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Poppy Build Guide by Jageiko

Support [26.13] The Poppy Support Encyclopedia - Eleven Years of Knowledge

Support [26.13] The Poppy Support Encyclopedia - Eleven Years of Knowledge

Updated on June 26, 2026
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League of Legends Build Guide Author Jageiko Build Guide By Jageiko 103 3 97,054 Views 8 Comments
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League of Legends Build Guide Author Jageiko Poppy Build Guide By Jageiko Updated on June 26, 2026
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Runes: Tank Tree

1 2 3
Resolve
Aftershock
Font of Life
Conditioning
Revitalize

Precision
Triumph
Cut Down
Bonus:

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

Spells:

1 2 3 4 5 6
Flash Ignite
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Items

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[26.13] The Poppy Support Encyclopedia - Eleven Years of Knowledge

By Jageiko
Introduction

Salutations everyone!


Welcome to this humble Poppy Encyclopedia!


Demacia Vice Poppy by Meduza (@Medwza on Twitter - Formerly Te4moon)

❂ The Redaction Squad ❂

Let me introduce myself as Jageiko, aka Jag, or the Demacian Yordle Supp Maniac.

Rank : I climbed Diamond a few times, in SoloQ only and exclusively with this beloved pick.

Mastery : I reached 4,500,000 pts in June 2026
(ALL those points are on Poppy Support. I might very well be the one guy that played it the most in the world. I'm not sure but in any case a lot of ADCs have definitely been harmed in the process)

After the redaction of my Poppy Support Encyclopedia, other mains and OTPs kindly accepted to help me in order to refine it again and again, and even add other parts studying all the roles the Hero of Demacia can cover in a game.

Thanks to all the Poppy Mains that helped me at various occasions with their own expertise
(sometimes even letting me use their own clips !!):

KcMichaelson, Secheppo, Lenz5032 Dacnomaniak, Vix, Tactician,
BigJohnson, Fae31, ChibiMiku, Klasik, BoBTimer, Pollito246,


❂ 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
Poppy Support can bring in your game, so even if there is an entire section dedicated to it,the main focus of this encyclopedia isn't on the Items and Runes (those will keep changing every season), but is instead on the gameplay itself, since this pick's strenghts are extremely unique and independant of any meta.




▲ Summary ▲


You can click directly on those title to skip to the dedicated part :









The guide is filled with clickable spoilers like the one below, each one gorged with more detailed infos. Remember to click on those if you need more explanations on something !

↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓

SPOILER EXAMPLE (Click on it) : the builds and runes that i recommended are not mandatory

↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑

My main goal here is to show you the tricks, the gameplay, the versatility, the numerous strategies, the aggressivity, the fun and the game breaking potential of a good Poppy Support in any imaginable game, regardless of opponents or meta.

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.


''A Demacian, a Noxian and a Frejlordian walk into a bar...''
Poppy Support Current State, Patch Updates and News
This small section is just to keep a fast impression of Poppy Support at any given moment, as well as precising what was the last patch when the guide has been updated for the last time.


LAST PATCH UPDATE ON THE GUIDE : 26.13 (24/06/2026)


Poppy Support is currently a A tier support pick, with 51.21% WR

50.6% WR51.1% WR51.0% WR50.5% WR WR [/b]50.8% WR

50.9% WR51.5% WR(Master, GM and Chall) 52.1% WR

S Tier Pick in Master +


RECOMMENDATION FOR SOLO QUEUE : PLAY IT IF CONFIDENT, OR WHEN FACING DASHES


explanations and current state


patch notes


Conclusion

WE ARE SO BACK.
It's hammer time, boys and girls ! This split presents very favorable conditions for skill matchups against other tanky supports or CC-based champs to become way more frequent in lane, which is where Poppy shines the most !
Grab your wards, your hammer, your Knight's Vow and your diving schemes, we goin' up !



''The Barkeep asks: What would it be?''
Poppy Support - Presentation and Abilities
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?

Even with all my practice, Poppy Support gameplay is so rich that I still feel the skillcap is infinite. Believe it or not but no matter what happens, Poppy Support HAS a way to react, be it by peeling a carry, stunning a support, bursting a ganking jungler, kicking away a roaming midlaner, or so much more. You just need to be able to see it, and execute it at perfection.

I hope this guide will help you to do just that.


Let me start with the basics:

Know your Poppy

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 26.13):
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 by hovering your mouse on the icons of each spells before focusing on what I comment about it-

| Passive (P) - Iron Ambassador |

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. At level 20 (toplaner lategame), the cooldown of your shield reduces again to go at only 6 seconds.
It is still coded as a melee attack for the on-hit effects. (For exemple, it will one shot Zyra's plants, or apply the maximum slow on Iceborn Gauntlet on-hit effect.)
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 World Atlas is always your first item, meaning its minion execution will always shield you if you procked it with your ranged passive. In a general fashion, this passive makes it very easy to safely prock your item quest onto all types of enemies and structures.



| Q - Hammer Shock |

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.



| W - Steadfast Presence |

Poppy creates a zone around her for a short duration, that moves around with her. Ennemies that try to dash in or from that zone take a little damage and are bumped airborne, then they are grounded for two seconds, meaning they cannot flash or escape during that duration, which is the real death sentence CC that she possess.
On top of those effects, Poppy gains a boost of movement speed during the spell's duration.

IDK

IDK
Stubborn to a fault - Second Passive
Unlocking Steadfast Presence also unlocks a defensive passive, which basically allows her
to be tankier when she is low on health by augmenting her resistances statistics.
IDK

IDK

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 Edge of Night will protect one dash from it.

List of all spells that steadfast presence can cancel


| E - Heroic Charge |

❂ Shortcut to the in-depth mechanic: The Six Steps of Heroic Charge

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 Anivia's wall) with her ennemy, the opponent takes the same amount of damages again and is stunned for a few seconds.
When she E's an ennemy that is on the other side of a terrain, Poppy will dash through it. On the right timing, this spell can also buffer a lot of the displacements and CCs that the ennemy can throw upon you.
This ability can cancel dash just as easily as your 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.

Be carefull : when she uses E, as long as Poppy didn't touch her target and didn't begin to push it, the target can still flash or blink away to evade, even if the E will already be used and on cd.

list of terrains that poppy can stun ennemies onto



| R - Keeper's Verdict |

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, Yasuo.

