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Choose Champion Build:
-
Thunderlord's Decree
-
Fervor of Battle
Recommended Items
Spells:
Smite
Flash
Items
Ability Order
Iron Ambassador (PASSIVE)
Poppy Passive Ability
Introduction

Hello, i'm Zirket Was and i'm a EuroWest player. I tend to main melee tanky champion (


I'm writing this guide to explain how to build poppy in jungle, as for now she tend to have a 32% winning rate. I tend to dismiss that as the result of wrong item build and mastery choice. We are, after all, at the first patch after the rework, that did change a lot how poppy work. I also feel like the hero's spotlight on the new poppy is kinda of deceiver on how she work, making her look like some kind of utility


To start things up, I want to point out the two mastery that in my opinion are more synergic with poppy:





Any grammar corection, any adevice and any pointing out error that i made will be more than welcome! So do feel obliged at commenting.
Pro | Con |
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+After level 4, she can complete the jungle whithout losing much life thank to ![]() +High roaming power and gapclosing power +Build-in (enemy) %max HP damage +Strong gank - but it need skill to perform- +Ultimate isolate enemy champion +Great at building defence stat, like ![]() + ![]() +Jungling solve her bad early game +Jungling give her a mana item and sustain item at low price +She is really good at counterjungling, as there it's way easier to land well ![]() |
-Somewhat item reliant -Unlike ![]() ![]() -Need proper positioning before engange - ![]() - ![]() - ![]() - ![]() -Her ![]() ![]() -Problem at sticking on enemy -hard to flee due to her low base movement speed if not itemized correctly! -She is really weak if she doesn't land properly her ![]() -You need to learn ![]() -She have big issue whit lag - ![]() - ![]() -Her cooldown are to big - ![]() -She can't win trade whitout landing ![]() - ![]() ![]() |
Marks |
Greater Mark of Armor Penetration |
I personally prefer armor penetration as my Poppy mark. Together with ![]() ![]() ![]() ![]() Other option are ![]() ![]() ![]() |
Quint |
Unlike the Mark, you have way more choice for your quint! Other than ![]() ![]() ![]() ![]() ![]() ![]() ![]() As for the life steal, it make poppy even more safer in jungle and let you postpone a lot building a ![]() Another option are ![]() ![]() After having play Poppy a lot, i've to say that i'm favoring a lot 3-2 flat armor quint (and one movement speed) and 9 scaling armor seal. This give you the necessary defense to build an early Warrior/Cinderhulk without to much drawback. NB: After having played ![]() |
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Seal |
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Although I do believe that 9 scaling armor may be better all around, I pick 4 flat armor out of laziness in the early jungle camp clear. By level 3/4, when you do the first gank, you have ![]() ![]() ![]() |
Gliph |
Fervor | VS | Thunderlord |
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+Work great whit ![]() +Open you up at building item that wouldn't be so great otherwise +Constant Dps after combo Burst +Need only devourer to be effective. +Landing well EQ is worth 8 stack, the first AA bring at ten. |
-Any E-Q-AA combo land it -Best whit extra armor penetration item -More effective at building straight tankiness from the start -Extremelly bursty with a ![]() |
Ferocity Mastery |
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Tier I: bot
![]() ![]() ![]() TierII: I suppose that ![]() ![]() TierIII: The sustain of ![]() ![]() TierIV: What to say... ![]() ![]() ![]() TierV: your whole kit deal physical damage. You will bring Mark of Armor Penetration. You will build ![]() ![]() ![]() ![]() Key Mastery: ![]() ![]() ![]() ![]() ![]() |
Cunning |
Tier I: bot of the first two cunning's tree mastery are good, even if they give little extra stat.
![]() ![]() ![]() ![]() Tier II: all three of this mastery work well in jungle, but ![]() ![]() Tier III: ![]() ![]() ![]() Tier IV: i don't like bot ![]() ![]() ![]() ![]() |
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Cunning Mastery |
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Tier I: bot of the first two cunning's tree mastery are good, even if they give little extra stat.
![]() ![]() ![]() ![]() Tier II: all three of this mastery work well in jungle, but ![]() ![]() Tier III: ![]() ![]() ![]() Tier IV: i don't like bot ![]() ![]() ![]() Tier V: ![]() ![]() ![]() ![]() Key Mastery: ![]() |
Resolve |
Tier I:
![]() ![]() ![]() ![]() ![]() Tier II: ![]() ![]() Tier III: 45 health make no sense outside lines, so just grab ![]() Tier IV: Poppy do tend to clear the jungle too fast, and ![]() ![]() ![]() |
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First we must discuss the Passive:
Tips:
Tips:
Tips:
Tips:
Tips:
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Tips:
- Start your camp by trowing the shield, use
Heroic Charge, then pick it up at the end of the stun duration. This will ensure that your shield is always up when you start a camp, and that you will have more life at the end of his duration.
- The ranged attack apply on-hit effect like if it's a melee one.
Frozen Mallet will still slow by 40%, to make an example.
- The extra magic damage wont be doubled by
Enchantment: Devourer
- The shield always bounce near the opponent and a wall. This is meant to be use for baiting enemy on walking on it, so you can stun them whit heroic charge. In fact, the shield is by no means as effective as
Malphite's
