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Choose Champion Build:
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/all Wtf Poppy?
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Jungle AD Poppy
Recommended Items
Runes:
Spells:
Teleport
Flash
Items
Ability Order
Iron Ambassador (PASSIVE)
Poppy Passive Ability
Threats & Synergies
Fiora
If you know she has ult, and she does not have less than 300 health, AND she is not near a wall, you better back off. Her riposte is easy to forget, and even though her dash can be blocked, it is too frequent to constantly plan your Steadfast Presence for. Do not feed her with this build, you WILL get flamed.
Introduction
About Me
Hi, I'm Joey, and I've been playing League for a while now, starting in the beginning of summer when a friend budged me to play it. I never expected to get so far into the game as when I was introduced to it, and I don't regret a second of it (Except maybe sometimes, you know...). But that doesn't matter- this is about

Why Poppy?
So, most people play Poppy as a tank, which of course is not bad at all. She has hard cc and good use for spellblade effects. The reason you never see a full AD Poppy is because it is not exactly as reliable. It is very strong, of course, but often only if:
1) The enemy team has no tanks or at least any very tough ones, or...
2) You have another tank champ on the team who has reliable engage, such as Malphite, Volibear, etc.
If your game meets one (or both) of the suggestions above, AD Poppy can work great! Just remember though, it can be easy to get carried away and end up killing yourself just to kill their adc or midlaner, which can be bad if you end up as the carry.
Believe me, it has happened a lot.
But really, why play Poppy when you can play other champs designed to be assassins? For me, I think it is just one of the most fun things to do in normal games. I say normal, because you shouldn't do it in ranked. When you see the chat flood with messages of their adc, jungler, mid laner, anybody concerned on that damage, it is just hilarious to me.
And of course, there is the champ herself, Poppy. Poppy has been my main for some time, and she is just so unique compared to any other champion in the League, and will always be my favorite. The rework from a while back was for the best, because in all honesty, she was pretty ugly. If there is anything I can say that is wrong with her, it is the fact that so many people hate her, simply because she is Poppy. If you bring her jungle, you might get flamed. If you say you main her, you get insulted. Even if you just bring her top as full tank, you get flamed for the supposed fact that she is a "bad champ." It makes me sad.
... At least, that's what I said in the beginning of S7. She's pretty legit now, as I have always thought she was. She'll win a lot of matchups up top, but her glory comes in her tp ganks. Just be wise about using that.
- Very strong burst (Oh mah lawd even better with season 8 now)
- Good at scaring people away (no joke)
- Shield throwing one shots squishies with a little over half health
- Pigtails!
- The best skins in the game, dood
Cons
- Doesn't work in every match
- Lots and lots of flaming
- If you feed, you will die of insults in chat
- Not the best jokes

... But for alternative choices, you could take any of the three domination keystones. They all give more damage and helpful effects, but electrocute is the most ideal with this build from what I have played.




Extra Input from more games: Bruh, just take

For the secondaries of the Domination keystones, I prefer





For the secondary tree, I prefer




When laning top, this is a must. Your goal of the game is to destroy towers to get to their base, not only to kill the enemy team. I don't think there is anything else worth taking besides this.

I can't imagine not a reason to take this. Helps with ganks, fights, etc. Just take it.

If you are jungling, you start with



I think jungling is the best position for



One situation I'm not sure about, though, is if it is better to max












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-

-

- And if the 50% critical chance is successful, your auto and









As for the last item, it's your choice. It is best to choose this based on the game, like if your team was toxic for you not being a tank so you need to get







In terms of what to build first, in jungle,






Iron Ambassador
With a 16-10 second cooldown, Poppy will periodically throw her buckler at her target for 10-180 bonus magic damage, gaining range. This makes a great harass tool, especially if you have high ad items early on. After hitting the target, it will fall onto the ground, most often near walls. If the target is killed from the hit, it will automatically return to Poppy. Upon being retrieved, it shields Poppy for 3 seconds for 15-20% of her health.
This my most favorite passive in the game, and not because it is Poppy's. The harass you can get off is great, the shielding helps with trades in lane, and it is overall just a fun and great sustain tool (Although it just shields, not heals). One thing I love about it is that it lands near walls. If your laner is determined to step on it, it makes an easy stun with

The passive is also what builds into full AD Poppy. Being able to stack the shield's bonus magic damage with all the other damaging stacks makes it just wonderful, especially when you can pick it up to run away from a fight. Also, it can often secure kills for those running away with an auto attack or two's worth of health remaining.

