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Spells:
Smite
Flash
Ability Order
Iron Ambassador (PASSIVE)
Poppy Passive Ability
Very short guide - 5 sentences
Jungle route is bluebuff wolves ghosts redbuff golems.
Use your initial

Save enough mana for your ganks.
You may donate second and should donate third blue buff to your mid lane.
This guide is designed to get
Trinity Force as fast as possible and continue with any ad or hybrid build. I basically want to explain the laning phase / jungling here, so at some points I gonna state things to affect late game mainly and do not fix much there.
To get
Trinity Force early we need gold. Poppy is a bad farmer in lane so unless you get kills you will take hours to afford it. Thats why I suggest jungling, where you get
Berserker's Greaves and
Trinity Force between 15 and 25 minutes into the game dependent on how successful you gank.

To get



Glyphs





Marks


Quintessences




Seals
Greater Seal of Regeneration,


Greater Seal of Vigor / Greater Seal of Regeneration give you more sustain. Break even is at level 4 (!!). You hit level 2 directly when finishing the blue buff camp and till then there wasn't much time to regenerate life, so its basically level 2 and 3 where Vigor is stronger than Regeneration.
Keeping that in mind I experimented to find the proper balance between those runes and ended up using the numbers above. However it is also a matter of personal preference so feel free to adjust, keeping the above in mind.
If you feel you need more mana regeneration add some







At level 3 you want to have all 3 abilities, the order in which you skill them is not that important.
Starting with

When the Golem is pulled hit it once, run back a bit hit it again and then directly charge it into the wall where it spawned. It is quite difficult because you want to use your

Any other of your skills allows the golem to deal more damage to you and is not significantly faster.
In case you intend to pick the second blue buff for your self you may pick level 2

The mastery page shown above does not require much explanation i think. It is designed to boost early AD/AS and jungle speed/sustain. That is:
Sustain:
Vampirism
,
Hardiness
,
Vigor
Jungle: Bucher,
Tough Skin
,
Bladed Armor
early AD/AS:
Brute Force
,
Alacrity
summoner spells:
Summoner's Resolve
for
Smite, Summoner's Wraith if you pick one of the affected spells
just strong and on the way:
Executioner
,
Weapon Expertise
rest: doesn't matter that much, I use those shown above.
Sustain:



Jungle: Bucher,


early AD/AS:


summoner spells:


just strong and on the way:


rest: doesn't matter that much, I use those shown above.



Because it is that incredible I want to have it as fast as possible, and that is the main objective of my build. So I head for it directly after boots.
Starting Item










Boots


Ionian Boots of Ludicity: Late game some cooldown reduction is great, but it is not necessary in early game and so you better get it from some other item.
Sorcerers Boots: They also do not help much early on, later they would be fine.
Mercury Threads: Tenacity is cool on Poppy, as she is vulnerable to cc. However those are the most expensive boots and they do not increase our jungle speed and only helps a bit when ganking. So I suggest to get Tenacity from


Trinity Force











However if you prefer to build




finish

the rest
basically here my build ends, however the game by far doesn't. You now may continue with any other build you want to. As most builds do contain

AD:





Hybrid:




Offtank:



Pick:
Smite is necessary for Poppy jungle. The other one is your choice, don't forget to pick the according mastery (except for
Flash):
Choose:
Flash: after
Diplomatic Immunity tower dive you need to get out of tower range fast, so
Flash is great, also it allows you to position yourself for
Heroic Charge or to escape. You can't pick the according mastery.
Heal: due to
Valiant Fighter Poppy takes half damage when near dead. With heal you remain in that state even longer, so heal on Poppy has near double the effect it has on other champs.
Ghost: You are a melee, this one is great for chasing.
Exhaust:
Diplomatic Immunity +
Exhaust = easy kill on a non tank of your choice. Also good for early ganks.
Surge: Especially in the hybrid build (but also in the other builds) you profit both from ap and as. Additionally having burst when under
Diplomatic Immunity protection is great.
Cleanse: being crowd controlled is never nice, but I prefer
Cloak and Dagger, Banshee's Vail or Quicksilver Stash.
Ignite: Your
Diplomatic Immunity increases its damage and it is nice to pick up kills you would miss otherwise. If you tower dive this might let you leave turret range while still under
Diplomatic Immunity protection while letting the dot kill your target.
its a question of personal preference.
Don't pick:
Revive: it is weak, only possibly valuable on some certain champs that either defend a turret against multiple remaining opponents or have a way to port back into the fight (
Pantheon
Twisted Fate)
Teleport: jungle waits for you, so you do not have to hurry to get back. that is something for solo laners who cant let there lane alone for too long.
Promote: you need to meet a Siege minion to use it, they are not in the jungle and when ganking you need some luck to have one present. And even if you meet one it is not great advantage to use
Promote so why pick it?
Clairvoyance: it allows you to charge someone who tries to hide in the brush (many brushes are at walls), but ... let a support pick it, all of the suggested spells above help you more.
Clarity: if you take care of your mana you shouldn't get too much trouble with it.


Choose:

















its a question of personal preference.
Don't pick:








First clear
As stated above take the standard jungle route:
Bluebuff -> Wolves -> Ghosts -> Redbuff -> Double Golems ->

Use

Ganking earlier than the proposed is possible as you mainly need

the rest of laning phase
Now there is no fixed path to run along anymore, just some hints to keep in mind.
Ganking mid is nasty, as there is only a bit of opposite side wall to smash opponents in. It's hard to hit. To effectively help your mid laner you want to donate as many blue buffs to him as possible.
You do not have blue buff any more so you have to watch your mana. You need mana for ganks so only use mana for jungle farm if you have enough (near full) or if you are sure you won't go for a gank before the next recall. Otherwise just rely on your auto attacks, they will do enough damage now thanks to




At very low hp your passive nearly halfs even the jungle creeps damage. So your life steal outheals the jungle creeps damage which allows you to still may farm a bit (if you are sure not to be attacked by opponents), but do not expect to heal yourself up by that until you got your

Counter Jungling
It heavily depends on the opponents jungler (champ, player + build) whether you can 1v1 them or not, so try to get a feeling for your strength before hunting opponents junglers. Stealing opponents jungle farm / buffs is easy. If you invest some mana you get those monsters down fast.
However for any counter jungling you have to use mana you can't use for ganking lanes then. So just farming your own jungle a bit more is a viable alternative.
Keep in mind: your main goal is to feed yourself while helping the lanes if neccessary. It is not your job to shut down any opponent, (if fed you can easily do that late game with

Warding
You do not use


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