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Choose Champion Build:
Spells:
Ghost
Ignite
Ability Order
Iron Ambassador (PASSIVE)
Poppy Passive Ability
VS AP I USE:
- Greater Mark of Attack Damage
- Greater Seal of Armor
- Greater Glyph of Magic Resist
- Greater quintessence of vigor
VS AD I USE:
- Greater Mark of Attack Damage
- Greater Seal of Armor
- Greater Glyph of Armor
- Greater Quintessence of Armor
- Greater Mark of Attack Damage
- Greater Seal of Armor
- Greater Glyph of Magic Resist
- Greater quintessence of vigor
VS AD I USE:
- Greater Mark of Attack Damage
- Greater Seal of Armor
- Greater Glyph of Armor
- Greater Quintessence of Armor
Running 9/21/0 grants you a much more powerful early game than most players are equipped to deal with. While running 21/9/0 may seem like an attractive option, the extra sustain and damage reduction from having 21 in the defensive tree is too good to pass up.
You want to pick up two points in both Tough Skin and Indomitable for an extra four damage reduced from minons- allowing almost all trades to go in your favor when there is minion support.
Remember: is weakest early game- so you want to gear everything towards improving that.
You want to pick up two points in both Tough Skin and Indomitable for an extra four damage reduced from minons- allowing almost all trades to go in your favor when there is minion support.
Remember: is weakest early game- so you want to gear everything towards improving that.
Vs. AD Bruisers
======================
Starting Items: Cloth Armor + 5x Health Potion
First Trip Back: 800+ Gold: Philosopher's stone
Subsequent Trips: Ninja Tabi
======================
Vs. Anything Else
======================
Starting Items: Regrowth Pendant 1 Health Potion
First Trip Back: 365+ Gold: Philosopher's Stone
Subsequent Trips: Mercury's Treads
======================
After The First Few Items: Sheen Phage and Trinity Force
======================
The order in which these come is situational. There are times when the slow from outweighs the damage from , but picking up first is generally a good idea.
Core Items: Tier Two Boots philosopher's stone and Trinity Force
Costing you about ~6k gold, the moment you have these items is where you begin to shine. You will begin to deal devastating amounts of damage to any enemy champion, leaving them shocked at how fast they drop.
======================
Starting Items: Cloth Armor + 5x Health Potion
First Trip Back: 800+ Gold: Philosopher's stone
Subsequent Trips: Ninja Tabi
======================
Vs. Anything Else
======================
Starting Items: Regrowth Pendant 1 Health Potion
First Trip Back: 365+ Gold: Philosopher's Stone
Subsequent Trips: Mercury's Treads
======================
After The First Few Items: Sheen Phage and Trinity Force
======================
The order in which these come is situational. There are times when the slow from outweighs the damage from , but picking up first is generally a good idea.
Core Items: Tier Two Boots philosopher's stone and Trinity Force
Costing you about ~6k gold, the moment you have these items is where you begin to shine. You will begin to deal devastating amounts of damage to any enemy champion, leaving them shocked at how fast they drop.
There are two different build that you should use as a top lane Poppy .
Marks:
These should be Flat Attack Damage regardless of who you're matched up against. Poppy Devastating Blow scales one to one off of attack damage and the extra harass and last hitting power is a powerful tool.
Alternatively, you can use Magic Penetration because Poppy deals a huge amount of magic damage and choosing these allows for an even deadlier little yordle.
Vs. AD Bruiser
Seals:
Flat Armor to reduce your opponent's harass to a minimum.
Glyphs:
Flat Armor to reduce your opponent's harass to a minimum.
Quintessences:
Flat Armor/Movement Speed are both good options. You can choose to swap out one or two flat armor quintessences for some movement speed if you want to move a bit faster.
They can't push you out of lane if they can't do any damage to you!
Vs. Anything Else
Seals:
Flat Armor will negate some of the auto attack damage that will be dealt to you by ranged AP champions. Every bit of health counts!
Glyphs:
Flat Magic Resist will lower the amount of damage you take early on- allowing you to quickly regenerate your opponent's harass.