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 cancels itself out. Releasing it during this timing will shoot a linear wave of rocks that throws the ennemies it hits back towards their base on a very long distance (scaling with the channeled time), effectively getting them out of the current fight. If you change your mind and don't release the ult at all, 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
Poppy in the backline, often giving you a free R on primary targets.




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!


Remember the fallen : Poppy's old kit


Dragon Trainer Poppy by monorirogue

''The Demacian says: I'll have a wine. No, wait.. An ale! ... Yeah...''
Runes and Summoner Spells
Main Build : Tank Runes

RESOLVE
Aftershock and Font of Life






IN SOLO Q, BEST TO BE USED FROM IRON UP TO CHALLENGER, A.K.A ANY ELO

This build is the more traditional approach of a Full-Tank Poppy Support. I've played this playstyle for litteral years. It heavily relies on Movement Speed and gold generating in early and midgame with roams and early kills, or ambushes in the jungle. It has been severely impacted by the disappearance of Symbiotic Soles and the changes around Demolish with your passive.

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


Second Build : Utility Runes


INSPIRATION
Unsealed Spellbook and Biscuit Delivery






!!! IN SOLO Q, BEST TO BE USED ONLY IN EMERALD OR HIGHER RANKS !!!

Extremely versatile and good Runes for the ones that know what they're doing.
This 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 strong, sometimes even stronger than the other two options 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 first build instead (Tank with Aftershock) 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




Alternative Build : Full Damages Runes


DOMINATION
Hail of Blades and Sudden Impact





IN SOLO Q, CAN BE USED IN ANY RANKS, MOST EFFECTIVE IF YOU'RE BETTER THAN CURRENT RANK

While playing this, remember that you are now an assassin, and nothing else. What you lose in peeling and tankyness, you will gain in extremely explosive damages, often allowing to simply one-shot a target without any room to press any key if you land your stun.

It will of course works way better if you already have experience with assassin champions or playstyle. Your main goal will be to consistently ambush and fight for vision in order to surprise and execute unsuspicious ennemies when they don't expect it. Needless to say, this tree also makes you a glass cannon, so any mistake early game might very well cost you the game.

It's a double-edged sword especially when you face enchanters or scaling champions, as you can snowball up to godhood as well as being outscaled and massacred in lategame.


In-depth Explanations for damage runes



Ability levelling order


★ Classic levelling order

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

This 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.

From this start, two variations are possible, each depending on ennemy team's composition and the game state:


★ Variation 1

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

1) Swapping Q for W at level 2, but still max Q first, then E, then W.

variation 1



★ Variation 2

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

2) Swapping the Max-levelling order: First Q, then W instead of E, then finally E.

variation 2


As you probably guessed, 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.


Summoner Spells


TANK BUILD AND ASSASSIN BUILD
SPELLBOOK BUILD

OR


In-Depth explanation for the summoner spells

''Then the Noxian says: I'll have a... A wine... Yeah, he wants a wine.''
Items
-As said above, items are not the main focus of the guide, so although this section is very detailed, I put it almost entirely inside spoilers so you know that it's for people that are really willing to look into it.-




Option 1 - 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 is possible to rush either Protoplasm Harness or Dead Man's Plate as a first item, depending if you want to tank and deal decent damages by yourself in early despite going full tank or if you want to make your ADC snowball fast.

It is meant to be played mainly with the
Resolve Rune Tree, but it can also work with the other two ( Inspiration and Domination).




Option 2 - Core Utility Build
Emerald or Higher


֎ Currently the best ֎


This defensive build is doing absolute wonders at high elos or in five-man stacks, as it allows Poppy to become an insane (but squishy) engager-enchanter that enhance her ADC's damages the same way a prime Ardent Censer Lulu could have, with the addition of her insane mobility, peel, skirmishes tools and CC locks. As Bloodsong tends to overperform early against certain matchups, you might want to prefer it at first then swap back for Celestial Opposition later in the game.

It can be used with both the
Inspiration or Resolve Rune Tree.




Option 3 - Core Assassin Build
Any Elo

This is the classical assassin build, still performing impressively well even if it has been popularized last season mainly though Hail of Blades, as Lethality Poppy was already a thing in Jungle during the last few years.
It's for the same "Supports" that play
Pyke, Pantheon, etc... No ennemy can hurt your ADC if all ennemies are dead, right? It's not a playstyle to look down upon, even if I personally prefer peeling and tanking, as being a good Assassin Support Poppy is probably the single best hope you have at litterally 1v9'ing your games and leave close to no chance to the ennemy team.

Of course, it's supposed to be paired only with the
Domination runes.




֎ Are those auto-win builds? ֎

֎ It would be an absurd lie if I pretended that they were. ֎

Poppy Support is about both your playstyle and elo, and those two parameters will heavily influence how you want to build her items, since you might prefer going for solo plays or peeling allies, two domains a good Poppy will excel at.

For exemple, even if I highly favorize the Tank Build, I often find myself buying a Locket of the Iron Solari when I don't need anti-heal Items, just because I love the active effect. This is a good exemple of how YOU should really be the one making choices here. Don't worry though, the in-depth section below will help you to create 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


Support Quest Optimization

The support quest gives you a free emplacement to place your Control Wards, aswell as additionnal EXP when you are on the bottom lane before level three (which is also why you should avoid roaming before hitting level 3).

In addition, it comes with an evolutive item called the Support item, making you start the game with only 100g.



Your Support Item goes through three different states according to your quest progression. On top of this, starting the game as the team's Support unlocks a storage spot for your Control Wards, making you the only member of your team able to stock them without using a spot from your item inventory.

Support Quest, Items and Control wards

TL;DR Version :
-Don't leave botlane before reaching level 3, unless absolute necessity.
-Start with Stealth Ward (most likely), or Oracle Lens (optional)
-Use Iron Ambassador to gain 400 Gold through World Atlas passive effect.
-Avoid buying more than one Control Ward unless vital.
-Gain Runic Compass at 400G, have free wards, Oracle Lens becomes mandatory.
-Gain Bounty of Worlds with 400 more Gold, have a discount on Control Wards
-Upgrade to your desired supp item (probably Bloodsong), buy a lot of Control Wards.


↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓

֎ If you really want to know the builds in detail ֎


Aftershock items Build - Step by Step


Spellbook items Build - Step by Step


Domination items Build - Step by Step



↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑




֎ Notes on all Items ֎

My personnal thoughts on every item I can think of that would have a rightfull spot on Poppy Support builds :

Detailed section : how to dress properly


The Supp-Item Swapping Strategy


<
<
<

>
>
>


Swapping Bloodsong for Celestial Opposition or Solstice Sleigh during late-game

A very underestimated stategy to adopt in endgame is 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 Poppy in the role of Support heavily shifts from an engager and assassin to a peeler during the last stages of a game.

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 Bloodsong to a way safer Celestial Opposition, or even the utility option Solstice Sleigh, since in late game your whole team rarely lacks the damages to finish a kill on one of your stuns, but you often expose yourself at being killed right back. This is why switching to a safer option when you feel that your team is ahead enough to kill without the Bloodsong buff is a good idea, or in a similar thinking when the ennemy team is starting to be strong enough to catch you up easily on your potential engages or during your warding.

And that concludes our part about items !
At last let's now go to the main topic of this guide: how to actually play our beloved
Poppy !!

Shall we?



Ruined Poppy by Unknown (If you know please tell me so I can put their name here)

''And the Frejlordian says: I'll drink anything so long as... Wait.. Hold on, let me start over !!''
Combos and Mechanics


Poppy Combos and Mechanics

~Finally!! Let's get to the fun part!~


BASIC COMBOS

Let's start with a list of all the most common combos you want to use while playing Poppy. Remember that fighting as Poppy Supp is often either about bursting all your damages and run away, or counter-engaging everything that approach your ADC, so be sure to use those combos accordingly.

Happy learning !


Basic - E Q Combo




E
or
(P) AA or regular AA

Q

D/F

In depth



Basic - E Q W Combo




E
or
(P) AA or regular AA

Q

W

D/F

Note : Always wait the last possible second before pressing W, so the ennemy thinks he can dash away when your stun ends. More details in the spoiler below.

In depth



Basic - 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)


E
or
(P) AA or regular AA

Q

R (tap)

D/F

Regular AA


in depth



Basic - (Wall-less) Q R 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.)


Q

R (tap)
or
(P) AA or regular AA

D/F

in depth


Basic - (Wall-less) R Q Combo




R (tap)

Q
or
(P) AA or regular AA
(Optional)

D/F

in depth


Basic - (Wall-less) W-Q-R Combo


W

Q
or
(P) AA or regular AA
(Optional)

R (tap)

in depth




Basic - (Wall-less) E-Back ''Popp'Insec''


E back to your allies after passing them

Q in their escape direction (often behind you)

in depth


Advanced- E Q W R (when target doesn't have Flash)




E
or
(P) AA or regular AA

Q

D/F

W

Regular AA

Regular AA

R (tap)


in depth



Advanced - E W Combo (Chasing a dashing ennemy)


E on secondary target

W

Q

in depth



Advanced - Flash W Combo


F/D

W

In Depth




Advanced - Escape Combo E-Q



E

Q

in depth



Advanced - Escape Combo E-R



E

R (Hold)

in depth



Advanced - Q-Flash-E-Q2 "Secheppo Rush"



Q

F/D behind the target

E the target back onto Hammer Shock

in depth



Advanced - Flash R W E "Alistar combo with more steps"



F/D

R (tap)

W and pass behind the target

E the target back into your team

Q

in depth




MECHANICS

Now that the combos are all perfectly stacked in your head, let's move on to the usefull things to know about how Poppy actually works. I will list here all the little details that makes this pick so flexible and usefull in all situations. The more you'll memorize, the better you'll adapt to situations, realizing the potential of a true hero of Demacia.

Happy learning !



BASIC - Directing abilities on secondary targets
EXTREMELY IMPORTANT



If there is only one thing that you should remember from this guide, it should probably be this. That's also the best thing to learn to actually progress as a Poppy beginner.

Always aim for additionnal targets with your spells when you stunned someone during teamfights.

in depth




Basic - Dodge / Escape with E


A very basic Poppy thing is to remember that your E is not only an engage.

It's also a very good movement tool, just as much as your W !

in depth




Basic - Buckler Bait


During laning especially, the bounce of Iron Ambassador will often land near a wall. Since the ennemy can destroy it by stepping on it, similar to Zyra's plants, and since Supports (especially melee ones) are easily bored while ADCs farm, you can often bait them into walking on a dangerous angle to Heroic Charge by retreating first, seemingly abandonning your shield, just to rush them with E once they stepped in.

in depth




Basic - Charge through walls


Yes, Poppy goes through walls. Carefull, it works only before you reached your target, since once you carry it, you stun it when reaching a wall (duh). This means it's mainly a trick while aiming Heroic Charge, to surprise the ennemy in a safe spot with a wall-clipping hammer-yielding yordle engaging them at full speed.

in depth




Basic - Pathing Q Slow


As we saw on the E-Q escape combo, the slow of Hammer Shock is easily slept on by most players, and even on its own it's often enough to get you out of dire situations, especially if you have some movement speed up your sleeve.

in depth




Basic - W Management



You can see in the exemple above that Leona misses her R stun, which is why this whole play can happen. It allows Poppy to keep her W since Leo isn't in range in time to E on her slow. Cancelling Kha'Zix with your saved Steadfast Presence then becomes the only priority, and setting up the free kills for Aphelios after that is child's play.
The key is self control.


in depth


How to adapt depending on the lane matchup

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W Priority decision making

↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑

Bonus : The Emergency W
-in case you get CC'ed-




Being stunned doesn't always mean that you're out of option, you just need to react fast enough when you know you're gonna be CC'd and prevent their follow-up with a late Steadfast Presence.

Being able to do this when needed is the reason you want to keep your W cooldown up as often as possible.

In depth



Basic - Cancelling Dashes Reminder
EXTREMELY IMPORTANT

Never forget that W is only one of the THREE dash-cancelling spells that Poppy possess. When a CD is down, use another. In my opinion, Poppy is the best peeler in the game... Prove it to me ;)

Let's make Akali cry a little and show you all the way to cancel the same dash (here being her E Shuriken Flip ) :

W



E



R (tap)





Same goes for all the dashes in the game, as long as they are not a blink or unstoppable / untargetable.

