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Recommended Items
Runes: Tank Tree

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

Flash
Ignite
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, but as a Supp. This counterpick is worst than anything you can imagine, since he can just strategically 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 nor hit his boxes often enough to clear all the ones he sets up (since oracle has a pretty big cooldown especially during leaning phase and since you can only possess up to two control wards at once in your inventory).
All of that is without mentionning his invisibility, AP or AD build, clone, CC traps, all those things making it even worse to go into him.
Ban him if you can, or start red trinket, play safe, farm and roam.
I know how sad it sounds, but this is actually my perma ban, you have no counterplay if he actually knows his champ and, more importantly, if he knows yours.

Tristana
Tristana is the absolute G.O.A.T ADC to pair with a Poppy Support.
The Yordle Botlane will absolutely destroy any target once you reach lvl 2 thanks to both of your bursts. I don't think any champion in the game can tank it level 3 if you have ignite and all the damages goes through.
Her follow, mobility, and damages on time with her E are also everything you can dream for to finish your opponents, and she snowballs like crazy in late.
Her R combined with all your CC arsenal also makes it extremely difficult (and even risky) to gank your lane or fight in the jungle, looking at just how much displacement you two can operate on a few seconds.
Add to that a rest for kills, a scaling attack range in late, and the best mobility in any ADC kit...
Perfection.
Synergies

Tristana
Tristana is the absolute G.O.A.T ADC to pair with a Poppy Support. The Yordle Botlane will absolutely destroy any target once you reach lvl 2 thanks to both of your bursts. I don't think any champion in the game can tank it level 3 if you have ignite and all the damages goes through. Her follow, mobility, and damages on time with her E are also everything you can dream for to finish your opponents, and she snowballs like crazy in late. Her R combined with all your CC arsenal also makes it extremely difficult (and even risky) to gank your lane or fight in the jungle, looking at just how much displacement you two can operate on a few seconds. Add to that a rest for kills, a scaling attack range in late, and the best mobility in any ADC kit... Perfection.
Champion Build Guide
Salutations everyone!
Welcome to this humble Poppy Encyclopedia!
Demacia Vice Poppy by Meduza (@Medwza 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 :
SPOILER EXAMPLE (Click on it) : 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.
LAST PATCH UPDATE ON THE GUIDE : 26.13 (24/06/2026)
explanations and current state
patch notesWE 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
Grab your wards, your hammer, your
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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 26.13):
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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 by hovering your mouse on the icons of each spells 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. 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
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 - |
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.
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IDK
❂ IDK |
Stubborn to a fault - Second Passive Unlocking 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
List of all spells that steadfast presence can cancel|
| 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. 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 - |
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 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
▲ 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
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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
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!!! 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
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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★ Classic levelling order
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.
★ Variation 1
1) Swapping Q for W at level 2, but still max Q first, then E, then W.
variation 1★ Variation 2
2) Swapping the Max-levelling order: First Q, then W instead of E, then finally E.
variation 2As 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.
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TANK BUILD AND ASSASSIN BUILD
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SPELLBOOK BUILD
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OR
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In-Depth explanation for the summoner spells
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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 It is meant to be played mainly with the |
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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 It can be used with both the |
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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 It's for the same "Supports" that play Of course, it's supposed to be paired only with the |
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֎ It would be an absurd lie if I pretended that they were. ֎
For exemple, even if I highly favorize the Tank Build, I often find myself buying a
First, this TLDR spoiler will show you all the items you might want to choose from.
TLDR : Poppy Support Current ItemsThe support quest gives you a free emplacement to place your
In addition, it comes with an evolutive item called the
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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 Quest, Items and Control wardsTL;DR Version :
-Don't leave botlane before reaching level 3, unless absolute necessity.
-Start with
-Use
-Avoid buying more than one
-Gain
-Gain
-Upgrade to your desired supp item (probably
↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓ ↓
Aftershock items Build - Step by Step
Spellbook items Build - Step by Step
Domination items Build - Step by Step↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑ ↑
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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 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 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 |
At last let's now go to the main topic of this guide: how to actually play our beloved
Shall we?

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
(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) R Q Combo
in depthBasic - (Wall-less) W-Q-R 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 - Q-Flash-E-Q2 "Secheppo Rush"
Q | ► |
F/D behind the target | ► |
E the target back onto |
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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Country Poppy by Unknown (If you know please tell me)
1) Tower-Weaving : The smallest hitbox in the game
Visual of the bros
The small size of
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Note that
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.
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
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 ita.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
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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.
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 ita.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 it2) 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 |
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As you can see, this doesn't work on the biggest wall near 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. |
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The |
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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. |
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The |
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Comparable to the |
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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 |
3) The E-Flash Escape Trick
Remember that you cannot cancel your
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,
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
Undertower E-spots secret list5) Jungle Plants and Environmental Synergies
When you're running around in the Jungle, remember that your passive will always one-shot all types of Jungle Plants, be it
On top of this, I'm pretty sure you know that already but remember that
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-As we will see on the Objectives section, this trick is also particularly effective to defend
Less obivous than the previous trick, you should know that -once again thanks to your W spell a.k.a
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
Important Precision : It does not work if the
Please also note that you cannot cancel the charge itself (even if it used to be the case in 2015), and that the
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
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
Those strategies can work with a very huge part of the supp roaster, especially CC-based burst type of champions, but
You'll need three things in order to set up those traps :
-a small wall to hop through
-a
-a
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The goal is very simple, you want to hide behind a wall after vision-checking your emplacement with a
As you can guess, it works perfectly fine with a simple
I've listed the best spots to do this play on the spoiler below:
Tandem Ward Trap ListFinally, 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 HarimiiThis section of the guide will heavily focus on vision, which may be the most important part of the Support Role.
Remember that
In short, being a good
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
This kinda is a guide in itself, so... For Support Newcomers, Happy reading ! ♥
Vision as Poppy : Alright sneakies... I know you're out there!hexflash w bot
My job is only to show you all the possibilities.
Let's start with the obvious : how to successfully lane as
OUTDATED-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 into FOUR CATEGORIES(even if most champions are a mix between at least two of those): Engagers, Grabbers, Pokers, Enchanters.
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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) 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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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.
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 First Baron Nashor |
FIRST SPAWN
5:00 8:00 15:00 20:00 |
RESPAWN TIME
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
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)
Poppy Support E-Sport Career
From humble beginnings as a pocket pick all the way to Worlds Finals, find here all the journey
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
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
Like come on !!
That's just fair game, 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
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
MemesLeague 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

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
































































































































































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