Granite Shield in gank or teamfight (because it must be picked up).
- The ranged attack of
Iron Ambassador let you discharge from range bot
Sheen and
Titanic Hydra empowered Autoattack
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Tips:
- Starting jungling by taking
Hammer Shock before
Heroic Charge make you have less life when you start your second camp. Pick it as the second ability, end then consider to upgrade it again before you gank.
- The ability is actually an aoe, even if his area of effect is pretty small.
- Spell Shields do block it.
- Work better on rotted opponent. Best used combined with
Heroic Charge.
- Ineffective with hard-stacking armor stacking enemy. That make stacking Anti-Armor Stat really effective.
- As it hit twice, it apply spell effect twice.
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![]() ![]() ![]() It also destroy heavy mobile champion that love to jump on enemy if timed well -like for example, an enemy poppy!-. |
Tips:
- Take it as your third ability only if you plan on ganking a line whit a dashing enemy.
- You can also pop it before hand to make sure to place yourself better before an
Heroic Charge. Proper positioning is basilary for dish out your maximum potential.
- Enemy champions that try to use dashes during
Steadfast Presence's duration will be briefly knocked up. You can use this to your advantage by getting free hits from
Hammer Shock or
Heroic Charge.
Steadfast Presence has no cast time and does not interrupt Poppy's previous orders.
Steadfast Presence will stop only one dash per enemy champion per cast.
- Steadfast doesn't block moves that are immune to crowd control or cause the user to be untargetable. That means ability like
Ezreal's
Arcane Shift, but even
Sion's
Unstoppable Onslaught.
Steadfast Presence does not stop:
Spoiler: Click to view
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Tips:
- You can use it to escape by jumping on minion
- You can jump over wall granted that you have bot vision and an elegible opponent to aim.
- In late game fight, it's worth using to jump on enemy squishy carry even if you don't stun.
- It's easier to stun with it in the jungle, so try to force your duel in it.
- It can be used to knockback an enemy inside at your team.
- Spell shields will block the knockback and damage and cause
Poppy to stop short at her target.
- Each burst of damage when Heroic Charge collides with a wall will proc spell effects.
Heroic Charge takes into account impassable player-created terrain such as
Jarvan IV's
Cataclysm,
Anivia's
Crystallize,
Azir's
Emperor's Divide and
Trundle's
Pillar of Ice.
Heroic Charge is still
Poppy's cornerstone ability: landing it whit a stun make it open for a full Q damage and a good amount of free AA, while not doing so means half damage!
Heroic Charge is similar in usage to
Lee Sin's
Dragon's Rage! This mean that you can flash before you start the dash. E at the target you want to attack so that Poppy moves towards them, then the instant before you get into range then Flash.
Here a video on how to pull that off (or at least how lee do it, until I find one with Poppy)
Spoiler: Click to view
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The new ![]() ![]() ![]() |
Tips:
- Do not start channeling if you don't plan to use it,as it have a fairly long cooldown even if canceled, and an huge mana cost.
- You can start channeling it outside enemy field of view, like in bush or behind a wall.
- Whit proper warding, it can be used as an escape tool while splitpushing.
- It can be used to finish off low life enemy, but in case the damage would be not enough you could end up just saving them from death by the hand of your teammate.
- Can be used to send away enemy like
Fiddlesticks or
Heimerdinger. On the other hand, a fast relise make them intargettable on their position, thus giving them a free
Zhonya's Hourglass active!
- You can use the fast relise to proper position yourself before an
Heroic Charge
- It take so much time to travel that can be sidestepped.
- Spell shields will block the ability.
- This ability is considered to be a projectile for
Unbreakable and
Wind Wall
Keeper's Verdict does not allow the activation of
Yasuo's
Last Breath, as the targets are rendered untargetable.
To put in order on wich stat Poppy work well with:
Spoiler: Click to view
NB: When building item on poppy you have to count 3 fact:
This means you have to favor this three aspect before building anything else, unless you want to build a glass cannon champion like
Master Yi (it's actually possible). That is also the reason why Trinity and cleaver are the two core item you should buy first.
Poppy have something like "two core" not only she need to build two core item to work propelly, but she even have two possible core option:
Black Cleaver+
Iceborn Gauntlet(+
Mercury's Treads) or
Trinity Force+
Frozen Heart(+Ionian's Boots of Lucidity).
With the BC+IBG+MT you have pretty much all the stat you need, extra tenacity and armor shreding. With TF+FH+IBoL you have a stronger
Sheen effect, more stat that you need sooner, more armor, an anti atk spd aura, furter reduced summoner spell cooldown and a strong poke on your passive (pop an ability to discharge a ranged sheen). Sacrificing IBoL for the mercury give you, again, all stat you need. Although, to be franc, building the full core that you would buy on line in jungle is kind of complex, and most of the time you only choice just an item (i usually buy Trinity or hearth)
Cooldown, Armor and Magic Resistance. |
Attack Damage, Health, Mana and any form of Armor Penetration. |
Attack Speed
|
Critical Chance, Life steal |