Also note that your R bump is instant and works as an area of effect, timing it properly means the dash will be canceled no matter what. Heroic Charge is trickier since it is a displacement. Following the rules of this particular kind of CC, your E will cancel a dash only if it is casted AFTER the dash has been casted by the opponent.

-Technically we could add that the long version of your R works too, but it's not as much cancelling a dash as it is yeeting an opponent out of the fight-

There is not a lot of stuff to add to this, I simply always want you to remember :

If you got no W, the ennemy will let its guard down and think it's their golden window to land their dash.
If you counter his dash with E and/or R at this moment, his mental will most likely crumble, or at least it will make them buy Edge of Night or Banshee's Veil if they didn't consider it yet.




By the way, now is an excellent time to tell you to always ask your team, and particularly your ADC, for help if those items have been bought, since most of tem have a spell to down it. In case you have no other shot and if you can do it while remaining relatively safe, using Heroic Charge to down it is often worth the trouble, and super frustrating for them. Also be aware that Iron Ambassador's passive range auto-attack will down Malzahar's passive spellshield but not Edge of Night or Banshee's Veil.



You're Poppy of Demacia. No one dashes until you say so.



Basic - Passive AA-E Burst


(P) AA

E

As seen here, timing your E right after the ranged attack of Iron Ambassador will cause the two damages to stack up at the same timing for a decent burst. If you have enought time to play the throwing animation before the ennemy escape the angle for your E to work, it's worth to do so, but it's a pretty rare situation in the explosive trades in botlane.

On top of it, since the passive AA animation is longer than your normal AA's, getting it to play before your E-stun saves a little more time to stack regular autos during the CC duration.



Basic - Flash on Passive / Passive CD Control


(P) AA

F/D

Pretty self-explanatory.

In depth

It's also very important to note that your shield CD from Iron Ambassador lowers from 16 seconds (at level 1) to 12 seconds (at level 7) to 8 seconds (at level 13).


You can easily know when the shield is back up cause it whill shine briefly (as showed on the clip above) when it is popping back on Poppy's arm. Always be aware of this timing and of the targets around you that your shield can one-shot (such as Atakhan's flowers or Zyra's plants when not buffed by her R yet) to be able to emergency-shield yourself in times of need.



Basic - W-E Dash Absolute Cancel



W
(just before ennemy dash, without being in range)

E
(during an ennemy dash before your W ends)

in depth




Advanced - E-Flash Combo and the Six Steps of Heroic Charge




E
(to lock your target)

F/D
(to get in range and auto-E)

The most important mechanical combo to learn while playing our dear Demacian Hero is the E-Flash.

But to be able to do it, you need to understand exactly how your E, Heroic Charge, works when you cast it.
So first, let's study your signature spell a little more :


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The Six Steps of Heroic Charge
More important than you think

Advanced E Mechanical Decomposition

TLDR:
When you select a target with Heroic Charge, the spell won't actually start until Poppy is in the spell's max-range, only then automatically beginning her dash to reach and push her opponent.

↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑

This is during the duration (called E-0) where Poppy walks up to be in range to E, that instantly flashing inside the E max-range makes the spell start instantly, which can surprise your opponent very easily since this trick is WAY faster than pressing Flash then Heroic Charge.

Why is E-Flash Better than Flash E?

Bonus : The Point-Blank E
-Sometimes it's just buisness-



in depth




Advanced - E-Buffer and E-Frontal dodge

1 // E-Buffer



E
(right after a ennemy CC is casted but before it reaches you)

I don't see why Warwick or Illaoi gets to do it and we wouldn't.

in depth


2 // E-Frontal dodge



E
(right after a ennemy projectile is cast forward but before it spawns on the map)

in depth




Advanced - The AA-W animation cancel


The Aftershock luckily hits at the exact same time on this clip, which helps to see the timing


Normal AA
(not passive)

W
(during the AA animation)

In depth



Advanced - Reverse-W


Use the fear of the Steadfast Presence rather than its effect.

in depth




Advanced - E-AA Cancel/Target Swap combo



E
(on an ennemy close to your target)

(P) AA
(fast clicking on the actual target)

Not that it's that spectacular, but remember that this is possible if you're fast enough to cancel the automatic attack
that Poppy always does right after her E.

in depth




Advanced - The Q-Flash combo



Q

F/D

In depth




Advanced - The Flash Short R combo



F/D

R (tap)

Unlike its predecessor Q-Flash, this combo is only possible if you use Flash first.

In depth




Advanced - Long R Tricks

Here is a list of all the specificities you should be aware of when casting the long version of your ultimate.

(I hit a Tryndamere with the R, if you wonder. I just poorly clipped it T-T)


1 - Flash R


2 - W while channeling R


3 - The Lollipop hitbox

Extremely important
4 - Hide the casting


5 - Back to cancel the R and CD Cancel Abuses


6 - The Bump-Distance Variation a.k.a Poppy Delivery Service

Killing with your R


(Yes, my passive was on cd)


It's good to remember that the long version of your R deals twice as much damages as the melee one. Knowing this, it's better to use the long version to kill your targets, but be carefull, since the damages are not really high, and if you don't kill the enemy on the spot, you will actually save him for good, throwing back to safety towards his base.

This is why I often end up aiming to kill with it only if the target has less than one auto-attack worth of HP, and I just need the range to apply those damages to secure the kill.


Country Poppy by Unknown (If you know please tell me)


''A Noxian, a Targonian and a Piltie are robbing a bank...''
Pathing, Traps and Wall Hops
This section will be dedicated to either special strategies linked to emplacements on the Summoner's Rift map, or general tips to play around bushes or walls.


1) Tower-Weaving : The smallest hitbox in the game

Visual of the bros

The small size of Poppy's hitbox means that she is one of the very very few champions that can actually path between ennemy mid towers without getting hit.

Here's the complete list of champions that can do the same,
being at the size of 55 radius a.k.a the "small" champion hitbox:

- Amumu
- Annie
- Gnar
- Fizz
- Heimerdinger
- Kennen
- Lulu

- Milio
- Poppy
- Teemo

- Tristana
- Veigar
- Vex

- Yuumi
- Ziggs
- Zoe


Note that Poppy and Amumu are the only small tanks in the game, which is exactly why learning how to sidestep with those two champions is so effective. After all, tanking is easier when you're not being hit at all.