Quintessences:
Movement Speed is the best option here. You want to be able to dodge skill shots and stick on them when you decide to fight.
Another option you can take is Flat Health Regeneration. If you don't plan on being very aggressive during the laning phase, being able to regenerate all incoming damage can keep you in lane for a very long time.
Marks:
These should be Flat Attack Damage regardless of who you're matched up against. Poppy Devastating Blow scales one to one off of attack damage and the extra harass and last hitting power is a powerful tool.
Alternatively, you can use Magic Penetration because Poppy deals a huge amount of magic damage and choosing these allows for an even deadlier little yordle.
Vs. AD Bruiser
Seals:
Flat Armor to reduce your opponent's harass to a minimum.
Glyphs:
Flat Armor to reduce your opponent's harass to a minimum.
Quintessences:
Flat Armor/Movement Speed are both good options. You can choose to swap out one or two flat armor quintessences for some movement speed if you want to move a bit faster.
They can't push you out of lane if they can't do any damage to you!
Vs. Anything Else
Seals:
Flat Armor will negate some of the auto attack damage that will be dealt to you by ranged AP champions. Every bit of health counts!
Glyphs:
Flat Magic Resist will lower the amount of damage you take early on- allowing you to quickly regenerate your opponent's harass.
Quintessences:
Movement Speed is the best option here. You want to be able to dodge skill shots and stick on them when you decide to fight.
Another option you can take is Flat Health Regeneration. If you don't plan on being very aggressive during the laning phase, being able to regenerate all incoming damage can keep you in lane for a very long time.
Why Choose Ghost Over Flash ?
Many players prefer to choose Flash over Ghost , I personally find that Ghost is a much more powerful summoner spell.
While Flash may allow you to catch someone off guard with a well placed , it is a one shot spell, which allows you no room for error- you MUST be able to kill them before the stun wears off or they will simply run away.
On the other hand, Ghost allows for you to chase someone for a fairly long period of time when combined with the active ability of .
You will find that it is often the case that a into a wall and a few attacks will be insufficient damage to take out your target. So, having Ghost grants you a few more attacks than you would have with just Flash .
Why Choose Ignite ?
There is no summoner spell more fitting for than Ignite. Dealing additional damage and providing a healing reduction, Ignite often deals the finishing blow to injured enemy champions. On top of that, Ignite has the added bonus of working quite well with - making for a deadly combination to whomever you decide to target.
Many players prefer to choose Flash over Ghost , I personally find that Ghost is a much more powerful summoner spell.
While Flash may allow you to catch someone off guard with a well placed , it is a one shot spell, which allows you no room for error- you MUST be able to kill them before the stun wears off or they will simply run away.
On the other hand, Ghost allows for you to chase someone for a fairly long period of time when combined with the active ability of .
You will find that it is often the case that a into a wall and a few attacks will be insufficient damage to take out your target. So, having Ghost grants you a few more attacks than you would have with just Flash .
Why Choose Ignite ?
There is no summoner spell more fitting for than Ignite. Dealing additional damage and providing a healing reduction, Ignite often deals the finishing blow to injured enemy champions. On top of that, Ignite has the added bonus of working quite well with - making for a deadly combination to whomever you decide to target.
Passive:
Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. This does not reduce damage from structures.
Explanation:
Basically, if an enemy deals more than 10% of your current health in damage, the portion that is greater than 10% will be reduced by half. So, if someone deals 30% of your current health in damage, they will actually only be doing 10% + ( 20% / 2 ) = 20% in damage.
This passive allows for Poppy to be the powerhouse that she deserves to be. While her passive may seem a bit difficult to utilize at first, once you master its use you will be able to confidently walk into fights that appear to be disadvantageous and allow you to escape from situations that no other champion would walk away from.
Q:
Poppy crushes her opponent, dealing attack damage (+60% of ability power) plus 20 / 40 / 60 / 80 / 100 and 8% of her target's maximum health in bonus damage. The bonus damage dealt cannot exceed 75 / 150 / 225 / 300 / 375.