NB: When building item on poppy you have to count 3 fact:
- (1) she is innately squissy and need defense to keep up on trade, especially because she is really weak to CC.
- (2) Although her ability are unreliable outside line phase, she does need damage!
- (3) She have serious movement speed problem even with 3 ability out of free to gap close/gap make.
This means you have to favor this three aspect before building anything else, unless you want to build a glass cannon champion like

Core Item |
Poppy have something like "two core" not only she need to build two core item to work propelly, but she even have two possible core option:





With the BC+IBG+MT you have pretty much all the stat you need, extra tenacity and armor shreding. With TF+FH+IBoL you have a stronger

Cleaver Core |
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Trinity Core |
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![]() ![]() ![]() It's also a stronger ![]() ![]() ![]() |
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Jungle Item Option |
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I really, really, dislike ![]() ![]() |
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Boots Option |
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As I have already mentioned, poppy need to build minding always three distinctive aspect simultaneously: building Attack Damage, Defensive Stat and Movement Speed/Slowing item.
Whit that said, this is the main reason why
Black Cleaver and
Trinity Force are the all around best item to start whit for
Poppy.
In Jungle, though there is a huge problem whit that: you must start whit
Hunter's Talisman and
Hunter's Machete! Missing them out not only kill your sustain, but make you gain way less experience from Jungle monster! But at the same time, they don't provide the 3 stat that
Poppy need to be efficient in battle. To solving this problem, there is XXXX possible start:
This way poppy is played as an hybrid devourer champion. Even if poppy don't have empowered auto-attack like
Warwick,
Master Yi,
Jax and
Xin Zhao, she does have the gap closer. With this said, she does work in pretty much the same way, jump on staff and shred to pieces. And be bloody squissy and weak to stun. It's part of the package. Her really high base damage on the ability also cover for the absence of empowered damage on the autos, mind it. The only true problem is that
Heroic Charge move the enemy, and this can be of their advantage. Also, the stun isn't reliable, unlike
Warwick and
Jax.
The only note that i feel to add is that it can be played whit
Black Cleaver instead of
Blade of the Ruined King, as this way you have access to
Phage and don't have to rely on the BotRK/
Bilgewater Cutlass activated ability to stick on target.
When you get down on why to complete the hunter's blade as your first item, there is a lot of good reason: cheap, strong in the jungle, give lot of free stat and special passive like the Cinderhulk and Devourer enchantment. Sadly, they don't work so well on little
Poppy, due to her itemization problem. Whit that said, sacrificing the complete blade for an earlier
Phage solve all three main poppy's problems, to then being completed in a earlier trinity. On the math, an early
Tracker's Knife - Warrior cost 2625 gold, while at 3000 gold we get
Phage+
Sheen, that net way more useful stat at the expense of (in fact) not so much damage after all. (I'm counting that you should still buy Hunter's Talisman and Hunter's Machete!)
After this, you should complete the trinity, take the blade, and before purchasing the enchantment, go for some other defensive stat or another bruiser item for poppy. (
Black Cleaver,
Frozen Mallet,
Titanic Hydra,
Iceborn Gauntlet,
Maw of Malmortius... you have plenty of choice).
This build provide a big damage output, at the price of the tankiness (and the early movement speed too!) I find that it work at it's best whit a full set of Flat Armor quint and scaling armor seal, as we will be delaying a bloody lot building resistance stat. Whit that said, i must add that i find a