Concerning the trick itself, be aware that it's not as much dodging the turrets range entirely as it is entering and leaving very fast from one to another,as if you were"aggro-juggling", in a way. The small hitbox only helps doing it even faster if you pinpoint the actual limits, making it possible to achieve when you're fast and precise.

Without surprise, the way this mechanic works means that Movement Speed and Size both matter A LOT to achieve all of those pathings. To put the most chances on your side, you want to be small and fast.

To demonstrate better I kept clips where it is done itemless (and trust me it is NOT easy). In game, better wait to have in your inventory at least some form of Boots, be it T1, T2, T3, and/or Dead Man's Plate.


External Turret Gap

Let's start with the easiest, doing it on the RED SIDE of the map,
a.k.a when you're on the blue team

-Without Tower-Weave-

Fay Difficulty Rating : 0/10


how to do it


Here's how to do it on the BLUE SIDE of the map,
a.k.a when you're on the red team (seriously harder)

-With Tower-Weave-

Fay Difficulty Rating : 8/10


-Clip from Poppy31-


how to do it


I would like to heavily thank Fay31, a.k.a Faygoat or Poppy31, for his insane help regarding this mechanic. He made his own in-depth researches regarding Tower-weave (even coming up with the name for it), and his analysis on the matter helped me a lot to redact all of this, aswell as the clips he accepted to showcase here.

You can find all of his work regarding Tower-weave on his online guide here :
https://docs.google.com/document/d/160c95PFRZhtNyD1PNqnc_yVw9MitkKG2ItlYW4AsnVg

He even manages to reproduce it with medium-size champions, definitely worth your time if you want to check it out.

Thanks to his work, he found out that the same move is also possible on the gap between midlane Internal Turrets (T2 to T3), and not only on the External Turrets (T1 to T2) as what was originally thought.



Internal Turret Gap

Funnily enough, the difficulty is mirrored, which is strangely fair : Blue side has the easiest internal pathing and the hardest external pathing, and the Red side has the easiest external pathing and the hardest internal pathing.
Nature is beautifull.



Let's start with the easiest, doing it on the BLUE SIDE of the map,
a.k.a when you're on the red team

-With Tower-Weave-

Fay Difficulty Rating : 8/10


-Clip from Poppy31-


how to do it


Here's how to do it on the RED SIDE of the map,
a.k.a when you're on the blue team (borderline impossible)

-With Tower-Weave-

Fay Difficulty Rating : 11/10


-Clip from Poppy31-


how to do it



2) Heroic Charge on Jungle Camps

Heroic Charge can allow you to move around the map or escape foes by using it on jungle camps. You'll need vision on the monsters, so it often requires a ward.


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 Stealth Ward specifically for this type of situations is often pretty effective as an emergency tool. Of course, a
Control Ward can do the trick aswell if you got nothing else left at your disposal.

Here's all the camps you can use (it also applies to their other side of the map counterparts, of course):



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
Crimson Raptor, 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 midlane by wall-skipping, which remains true no matter what side you're playing.



As you can see, this doesn't work on the biggest wall near Red Buff due to the range of your E.

Otherwise it works just fine with the smaller wall, even if the angle of the rocks 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 in one way.



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 when I know my trajectory will generate a stun, as the pushing distance will be longer while doing so (which effectively makes Poppy faster for a little more time).



Le Big Frog is by far one of my favorite wall-hops, since it allows you to escape ennemies very easily, as the wall it makes you skip is pretty massive and often force the ennemy to either to take a longer path around or to waste an ability just to keep up with you.



The Blue buff campsite is a little more permissive than the Red one, as both of his walls are skippable. It also allows a very good skip when you're trying to run from opponents, often directly leading to a Blast Cone to secure your escape.



Comparable to the Raptors or the Krugs, the
Murk Wolf camp allows for a pretty decent skip in both directions if you aim for the little ones instead of the
Greater Murk Wolf himself.



Sounds dumb but it might be the most usefull of all since you're very often roaming through river: The same trick works on the Rift Scuttler. I stopped counting the times Scuttie saved my life thanks to this.



3) The E-Flash Escape Trick


Remember that you cannot cancel your Heroic Charge once Poppy started her rush. It means that if you press Flash during either E-1 E-2 or E-3, she will actually use the summoner spell as soon as the E ended (a.k.a on E-5).

Combine that fact to your E very often ending with you being stuck to a wall, and all of a sudden you've got a great combo to leave your opponent screen in no time.

It can be done on most of the walls on Summoner's Rift (with the sole exception of very thick ones), including on most jungle camps aswell and even on the river crab and ennemy champions : this is because as long as you stunned your target,
Poppy should be as close as she can to a wall, easing your Flash above it right after the spell hits.

When you're in a truly delicate situation, you can apply the same logic without the presence of walls or terrain just to gain distance off your chasing ennemies, though I'd recommend lots of movespeed to make it work.




4) Tower-Supported Heroic Charges
A.k.a Heroic charging enemies 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 often a guaranteed free kill, as your towers can achieve a lot from 1,6 seconds of CC.

I will enlist those secret spots passed on by generations of Poppy players here:

Undertower E-spots secret list


5) Jungle Plants and Environmental Synergies


Vegetation Uses



When you're running around in the Jungle, remember that your passive will always one-shot all types of Jungle Plants, be it Blast Cone, Honeyfruit or Scryer's Bloom, which means that your shield will come back to you instantly when triggering those effects with your passive. It's a good way to gain survivability if it's needed, or to activate plants from afar for various effects (especially vision ones from objectives pits as we'll see later).

On top of this, I'm pretty sure you know that already but remember that Steadfast Presence can block dashes from the Explosive Plants (or Blast Cones, depending on how you call it).





★ Cancelling Blast Cone
Be aware that the effect is not the same according to who's hitting the plant !!

When Poppy attacks



When another ally attacks

When the W target itself attacks



When another ennemy attacks


As you can see, the cancel only takes effect if the Blast Cone is hit by an enemy, as it's considered to be a enemy-generated dash. You can cancel individually every enemy bumped by the explosion.
This is the reason why, as Poppy, when an enemy tries to escape with a blast cone you should not attack it yourself preemptively, but instead run just at the plant's limit range (not to be bumped away) and press W when the enemy attacks the plant. Be sure to use it if you see it a possible target lock, as it will, as usual, apply the grounded effect on top of it.

