Please verify that you are not a bot to cast your vote.
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
From personal experience seems to be the absolute worst experience for poppy jungle, his early game is insane against yours, he can easily invade you when you're low. Your W will not stop his R & Q. One good thing that you can do though is make him leave with your R during a team fight or even charge him off of your back-line if necessary.
Graves
Theoretically a extremely easy matchup, your out damage him when even or ahead, and can easily kill him very early on in levels 2-4, however it seems to be one of those champions that awlays have a team that'll collapse the second you have a chance to kill him and are always watching his back, if they help him get ahead he'll really become a problem for you.
Hecarim
Same as warwick, you cannot stop his bloody R and his E doesn't seem to be affected either. He'll constantly invade your precious jungle and be quicker to gank early game, but if you manage to get ahead with the help of proper teamwork you can outscale him where he'll be unable to do what hecarims do mid-lategame.
Shaco
Constantly invades, difficult to duel, but in the right circumstances you can out damage him easily. Ward up and maybe even take a ghost poro.
Lee Sin
Can disrupt his, but they're so often and so variable that it can be difficult to keep him down. Dueling potential is also slightly out of your favor.
Xin Zhao
Early too Mid game it is possible to catch him out and kill him with little danger from himself, but if heas able to get ahead or to late game he can just auto-attack you to death.
Kayn
Another case where if not terribly behind, its pretty easy to out-duel Scythe-thing and his human slave. Also he loves to dash both before his ult and after it, so just mess his groove up.
Evelynn
Cannot remember last time I had this matchup but you are able to interrupt her E
Amumu
Can just deny their Q, They'll also do insignificant damage if you have a Adaptive Helmet.
Nocturne
Difficult to out damage, cannot W anything from them. Hard to prevent invading while alone. They can do their entire engage on your carry while you're unable to stop it.
Kayle
Easily burstable since she shouldn't be able to ult herself while cc'd, you can also just make the invulnerable target leave the area with the big wacky hammer.
Udyr
Easily beatable unless several behind, has nothing to easily reach your backline.
Zac
Hard to kill, you shouldn't even be trying to fight him alone anyways. Just stop his Slingshot and watchout for his Q since he can throw it at you and just auto a nearby minion after.
Vi
Difficult to out-damage, but you are easily able to make her engage very difficult.
Maokai
No Experience. Cannot remember last time.
Nunu & Willump
No Experience.
Kindred
One great thing about Kindred is you can interrupt her Q easily with how often its used which is likely to give opportunity to combo. Also get it or it's team out of the budget Taric ult extremely easily.
Kha'Zix
A fed kha'zix is a pain with his ult, but if you're even remotely close to him in power then you can just shut down all his attempts, especially if you're ahead. Squish the bug.
Rengar
Just like Kha'zix and Monkey boy you can just prevent his engage, and at the same time easily kill him throughout the entire game if he is not fed ahead.
Nidalee
Use your superior movement speed to get close while dodging her spear, you'll then likely be able to tear away most of her hp. You can also keep her away from your carry easily.
Diana
No Experience. Cannot remember last time.
Elise
No Experience. Cannot remember last time.
Jax
Same story as Xin except he can stop your autos, which also means your proc burst.
Shyvana
Wukong
If you know he wants to ambush your hyper carry you can prevent his entire engage by just standing by the carry. W him if he tries to go in then charge or ult him away.
Volibear
Nope run, you will not be able to duel a Volibear, ideally Ult him away with his strongest teammate in a team-fight and help your team mop up the rest.
Teemo
Win super hard early game, his blind can only prevent one source of your burst. Save your auto and all its procs for after blind wears off or while heas stunned and melt his face off.
Jarvan IV
Be careful with dueling, he can shred your armor wish his Q and he has a burst. You'll be able to stop his Dash from chasing, escaping, and even over walls but his Ult is unstoppable sadly.
Ivern
I still cannot imagine how Ivern would be the deciding factor to being able to win.
Yorick
Easily outdamagable after early game, his circle wall can be used with your E and your W stops his zombies from jumping too you.
Twitch
It shouldn't be possible to lose to this unless your team drops the ball and the enemy team steals that same ball to then give it too Twitch as fuel for lategame.