Dead Man's Plate a way better follow-up item then the usual
Frozen Heart/
Iceborn Gauntlet, as we will be already near to the CDR cap. After that, i would add only
Thornmail/
Randuin's Omen for the extra armor.
You may wanna ask why, whit Cinderhulk, i'm advising the
Titanic Hydra instead of
Black Cleaver. The reason is mostly that just have more synergy whit the Cinder, providing more damage. You really have to try to understand what i mean. But if you want some mat, this way you have something like extra 80 damage on AA, instead of the 55 of BC (and more or less the same damage on ability cast). Yes, you sacrifice the
Phage passive, (and the CDR) but you can just buy a subsequent
Iceborn Gauntlet or
Frozen Mallet for that (or even
Phage into
Black Cleaver too)
NB: I do feel that some early Movement speed quint or Flat Armor quint to be really important on this start!
Whit that said, this is the main reason why



In Jungle, though there is a huge problem whit that: you must start whit



1. All-in Fervor/Devourer |
![]() ![]() ![]() ![]() ![]() |
This way poppy is played as an hybrid devourer champion. Even if poppy don't have empowered auto-attack like







The only note that i feel to add is that it can be played whit




2. Trinity Start |
![]() ![]() ![]() ![]() ![]() ![]() |
When you get down on why to complete the hunter's blade as your first item, there is a lot of good reason: cheap, strong in the jungle, give lot of free stat and special passive like the Cinderhulk and Devourer enchantment. Sadly, they don't work so well on little





After this, you should complete the trinity, take the blade, and before purchasing the enchantment, go for some other defensive stat or another bruiser item for poppy. (





3. Warrior into Black Cleaver |
![]() ![]() ![]() ![]() ![]() |
This build provide a big damage output, at the price of the tankiness (and the early movement speed too!) I find that it work at it's best whit a full set of Flat Armor quint and scaling armor seal, as we will be delaying a bloody lot building resistance stat. Whit that said, i must add that i find a





4. Cinderhulk into Titanic Hydra |
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You may wanna ask why, whit Cinderhulk, i'm advising the







NB: I do feel that some early Movement speed quint or Flat Armor quint to be really important on this start!
As a special note, i must underline that you should almost never build straight damage when playing whit
Thunderlord's Decree
.
Youmuu's Ghostblade is mostly the only exception as it provide CDR, high AD, Penetration that go well with
Precision and the movement speed active that work as a free
Ghost. Even with
Fervor of Battle
you still should pick straight damage only if it work well with
Enchantment: Devourer






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The new ![]() ![]() ![]() |
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The ![]() |
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The ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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The ![]() ![]() ![]() ![]() ![]() |
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Do buy this item only against heavy stacking armor enemy. It isn't wort otherwise. Looking at ![]() ![]() |
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NB: I NEVER have builded ![]() ![]() ![]() |
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Imo, building straight defensive item on poppy isn't good, as you miss on her natural enhanced tendency to use armor and magic resistance in greater efficiency. Poppy always need at least one Bruiser item, and whit how the jungling item work, you do need even more to buy high resistance outside of them. Health/resistance item are to be builded always from your forth item onward, remember.
NB: I explained
Frozen Heart and
Iceborn Gauntlet in the Core item session. Although they are way less core in Jungle.
NB: I explained


