guys taught me what it is to have brothers-in-arms, loyalty without bounds, understanding and care. No one I would trust more than you to jump after me under that tower. And you know that if I have to tank those R's, I'll do it tenfold.
You're the most precious people any dumbass gamer would ever hope for in its squad.
Thanks Floki my best friend and my ultimate bro, my twin brother GT Purple that put me into this game, Katsuukii that I put into it, MurderOfBirds and Masterjust for all the NA-RAM and fun times.
Thanks to all my Poppy friends and mentors from Discord, Youtube and everywhere else.
Thanks Chibi Miku for being the absolute boss that he is, holding way more than twice my points alone while being the chillest guy out there. Thank you also for your Discord Server for Poppy mains and all the wonderful people in it.
Of course thanks NA Tactician for his tutorials and videos, he's not the rank 1 Poppy without reasons trust me.
I never heard any Poppy player talking **** about him. It proves how clean he is, but also and most importantly, that he's just nice enough to be liked by his peers. We ain't aiming at the king here. The king's chill.
Thank you SweetAvocados ''Avocabro'' for the Poppy Jungle insights, Okonaye for all the laughs and streams.
Thank you Dacnomaniak for all you taught me about Lethality Popps Jng and the help over the years !
Thanks Kc, BigJohnson and all the other Poppy mains that are always up to help each other (and me more time that I can remember) to understand our champ better and assist beginners into mastering her smoothly.
PixelPoppyHD for the fun contacts.
Thank you SKT T1 Oner and SKT T1 Keria for briefly giving us all the hope of a SKT T1 Poppy skin.
Thank a lot to the chad that destroyed my *** with the old Poppy back in 2013 to give me the idea to try her botlane when her reword came out.
Thanks Tea4moon for the super friendly answers, and thanks to you again and to all the others artists that allowed me to display their art in the guide, that I quoted under their respective Skin Concepts in the pages.
Thank you Kate Higgins for your flawless voice acting performance on Poppy. You cannot comprehend how many times I heard your voice crack the same two lame jokes, at a period of my life when I really needed a laugh.
Thank you John O'Bryan, for having written one of the most beautifull and poetic lore in the game with our little dense yordle. Your story inspired me to play her further, and helped me a lot on a personnal level, and I want you to know it if you ever read this.
And of course
Thank you Poppy for the fun times and laughs. You rock.
Thank you for every dive, every kill, every save, every call we did. Even every time we died cause of your stupid all-in E and solo lost the game while being flamed, or every time we ulted the ennemy carry to safety cause brain diff.
Thank you for teaching me perseverance.
Thank you for teaching me patience.
Thank you, thank you, thank you, for teaching me confidence.
I'll move on from LoL, but I'll always be alone to know what impact every bit of knowledge I wrote here had on me, and how slowly getting better and learning more proved me I was capable of so much.
I never thought I'd be Platinum one day. Today, I leave as Diamond.
Thank you, you knucklehead.
One day, you'll find that ****ing hero, and that day, you better present it to me.
Glad we could work together in that botlane for so long,
Take care partner.
Time to pass the Hammer onto someone else.
If any of you want to reach me to discuss strategies or anything else,
Discord: Jageiko, IG EUW: Jageiko#Popps, IG NA: Prof Poppy#NA

-Poppy of Bandle City, Keeper of the Hammer of Orlon and True Hero of Demacia





























































































































































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