-As we will see on the Objectives section, this trick is also particularly effective to defend Dragon and Baron Nashor if the ennemy Jungler tries to enter the pit with the nearby Blast cones-



The Rift Herald Charge Punition


Less obivous than the previous trick, you should know that -once again thanks to your W spell a.k.a Steadfast Presence- you can also cancel ennemies as they exit the Rift Herald after his charge hit a building or a terrain.

When it does, the pilot will dash out in a straight line right from Harold's back, to land a little further behind it. This dash is predictible and fully cancellable, which means that you'll want to place yourself behind the Rift Herald right before it hits its target in order to correctly set up this trap.


Important Precision : It does not work if the Rift Herald didn't hit anything and is ending his charge by itself. When he does, its rider then only appear on the ground instead of dashing out of it.

Please also note that you cannot cancel the charge itself (even if it used to be the case in 2015), and that the Rift Herald will still bump you, which can even prevent you to activate Steadfast Presence at the correct timing to ground its pilot.

This is why you'll often want to ensure to dodge the charge first, then press W, as seen on the exemple above.


... Oh yeah, and you can also cancel the Rift Scuttler's dash. Do what you will with this info.


Tandem Ward Traps



Some spots on the map -often in jungle and river- can offer very good trap opportunities to set up a stun from across a wall without being seen. It works by taking advantages of the specifities of Heroic Charge as well as a good use of your vision tools from the support role.


Those strategies can work with a very huge part of the supp roaster, especially CC-based burst type of champions, but Poppy brings a lot to the table especially on places where walls are leaving only a narrow corridor for the enemy to move around.

You'll need three things in order to set up those traps :
-a small wall to hop through
-a Control Ward or having Oracle Lens available
-a Stealth Ward





The goal is very simple, you want to hide behind a wall after vision-checking your emplacement with a Control Ward, ward over the whole where you expect your enemy to path through, and wait patiently until you can land your stun by going through the wall with Heroic Charge. Well executed this move is fast and near-impossible to survive to.


As you can guess, it works perfectly fine with a simple Oracle Lens aswell.
I've listed the best spots to do this play on the spoiler below:

Tandem Ward Trap List

★ Bonus : Base Doors Stun ★

Finally, I'll talk more about it on the Siege part of Closing the game sub-section, on the end of the "Support Gameplay" chapter of the guide (the very last part of the guide, in fact), but always keep in mind that you can always stun your opponents on the both entry doors of both bases, no matter in what team you or you opponents are.


This is extremely effective to catch people fleeing to their base or exiting it, or to surprise ennemies on your own base. Pretty neat as a late game move!


Bee Poppy by Harimii


''The bank guy says: I'll give you whatever you want !!''
Poppy Support : Warding
❂ Poppy-Vision, the Ultimate Warding Guide ❂


This section of the guide will heavily focus on vision, which may be the most important part of the Support Role.

Remember that Poppy is a champion that requires good positionning and timing to make the most of her
Heroic Charge. This naturally means that she beneficiates extremely well from being better informed that your opponents when they move around the map. Basically, always be on the lookout to spot the enemy wards when they place it, time it when they disappear, and never forget to use your Control Wards when you're setting up a trap, a gank or when you want to do an objective unnoticed.

In short, being a good
Poppy Support REQUIRES you to master the vision basics.
Therefore I guess that my job here pretty much becomes to teach you all of this too.


Since this part is quite long and since it is way more about the role of Support in itself rather than the specifics of playing Poppy, I decided to put the section entirely in spoilers, so only the people that are willing to learn more about warding and the basics of vision will be able see it. Poppy-only related Vision tricks will still be at the end of it.

This kinda is a guide in itself, so... For Support Newcomers, Happy reading !


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Vision as Poppy : Alright sneakies... I know you're out there!

↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑


''The Noxian says: I'll take whatever gold you got back there !''
Poppy Support : Gameplay
The huge aspect of Poppy Support is that she can do so much that it's sometimes hard to know what's best at a given moment. Those game-changing calls are up to you.


hexflash w bot



My job is only to show you all the possibilities.



★ EARLY GAME (A.k.a Laning Phase) ★


Let's start with the obvious : how to successfully lane as Poppy Support.

OUTDATED-buff pulling


Despite the different playstyles, one thing is certain regarding Poppy Support laning phase : It's about snowballing.

Poppy is an explosive champion, with most of her items and powerspikes peaking during mid-game. It's no wonder she's not as effective as a Senna, a Vel'Koz, an Alistar or any enchanter in late game, this is just because you're supposed to win before, or at least get you or your ADC so ahead that their scaling won't matter at min 35.


1) Match-ups and how to adapt your attitude

Botlane is a wild place, but we can roughly sum up your possible supports matchups into FOUR CATEGORIES(even if most champions are a mix between at least two of those): Engagers, Grabbers, Pokers, Enchanters.

I will rank those categories from easiest to hardest to face as Poppy:


★ Engagers
Easiest Lanes

This category of Supports is composed of champions that will try to kill you or your ADC before you kill them or their ADC. They're often melee-ranged, with a good amount of CC at their disposal to set up fights on their terms.

Common exemples: Pantheon, Rakan, Alistar, etc...

If I had to classify Poppy, I'd say she is an engager, that specializes in peeling and bursting. This gives you the upper hand, either by countering their engage or going-in yourself while not allowing them to retaliate with their own CC.

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 Steadfast Presence and should lose more than they gain if they do. If it's too late to counter it, engage their ADC yourself to split their attention and save your Carry. When you engaged first, time your W properly to negate their re-engage.


Special matchups : Rakan, Leona, Zac = Litterally cannot engage if Steadfast Presence is up (if you know their dashes timing) so it's often your job to go-in first and cancel their re-engage.

Carefull : A lot of spells canceled by Steadfast Presence have a shorter CD than it, which means you (or your ADC) should avoid getting hit twice in a row on CD, since you won't have W yet the second time.

how to lane those lanes



★ Grabbers
Not that hard

This category of Supports is composed of champions that mainly rely on their linear grabbing ability to pick of you or your ADC. They are extremely avoidant with direct confrontation, and remain safe while pressuring to kill.

Common exemples: Blitzcrank, Nautilus, Pyke, etc...