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Hand down, my favorite item (period). ![]() ![]() ![]() ![]() |
With really high base defensive ability, and an aoe slow, ![]() ![]() |
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With the access to the dreadful ![]() ![]() ![]() ![]() ![]() ![]() |
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The retry ![]() ![]() |
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First thing first, what does we mean as building Poppy tank? Armetti's Jungle tank guide for Poppy provide a built path of tankiness into bruiserness. I actually like the guide, and advice to follow it if you wanna play her more tanky then i do.
The fact is, I find that Poppy isn't a good tank to begin with. It's true that her damage always matter, but that doesn't change her bruiser/assassin nature over her tanky nature. She doesn't have sustained damage, unlike all other tank, nor any form of damage mitigation and sustain.
With that said, she can be played tanky, as she does provide something to the team: her anti dash
Steadfast Presence and her ultimate. (That's either the most bonkers knockback in the game or a 1,5 second stasis) But let clarify, that "playing Poppy as a tank" means for me to play her with the idea to maximize her resistance to damage, at the sacrifice of her damage output. I find that she is actually weaker played that way, frankly speaking, compared to played bruiser-like, but well, anyone have is own taste, i guess.
First of all start
Hunter's Talisman (always, if you don't have extra atk speed runes, or else
Hunter's Machete if you do start blue). Upgrade into
Stalker's Blade and pick up the
Enchantment: Cinderhulk. Pick up either
Dead Man's Plate and then
Banshee's Veil or
Warden's Mail and
Spectre's Cowl (to upgrade in
Randuin's Omen and Banshee's Veil). Pick up either
Ninja Tabi or Mercury's Thread for boots (ehi, you want maximum resistance, no?).
After that i would pick up the
Warmog's Armor for some sort of sustain and either
Frozen Heart or
Iceborn Gauntlet. If I'm picking IBG, i would also pick
Sheen around midgame, to be frank. Remember that FH and RO atk spd debuff do stack together, if you are against some heavy AD team.
The fact is, I find that Poppy isn't a good tank to begin with. It's true that her damage always matter, but that doesn't change her bruiser/assassin nature over her tanky nature. She doesn't have sustained damage, unlike all other tank, nor any form of damage mitigation and sustain.
With that said, she can be played tanky, as she does provide something to the team: her anti dash

First of all start










After that i would pick up the




Most player have incredibly high problem at understand how much it's important to build in response to occasion. High damage champion, like
Riven and
Ahri don't have this issue, as "you should just buy more damage". But for tanky champion, like
Dr. Mundo, it's incredibly important to decide what resistance to build sooner (although they just have to choice between two item, most of the time).
Whit a bruiser champion like
Poppy, things get even harder for novice player. Putting aside
Poppy actually pretty high skill cap, she is even a champion that need to make many important early game choice, as she highly depend on too many statistic to be truly efficient.
As in the Jungle you are supposed to met all liner and gank, it's important to understand what you need. The most important "occasional" item that you will have to buy are the following:
Spectre's Cowl/
Hexdrinker,
Quicksilver Sash,
Chain Vest/
Warden's Mail,
Last Whisper and
Tracker's Knife.
Spectre's Cowl/
Hexdrinker are two option for dealing whit the same thing: that fed enemy AP user. They are similar in use, but different in goal: the first is upgraded into
Banshee's Veil, the second into
Maw of Malmortius. Also, the first provide raw health, while the second provide AD and a shield that protect only from magic damage. I mainly want to build the first if i don't have much Health item (or i have the titanic hydra), and the later if i do have.
Quicksilver Sash is an incredible counter item. It cancel many ultimate, like
Vladimir's,
Zed's,
Warwick's and
Fizz's, just to say the most obnoxious. Just remember for the later 3 that you still receive the damage if u don't move away! It's also really good to cancel ol'jax bloody stun (geez if I hope he get nerfed) and to smother our bad match up against
Morgana. The
Mercurial Scimitar is also good, even if it's an ultra late item.
Chain Vest/
Warden's Mail are the items-to-go if enemy team have either a lot of AD based damage dealer or have a really feed AD champion. I mainly prefer
Chain Vest over the Warden mail but that's is because in this case i prefer to build
Dead Man's Plate and
Thornmail over
Frozen Heart and
Randuin's Omen. It's also cheaper, as you sacrifice the bonus attack speed reduction on your enemy. Do note that this item don't provide health!
Last Whisper is to be build only against those pesky heavy armor stacking guys, and this means mainly
Malphite,
Rammus and
Taric. Also, you should buy that only if they start to build just to much armor, and not before. As this isn't an early/mid game issue, and it's not such a given that they will stack so much armor, this is an item bust brought late.
Tracker's Knife is something to build if you feel comfortable to left out
Stalker's Blade and want to have more coverage on some of the most sensible spot of the Jungle against champion like
Nocturne and
Shaco.