Hammer Shock
With a cooldown of 9-5 seconds for 35-55 mana, Poppy slams the ground with her hammer to damage the area, dealing physical damage of 35-115, with 80% bonus and 8% of the targets maximum health. The damaged area becomes unstable and slows enemies from 20-40%, and then erupts to deal the initial damage again.
This damage can be massive, especially with


The ability is also great for kiting, particularly against champs who can trade very well through autos:





Steadfast Presence
Passively, Poppy gains armor and magic resistance based on the total values of those stats, increasing them by 15%. This passive doubles when Poppy is below 40% health.
When activated for 50 mana at all ranks, Poppy gains 32-40% bonus movement speed for 2.5 seconds, and is surrounded by a barrier that blocks nearby enemy dashes, dealing 70-230 magic damage plus 70% AP. Each enemy can only be blocked by a dash once, so keep that in mind. This is on a 24-16 second cooldown.
The passive of this ability is very helpful with all-in's in lane, even if you do not realize it. When you and the enemy are low, and your passive doubles, it can make all the world's difference for that skirmish. When building full tank, it helps a lot. If their entire team is AD or so much AP that there is no need for armor, it can make you extremely tanky when stacking the magic resist or armor stats. Without such items, though, it still provides some resistance no matter what, because bonus stats are bonus stats anyway.
The active of this ability is what makes many people think that Poppy counters certain enemies very easily. This is not the case. Simply because an enemy has a dash does not mean that Poppy can fight them easily, although a well timed



A mistake players make is that just because they block an enemy's dash, they are vulnerable. I see people charge at them after they are halted just because they can. A halt is not always a reason to engage. Another mistake I see is when a Poppy is against a













Besides that, this active is amazing for teamfights. Being able to halt abilities of champions that are needed to engage can make all the difference for the fight, and can even save your teammates, such as when a











Note: If against a full dash team, go full AP :^)

Heroic Charge
On a cooldown of 14-10 seconds for 70 mana at all ranks, Poppy tackles an enemy with a hard cc target dash, dealing 50-130 physical damage, plus 50% of bonus AD. If Poppy tackles them into terrain, they are stunned 1.6 to 2 seconds and take the initial damage.
You know





When outside of lane and in the jungle instead, this ability is a pure godsend. The jungle is full of walls! This makes Poppy an amazing invader if the enemy jungler is fairly squishy, but you better be ready to chase and auto once or twice. If the enemy jungler has a dash, such as



Outside of Summoner Rift, this ability is awesome in Crystal Scar for Ascension or Dominion. It has the most packed in pathways, and when building full AD Poppy, you will just hurt people and earn a beautiful KDA.

Keeper's Verdict
With a cooldown of 140-100 seconds for 100 mana at all ranks, Poppy channels her hammer up to four seconds, applying a self slow by 15%. Upon the second cast, she smashes the ground to deal 200-400 physical damage plus 90% of bonus AD. The targets are knocked airborne and are untargetable, flying towards their Summoner Platform based on how long

If this ability is double tapped fast, it can be used to send the enemy straight up into the air. While it has high base damage, it is not always best for duels at early levels, because 200 physical damage is not much early on for an ult. It's utility comes from its cc more than its damage, but if it can be used to damage an enemy, do it for the kill or to stop them from running away. Don't do it if they will just escape afterwards with a flash or just that you can't keep up with them.
In laning phase, it is crucial to make sure you have this ready if you are extending to farm. You can use it to escape a gank or to keep your fight a 1v1 if someone gets nosy and looks at your funny. If being chased, especially in lane, it works best to enter brush and wait for the jungler and laner to come close together. This allows you to knock them both away. If you charge your ult long enough, you can really waste their time.
At later levels with higher ad counts and ranks, this ult is great for finishing a kill, even though it won't always be necessary. Because of this, remember to use it for utility later on, and not damage. If you can make a fight a 4v5 or even a 3v5 or even less, take the chance. It was not created for pure damage, and that should be understood.
On topic about this ult, I found it funny that Rito needed to nerf its snapchat damage. It's dumb, in my opinion, but I suppose it is best for laning. Usually it's just best for evasion or stopping those running.

A very dangerous mistake that even I make comes from the untargetable trait of the ult. It can be very easy to knock the enemies out of a





When fighting, you need to remember that your autos on their own still a lot of continuous damage. You have


During the midlane skirmishes, engaging before your team does can end up with a victory, even if you die. Often the enemy team will all burn their abilities on you, giving your team the chance to engage. Your autos will burn down at least one of them, granting an easy kill, and you can always ult beforehand for the advantage of a 4v5 or such.
Remember, if you do not one shot your enemy, that's ok. You can easily auto them to death while chasing them. For example, if you stun a


Don't be afraid, but also, don't be silly and engage to get your whole team killed. Even if you are fed and do so much damage, your team will often look for a reason to flame you. I often lose games because my team is too afraid to engage even though we can easily win the fight, and it ends up that they let the enemy team slowly pick at them and then jump them. If both teams are acting silly and aren't giving you funny looks, go to another lane and push hard. Sometimes its better that they become distracted, because once they come to your lane, you will be long gone.

In that case, leave your comments and reviews! This is my first guide, so thank you for reading!
Created: 1/1/17
Major Edit: 1/1/17
Edit: 1/23/17- Updated for Poppy nerf
Edit: 8/14/17- Now follows the increased Hammer Shock damage from v.7.13.
Edit: 11/12/17- S8 Update :o
Edit: 12/2/17- A bit more info -.-
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