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 Heroic Charge is a very linear spell, which makes it easy to read when you'll use it and where you'll end up. If they decide to wait to guarantee a grab when you go in there is nothing much you can do except stay passive, which is often a win situation for them, their pressure making it hard to farm for your ADC. In terms of raw damages though you have the upper hand once the fight starts if the HPS are equals. and your ADC is in range to fight.

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



★ Mages
Might be tricky

This category of Supports is composed of champions that will try to poke you and/or your ADC with ranged spells until you can't fight them head-on anymore, most of them are doing Ability Power and not Attack Damage, which means building Magic Resistance might help.

Common exemples: Vel'Koz, Zyra, Brand, etc...

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"
Poppy. The only annoying thing is the certainty to be outscaled at some point.

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
Iron Ambassador while farming from behind with your ADC if needed. Don't hesitate to back a lot if you have Symbiotic Soles, what matters is not to kill fast, it's not to feed them. The first to die, be it on a rotation or in lane, at 5th min or 15th min, will be the one to start losing. At even score, you'll still be able to 1v1 or 2v2 them even after laning phase is over.


how to lane those lanes



★ Enchanters
Hardest Lanes

This category of Supports is composed of champions that specialize in healing, shielding and buffing their ADC without interacting too much with the ennemy. They heavily counter you by negating your burst and lowering your impact on the long run.

Common exemples: Karma, Lulu, Nami, etc...

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 lanes



2) 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 Poppy is to hit a wall with them, so your whole deal is to be able to identify the best window for a guaranteed CC. This is trickier than it looks, as you cannot just CC whenever your team wants, you need to be patient and precise in order for this to work, especially during laning.


◊◊◊ A - Stuns

Let's study all your common windows during laning phase:

Lane stuns



The most common Heroic Charge you can land as a Support. Usually, you'll get it by taking advantage of a misspositionned ADC who was farming without paying attention to you.
Be carefull about tanking the minions aggro too long when you're doing this, especially at level 1-2 !

Lane bush trap stuns


Most of the time those Heroic Charges will be the ones giving you the biggest advantages. These are also the reason you fight so hard to keep vision on lane bushes and clear their wards as often as you can: because the mere threat of those attacks is enough to mess with the ennemy farm, and often put ir botlane on the back foot.

zoning and teasing

Lane bush counter stuns


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 Stealth Ward when you already know they are inside it so you can quickly Heroic Charge them when they think they are safe (If you're fast enough it can work even if they have a Control Ward set up on the bush).


vision is usefull, but not always required


Alcove bush stun


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 Heroic Charge than a missed one.

surprising the ennemy entering your bush


Jungle rocks stuns




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 !

Turret-Dive Stuns




Yes, turrets are terrain too!

diving school


◊◊◊ B - Farm // Gaining Gold and Experience

First of all, remember that since Poppy is a melee champion, meaning that executing a minion with World Atlas takes effect under 50% health and not under 30%. It also means that attacks on ennemy champions and turrets gives you more gold (22g instead of 20, to be precise).

Good news is, your Iron Ambassador is a perfect way to abuse of those two mechanics, since it's effectively a ranged AA but counts as a melee attack.

Use it to farm from safety and poke ennemy champions without taking unnecessary risks.

- Level Two -

Powerspike - passing level 2



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 Alistar, Leona, Rakan, Zac or even Pyke.

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 Hammer Shock as a new level 2 ability for the more defensive Steadfast Presence. This hidden gain of safety can surprise a lot of botlaners, used to having a window between level 2 and 3 to jump on you or your carry.

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 Zenith Blade from Leona before your Steadfast Presence can be up again, you won't be able to save the situation both times !!


- Level Six -

Powerspike - passing level 6


OUTDATED - The importance of demolish (Rip)


◊◊◊ 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.

Scuttle Crab

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.

Invade

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 Oracle Lens or potential Control Ward to either hide your rotation or claim vision territory over the ennemy jungle while your team steal a camp.

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.

Counter-Invade

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 Poppy is an insane fighter during jungle skirmishes thanks to the proficiency of walls, pre-6 you're even able to 1v1 most of the Junglers as a Support if you manage to land your stun. The only very important exception would be lifesteal-based champions such as Warwick, which most likely won't go down unless your ADC gets involved, so don't engage them unless you can't one-tap them ( Ignite helps a lot).

Jungle Ganks

There is two types of ganks a jungler can do; a River/Jungle gank or a Lane Gank, and they are called such according to the way the Jungler takes to surprise botlaners in their lane, either by coming from the River, the Jungle, or by hiding in the Lane bushes while coming from his team's turret.

In all logic, those are countered (or set up) with good vision control over River/Jungle bushes or Lane bushes.

about lane ganks


You're being ganked by the ennemy:

Once the vision game is played, fate is sealed. If you see the enemy Jungler ganking, first rule is : do not panic. Calmly analyze your tools and the situation.

-Do the enemy botlane have their summoner spells up?
-Do you have Steadfast Presence or Heroic Charge available?
-Who has the upper hand in terms of HP?
-Is your ADC rescuable?

Depending on all those factors, you should be able to determine if engaging the enemy Jungler head-on with your E is doable or not, if you should hide in a bush to use Keeper's Verdict either on the Jungler, or onto their botlane, and if your goal is to CC, to kill, or simply to survive yourself.


kick their jungler

OR


kill their jungler

Always remember how explosive your burst is, especially pre-lvl 6, but also how well your kit allows you to desamorce an enemy assault.

Your Jungler is ganking you

Your Jungler should not arrive in a lane where the ennemy is already retreating. Either bait them too deep for them to manage to reach their turret before he's already there, or hard-go in when you see he's about to get spotted.

You already know that Heroic Charge is not a spell you can use to stun on command, but rather needs a wall to work plainly. That's why if you're on an urgency, you'll rather gap-close the enemy with E or W in order to bump them with Keeper's Verdict or slow them with Hammer Shock.

Keep in mind during these situations that your main goal is to set-up a 3v2, not to kill yourself or throw everything you have if it's not needed to kill.

◊◊◊ 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 Keeper's Verdict to save farm for your ADC or avoid getting pushed/dived.

Consider it the signature move of Poppy Support


Save the Wave



★ MID-GAME (A.k.a Roaming Phase) ★


1) 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 here


When to roam?


Usually 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] Oracle Lens.