Whit a bruiser champion like


As in the Jungle you are supposed to met all liner and gank, it's important to understand what you need. The most important "occasional" item that you will have to buy are the following:

































For
Poppy, i prefer to use the following three path:
Spoiler: Click to view
This is probably the fastest, the safest and the one that open to the best gank.
First of all,
Gromp>>
Greater Murk Wolf means less critter and more life on the main monster, making Bot
Hammer Shock and
Heroic Charge more effective. Also the Gift of the Toadstool is arguably better then Gift of Heavy hands (
Ancient Krug) for the early clear.
From there, you take
Blue Sentinel and go heal by autoattacking
Rift Scuttler. From there, you can get your first gank going.
Spoiler: Click to view
This clear route late you start
Gromp>>
Greater Murk Wolf for the extra health and then complete by taking
Red Brambleback's
Crest of Cinders, that is actually better for your early gank. After The Brambleback, you can either pick up
Crimson Raptor or heal at the
Rift Scuttler for then gank.
Spoiler: Click to view
For when you actually prefer to start bot line in anycase (i really don't know why would you) this is the best path you can take. Sadly, this even the worst, and sometime isn't even so much easy to complete without a third
Health Potion.
Spoiler: Click to view
You should always try to not gank from the bush, whit poppy, but from near the enemy tower: This way, not only you often avoid the possible ward, but often after some gank, you move where enemy midliner start warding the river, at the vantage of your team. Even more important, your
Heroic Charge have not only more chance to knockback your enemy mid liner nearer your ally, giving him more road to travel for escaping.
Spoiler: Click to view
Exactly like the mid gank, this maneuver assure that your
Heroic Charge don't help your opponent by knocking them further away from your allies. This way, usually, you also break the enemy formation, putting enemy adc further away from the support.
Not ganking this way may make your
Heroic Charge unhelpful for your gank!

Gromp into Blue |

This is probably the fastest, the safest and the one that open to the best gank.
First of all,





From there, you take


Gromp into Red |

This clear route late you start






Krug Start |

For when you actually prefer to start bot line in anycase (i really don't know why would you) this is the best path you can take. Sadly, this even the worst, and sometime isn't even so much easy to complete without a third


You should always try to not gank from the bush, whit poppy, but from near the enemy tower: This way, not only you often avoid the possible ward, but often after some gank, you move where enemy midliner start warding the river, at the vantage of your team. Even more important, your


Exactly like the mid gank, this maneuver assure that your

Attention! |
Not ganking this way may make your

This may be a little obvious knowledgeable after you play
Poppy for a while, but she work well with champion that provide one of the four stat: stun, wall making, Knock-backing and Armor Reduction. Said that, this may be a pointless chapter of the guide, but i'm gonna add for the sake of completeness.
Stunning champion let poppy land bot side of her
Hammer Shock before re-positioning for landing a better
Heroic Charge, knock-backing opponent toward your tower. Prime example are
Jax and
Pantheon for the top line,
Lux,
Annie amd
Brand for middle, and
Leona and
Morgana for bot line.
Wall-making are good as they give you more chance to land your
Heroic Charge's stun. That also means more teamfight chance to land your maximum damage potential, and to break even further the enemy team in smaller group. For an example, a charged
Keeper's Verdict on a tank, and a follow-up
Heroic Charge on the enemy that got
Cataclysmed by
Jarvan IV usually means a won teamfight. Prime example of wall-makers on top of my mind are
Jarvan IV and
Trundle for top line, and
Azir/
Anivia for middle line.
Knock-backing champion are good in a straight-forward way: they give even less chance to opponent to escape insac-ing.
Alistar and
Lee Sin are the prime example of the following ability that come to my mind, even if I find the rare to have in our team.
Armor Reduction is pretty straight-forward: Poppy whole kit is AD based, and she have
Black Cleaver as a core item choice. Having another champion that use that item or that have build-in armor-shreding let you deal overall more damage.
Jarvan IV,
Jayce,
Renekton,
Trundle,
Wukong and
Xin Zhao are the prime option that come to my mind for top,
Kayle for mid and
Kog'Maw,
Taric and
Corki for bot line.
Whit all that said, the tree champion with who Poppy have the best synergy are, in order:
Jarvan IV,
Trundle and
Xin Zhao. They are all rare pick for a top line champion, but aren't so for jungle (Troll king aside). The only thing I may need to point out is Xin/Poppy teamfight synergy, I guess. A Poppy's ultimate on a champion, followed up by Xin's ultimate on another, may open up Poppy for wall-stunning a third one, turning a 5v5 in a 2v5 butcher's house.

