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Poppy Build Guide by Trazzox

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League of Legends Build Guide Author Trazzox

Jungle Poppy - Flash, Dash, Hammersmash

Trazzox Last updated on February 3, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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So, yeah, surprise surprise, here's another player saying 'This is my first guide, please be gentle, etc etc"... Or is it?

Sure, it's my first guide, but hell, I want it to be good, so gimme pointers, everywhere.

To the point; "Poppy, jungling? Why haven't I seen it before? It's because it's bad!". Mhm. Or, is it? Or is it the fact that people haven't bothered to test it to the max?

I myself have always been fond of strange junglers, unorthodox, as you might want to call them, and I'd love if one of my choices ran to the top because of a movement I started

Edit: I also failed, and posted the guide as Guest the first time... @.@

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Pros / Cons

Let's get down to business, right here in the start. Why is it good? What's bad about it?


  • One hell of a towerdiver
  • Great burst
  • Great sustained damage
  • The ultimate
  • Very high movementspeed
Last but not least; She's great at pissing Karthus off. But I'll get to that later.

  • Extremely heavy on the mana side, you'll have troubles giving mid bluebuff.
  • Tricky to use the stun
  • Very item dependant to get decent damage

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The masteries are pretty much common, at least to me.

21/9/0, without improving Summoners in Offensive, since, let's face it, you're not gonna use 'em.

Thanks to my testing, this is, what I found it out to be, the optimal way to get the jungling done as good as possible. Health regen, armor, damage return (it's actually worth it, using this build, the mobs will actually last hit themselves thanks to having about 5hp left after 2 hits, in the beginning), and of course improved Summoners in Defensive.

Offensive wise I found out that this is slightly better than any other build, when it comes to jungle speed. She's on par with most other junglers.

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To me, the runes are pretty self explanatory, but since this is a guide, I think...? That I should explain them.

Poppy's passive ability, Paragon of Demacia, allows her jungling to be somewhat different. She gets sky high armor with the runes and the passive together, and having Attack Speed runes allows you to use the Attack Damage bonus from the passive, to the max.

The quintessences on the other hand, are something you can change, but I prefer 'em this way. With Poppys usual high movement speed, along with the Quints, you can chase pretty much every champion in the game down.

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Summoner Spells


Why flash? Because for Poppy, this is not only a gapcloser/escape... It's also a powerful placement tool. Imagine if you're between yourself and a turret, and the enemy is just wreaking havoc on your face... What do you do? You use flash to the other side of the enemy, smack him into the turret, and watch his stunned *** get flattened by you and the turret.

Everyone knows how Poppy works, so they do not stick between her and walls... But if you use Flash right, there is nothing they can do to stop you, unless they counter-flash. But usually, they've already used it, since you catched them dead in the water.


This part pretty much explains itself, I mean, it's a jungle guide.

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Skill Sequence

Start with Paragon of Demacia, thanks to the fact that it raises your armor, AND your attack damage. And with the armor you already have, and the attackspeed runes, the jungle turns pretty easy. Grab one point in Devastating Blow, because it's not useful until you've got some more damage, and that comes later.

Then 3 points in Heroic Charge. Why, you say? Because I usually like it to have a little 'oomph' to it, instead of just relying on Auto attacks, and a Devastating Blow every now and then.

After lvl 6, you max out Devastating Blow, because by then, you got some actual damage. After that, Paragon of Demacia, and last you max Heroic Charge.

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Grab the standard items for a jungler, Cloth Armor and 5x Health Potion. First return, get level 1 Boots, and a Longsword if you can.

After that, finish the Lantern, then finish boots and dash into the rest of the build.

This build allows Poppy to get a damn high Armor, without even focusing on it. Magic Resist on the other hand... Not really spectacular, but then again, most casters that do high magic damage, are pretty squishy, and not your general problem.

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Creeping / Jungling

Poppy's jungle route is the standard run, Blue-Wolves-Wraiths-Red-Golems and then try and get a gank in.

Using the Health Potions correctly, and always having about 3 of them with you, will make sure you're always at a high health, and you'll be able to counter jungle and gank very easily.

However, something Poppy is rather excellent at, is counter jungling. Whenever you see fit, if you know how your opponent jungles, go smash his face! The jungle is a perfect environment for Poppy, trying to get a stun off in there, that's not hard. And since most junglers are Physical damage, you're at a very high advantage with the armor from Paragon of Demacia. Especially with the Heroic Charge and Devastating Blow surprising them, they'll be having some pain.

However... Counterjungling Fiddlesticks is some scary business. Be careful about using that stun too early.

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Unique Skills

Now, to what I was talking about earlier;

Pissing Karthus Off
Poppy's passive, is one of the best passives in the game, it's a life saver. I don't know how many times it has saved my *** against Karthus, but it's many.

Why, you say? Most people don't even know what Poppy's passive is.

Valiant Fighter
Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. This does not reduce damage from structures.

Say that you have 350 health left. That is pretty much cake to a decent Karthus above level 11, so he uses his ulti... But it doesn't kill you?

The passive makes sure that Karthus needs to do 700 damage, and you have to count resistances in too, which means Karthus doesn't stand a chance to kill you with his ulti at that point.

It is also a great sustainer that makes sure that Poppy can stay in the fray for a whole lot longer.

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Let's round it up, because, let's face it, that's all I think I have to say about it for now. The guide's a bit rough right now, because I just wanted to get all my thoughts written down, and I'll edit it to make it look pretty in a soon future as well.

To any compliments/suggestions/blatant downvotes, please, leave comments. :)