Jungle Chill

Always 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 base


As 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 roaming



2) Playing for Objectives

SPAWN TIMERS

OBJECTIVE
First Rift Scuttlers
First Drake
Void Grubs
Rift Herald
First Baron Nashor
FIRST SPAWN
3:15
5:00
8:00
15:00
20:00
RESPAWN TIME
2:30
5:00 after kill
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

Fighting around the Objectives



Objective : Defense


Objective : Offense



★ LATE-GAME (A.k.a Teamfighting Phase) ★

1) 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 Poppy Support. This is hardly surprising, since most of the champions outscale her, and Support gives you less ressources than other roles on average. This means that your role slowly shifts from the main frontline and CC engage to a full-time counter-engage bodyguard when timer reaches around 35:00.

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 philosophy


Kicking 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.

Pay attention to the backline: after kicking Nasus and Jinx, I went on Katarina to ensure that no matter what happens, the damage isn't there to save Zac and Alistar, my team dealing for free and being able to re-engage 4v2


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 Talon, Kayn, Master Yi etc. Luckily, assassinating assassin is Poppy's bread and butter in early, and perma-blocking them is her mission in lategame.

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 Kayle's ultimate. You need to fight your best to make the fight safe, but if despite your effort he died or is in a position you cannot save, and that would make you die aswell if you tried, you need to be able to recognize when it's best to switch for another ally to protect. You should be the first to die in a fight, but if mistakes that are too heavy are made by one teamate, sometimes it's better to limit the loss to avoid losing the game in one move. Protect your team, up until the end if needed, but don't waste what you can bring just to be able to die a glorious death.

You're supposed to be the brain of Botlane, so be it.




The Rengar Experience



Engaging


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 Poppy Support in lategame.

There are two reasons that back up this statement, the first one being that Poppy falls off. Since she is nowhere near as tanky as other hard-engagers in the same role past 30 minutes, or as tanky as her toplane counterpart, a Poppy Supp can be bursted and one-shot at the slightest missposition. And contrary to Nautilus, Pyke, Braum, Bard, etc, she cannot engage while remaining safe : her CC, Heroic Charge, is in itself a very hard commit, when the stakes are never been higher than past 35 min, when a single death can mean losing Nashor or Elder Drake.

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 Poppy, very much like in Laning Phase, is patience. Unfortunately, you're not able to go in all the time: you need a wall, or a good flank, and time in late game is a precious ressource.

Yur champion is made to punish positionning mistakes, which often means waiting for the ennemy to commit one. If the long version of Keeper's Verdict doesnt create an advantage by itself, you'll have to play slow until you see the window, or provoke it by baiting a missposition with your very life.
Once you stunned your target, aim a short version of Keeper's Verdict onto the most ennemies you can hit, and tank/add damages where is needed, while praying.




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 Thornmail, it's an ADC, and he actually tries to kill you), but the mayhem you cause can actually turns the fight around.
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 Heroic Charge. This means that even if they can walk through it themselves you can stun your opponents on their own door, which is a surprise move for a lot of players, that even trained diamond and above forget to account 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.


And just like that, you should now have won your game of Poppy Support !

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. Poppy is an insanely fun champion, but she leaves very few margin for mistakes, that's probably what makes it both so gratifying and so terribly frustrating to play her.

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 Targonian says: GIMME ALL YOUR GEMSTONES!!''
Poppy Support E-Sport History



Poppy Support E-Sport Career

From humble beginnings as a pocket pick all the way to Worlds Finals, find here all the journey Poppy went through on the international scenes of MSI and Worlds.

I've made this list only group the inter-servers world-class tournaments to avoid having to compile hundreds of games, and because it's obviously where the largest audience saw her perform on this role for the first time, but it's interesting to see that she has always been played in regional splits, as a hidden pick, OTP or cheese strat.



List of all Inter-continental professional matches where Poppy was played Support:

POPPY SUPP MATCHES




''And the Piltie says: Can I own this ba... Uh, I own this bank, so... He doesn't want anything because he owns the bank...''
Personal Highlights
Video to be done one day. ;)



''Just had an idea... Three pigtails !!''
Thoughts, Skins and Fanarts
Why doesn't Poppy have a "DEMACIAAAAA" line, for real? I get that she's not super patriotic but come on. That scream is so hype.




This is a redo of Blacksmith Poppy, made by Vix/Hex, and it is MINDBLOWING how good that skin becomes with a few touches. This hammer with a burning or heating VFX on Q would be so good gaaaaah... Huge props to the creator =p



I also think she should be able to cancel Malphite and Warwick Ultimates with her W.

Like come on !! Yasuo gets to Wind Wall half of the best ultimates in the game and a good half of all abilities in the game (with Mel or Samira doing the same), including INSANE SPELLS like Enchanted Crystal Arrow or Encore, but nowadays all the Dashing R's simply have no counterplay. Like come on, Malphite would have exactly ONE counterplay to look out for apart Flash and Zhonyas, how HARD for Malph players would it be to look out for ONE cooldown, waiting or baiting Poppy's W?
That's just fair game, idk. Vex aswell. It's just stupid that they get a bail-out simply cause they are newer champs. Naafiri's R gets canceled, yet no one find it weird, it's just fair, it's Steadfast Presence's whole point, idk.


Do you think one day we'll get a True Hero Poppy Skin?
Or a Poppy Poppy one, when she's litterally holding a giant red flower as her weapon?

Also, if you read this, it means that you're as insane as me, since this probably means that you red most of this
insanely (as in NOT sane) long guide on Poppy Support.
I want to greatly thank you and I heavily appreciate all the attention you gave to what I wanted to share so much. Feel free to comment the guide, I would be delighted to meet you on Mobafire forums and discuss even more. I appreciate you, truly. Thank you for giving that much sense to all the stuff I did there.


skins


Classic Popps Fanarts


doodles


Memes



''Jokes? Oh yeah, I know jokes !!''
Special Thanks
Thank you all for all the wonderfull time I spent on
League of Legends.


And yes, YES, thank you RIOT GAMES, and everyone working really hard in it, for this god damn 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 shit 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 ass 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.
I recently learned you also were the GOAT behind Avatar : The Last Airbender, so there's that too.


And of course

Thank you Poppy for the fun times and all the laughs we shared. 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.
One day 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 and more proved to me that 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 f*cking 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




''Some things are just too important to give up on.''

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