Stunning champion let poppy land bot side of her









Wall-making are good as they give you more chance to land your









Knock-backing champion are good in a straight-forward way: they give even less chance to opponent to escape insac-ing.


Armor Reduction is pretty straight-forward: Poppy whole kit is AD based, and she have











Whit all that said, the tree champion with who Poppy have the best synergy are, in order:



This may be the worst part of any guide, the one where the guide's maker highlights the champion exploitable weakness... it's still a part that I find important, and that should be add to any decent guide, IMO. So let me explain how I tend to fight Poppy:
- No matter what you think, when Poppy gank you stay away from wall. A full stuncombo often deal half the life of an adc, at early level.
- Don't try to duel
Poppy in the jungle, unless you are playing some stealth assassin champion (looking at all of you
Shaco player!). That's because there Poppy's charge is relatively easier to wall stun, enabling Poppy's maximum damage output. In fact, outside river, it's actually hard to not stun.
- If she is in a line, DON'T PICK UP HER SHIELD. I'm tired of explaining that the shield is a bloody bait for enemy! It will always land somewhere near you and a wall, in a way that she may
Flash+
Heroic Charge you. Even if she pick it up, it doesn't last that much, to be franc, so you really should just wait for it to expire, and hope she will try to force a trade with it, to bring her further away from her tower and punish her hard.
- When she start spinning her mallet, hello, that's the ultimate. Start moving in a inconsistent way to make it harder for Poppy to aim you, always in a motion that is dx/sx of Poppy. When she unleash it, that spell is actually dodge-able, so aim for that. With that said, good Poppy's player will try to pull out
Fiddlesticks charging-in-a-bush-the-ultimate's kind of stunt. Keep the map warded!
- Even if this may sound stupid and obvious, that may not be so to every one. So let me tell you a big secret: after you get hit by
Hammer Shock move on the dx/sx. That halve the damage. Don't stand still. I can't count anymore the trade where unstunned player get bot side of that spell even when unstunned. What make the charge stun strong is how heavy the Q hit you.
- Dead turret count as impassible terrain, so watch out for Poppy Flash+Charge combo on them. Especially in the midline.
- Poppy is extremely bursty, so if you have a damage reduction spell like
Garen's
Courage, blow it when she charge you.
- Outside Jungle, she have no sustain. Kitting and harassing Poppy work great, regardless of line.
21/12/15: add boots analysis and offensive item analysis
26/12/15: lot of correction, adding, note, and tanky item analysis. Moved Thunderlord as first option, as it is more safer than Fervor (not everyone is a hardcore suicidal as me)
27/12/15: early/mid game building option done.
29/12/15: add an explanation on how to gank and the jungle clear path
05/01/16: add synergy of Poppy whit possible team-mate, change some information in the item intestation
07/01/16: add tip at fighting Poppy and tank build explanation
26/12/15: lot of correction, adding, note, and tanky item analysis. Moved Thunderlord as first option, as it is more safer than Fervor (not everyone is a hardcore suicidal as me)
27/12/15: early/mid game building option done.
29/12/15: add an explanation on how to gank and the jungle clear path
05/01/16: add synergy of Poppy whit possible team-mate, change some information in the item intestation
07/01/16: add tip at fighting Poppy and tank build explanation
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