I saw for the first time ever someone else using Poppy-Jungle outside of it being a joke, and that is during World-Championship 2018 where a certain SOMEONE took predator Poppy to the jungle wungly. So before I'm heading to bed the same night I'm quickly putting all this down and later ill be filling it out as much as possible in prep for the quite likely surge of Poppy jungles.
A note about myself with Poppy is that I've been doing Predator-Poppy since the start of the season on this new-account and Poppy-jungle on older accounts before Pred was a thing. I started playing around the second month of season 2 and I ended that season as bronze while being close to silver. Since then the highest I've achieved on a account is Plat-1 Promos. I started this season as Silver 5 and my peak so far has been gold 4, though I think I'm just gona settle for gold 5 and not risk having terrible luck that prevent me from reaching gold again this season. (Also I kinda skipped the entirety of season 7 and a quarter of season 6)
Abilities
Abilities
__________________/ Iron Ambassador: STATIC COOLDOWN: 16 / 12 / 8
/‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
-INNATE: Poppy periodically throws her buckler with her next basic attack, which then falls near her target where it remains for up to 4 seconds. If the buckler kills its target, it bounces back to Poppy automatically. Enemies can step on the buckler to destroy it.
-The buckler grants 350 bonus range and 20 − 180 (based on level) bonus magic damage. When Poppy picks up the buckler, she shields herself for 15 / 17.5 / 20% maximum health for 3 seconds. __________________/ Hammer Shock: TARGET RANGE: 430 | COST: 35 / 40 / 45 / 50 / 55 MANA | COOLDOWN: 8 / 7 / 6 / 5 / 4
/‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
-ACTIVE: Poppy smashes the ground in front of her, dealing physical damage to all enemies hit.
-The impacted ground becomes unstable, slowing enemies standing on it before erupting after 1 second, dealing the same physical damage to all enemies hit.
INITIAL PHYSICAL DAMAGE:
40 / 60 / 80 / 100 / 120 (+ 90% bonus AD) (+ 8% of target's Maximum Health) SLOW:
20 / 25 / 30 / 35 / 40%
__________________/ Steadfast Presence: EFFECT RADIUS: 400 | COST: 50 MANA | COOLDOWN: 24 / 22 / 20 / 18 / 16
/‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
-PASSIVE - STUBBORN TO A FAULT: Poppy's total armor and total magic resistance are both increased by 10%, doubled to 20% when she falls below 40% maximum health.
-ACTIVE: Poppy gains 30% bonus movement speed for 2.5 seconds and generates a barrier around her for the duration, causing all enemies who dash within to be knocked down and dealt magic damage.
MAGIC DAMAGE:
70 / 110 / 150 / 190 / 230 (+ 70% AP) Steadfast Presence can only block a single dash per enemy per cast.
__________________/ Heroic Charge: TARGET RANGE: 475 | COST: 70 MANA | COOLDOWN: 14 / 13 / 12 / 11 / 10
/‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
-ACTIVE: Poppydashes to the target enemy, dealing physical damage and carrying them along with her for up to 300 units.
If they collide with terrain, she deals them the same physical damage again and stuns them.
STUN DURATION:
1.6 / 1.7 / 1.8 / 1.9 / 2
__________________/ Keeper's Verdict: TARGET RANGE: 1900 | PROJECTILE SPEED: 2000 | COST: 100 MANA | COOLDOWN: 140 / 120 / 100
/‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾‾
-FIRST CAST: Poppy charges for up to 4 seconds, slowing herself by 15% for the duration. Keeper's Verdict's cooldown is set to 30 seconds if canceled.
-SECOND CAST: Poppy smashes the ground, sending out a shockwave that travels in the target direction. When it hits an enemy champion, a massive hammer erupts, dealing physical damage to all enemies around it. Enemies struck by the hammer are knocked back an incredible distance towards their fountain.
Instantly releasing the ability ends the charge, dealing 50% reduced damage and knocking up all enemies around Poppy for 0.75 seconds.
Poppy has sight of airborne enemies and they are rendered untargetable for the duration, with their displacement distance increasing based on how long Keeper's Verdict was charged. An uncharged attack does not render enemies untargetable.
You must be logged in to comment. Please login or register.