Cooldown 8 / 7 / 6 / 5 / 4seconds
Cost 55mana
Range 600
Explanation:
This is your bread and butter skill- it allows you to knock out chunks of any opponent's health bar with ease. Learning to use the attack animation reset is instrumental in dealing as much damage as possible with .
Tip: All damage dealt with is converted into magic damage. This includes the proc.
W:
Passive: Upon being hit or attacking an enemy, Poppy's armor and damage are increased by 1.5 / 2 / 2.5 / 3 / 3.5 for 5 seconds. This effect can stack 10 times.
Active: Poppy gains max stacks of Paragon of Demacia and her movement speed is increased by 17 / 19 / 21 / 23 / 25% for 5 seconds.
Cooldown 12seconds
Cost 70 / 75 / 80 / 85 / 90mana
Range 600
Explanation:
One of the most powerful one point wonders in League of Legends- grants you a HUGE early game boost by providing you with a bonus 15 armor and 15 attack damage. While I wouldn't recommend maxing this first, getting an early point in it can prove instrumental in allowing you to dominate your lane.
In addition, the active ability provides you with what I consider a "Mini-Ghost"- allowing you to chase down enemies or escape from ganks with ease.
Tip: Stagger this with Ghost to allow for a huge amount of time where you have increased movement speed.
E:
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 50 / 75 / 100 / 125 / 150 (+40% of ability power) magic damage. If they collide with terrain, her target takes 75 / 125 / 175 / 225 / 275 (+40% of ability power) magic damage and will be stunned for 1.5 / 1.5 / 1.5 / 1.5 / 1.5 seconds.
Cooldown 12 / 11 / 10 / 9 / 8seconds
Cost 60 / 65 / 70 / 75 / 80mana
Range 525
Explanation:
This is one of the most fun skills in League of Legends. Being able to push your enemies around at a whim is just an amazing ability. Once you master the use of this skill, you will become a force to be reckoned with.
Tip: You can charge enemy minions as a movement tool. This can allow you to catch someone off guard. Simply staying out of 's range doesn't mean you're safe!
R:
For 6 seconds, Poppy is immune to any damage and abilities from enemies other than her target.
In addition, Poppy's attacks deal 20 / 30 / 40% increased damage to the marked target.
Cooldown 140 / 120 / 100seconds
Cost 100mana
Range 900
Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. This does not reduce damage from structures.
Explanation:
Basically, if an enemy deals more than 10% of your current health in damage, the portion that is greater than 10% will be reduced by half. So, if someone deals 30% of your current health in damage, they will actually only be doing 10% + ( 20% / 2 ) = 20% in damage.
This passive allows for Poppy to be the powerhouse that she deserves to be. While her passive may seem a bit difficult to utilize at first, once you master its use you will be able to confidently walk into fights that appear to be disadvantageous and allow you to escape from situations that no other champion would walk away from.
Q:
Poppy crushes her opponent, dealing attack damage (+60% of ability power) plus 20 / 40 / 60 / 80 / 100 and 8% of her target's maximum health in bonus damage. The bonus damage dealt cannot exceed 75 / 150 / 225 / 300 / 375.
Cooldown 8 / 7 / 6 / 5 / 4seconds
Cost 55mana
Range 600
Explanation:
This is your bread and butter skill- it allows you to knock out chunks of any opponent's health bar with ease. Learning to use the attack animation reset is instrumental in dealing as much damage as possible with .
Tip: All damage dealt with is converted into magic damage. This includes the proc.
W:
Passive: Upon being hit or attacking an enemy, Poppy's armor and damage are increased by 1.5 / 2 / 2.5 / 3 / 3.5 for 5 seconds. This effect can stack 10 times.
Active: Poppy gains max stacks of Paragon of Demacia and her movement speed is increased by 17 / 19 / 21 / 23 / 25% for 5 seconds.
Cooldown 12seconds
Cost 70 / 75 / 80 / 85 / 90mana
Range 600
Explanation:
One of the most powerful one point wonders in League of Legends- grants you a HUGE early game boost by providing you with a bonus 15 armor and 15 attack damage. While I wouldn't recommend maxing this first, getting an early point in it can prove instrumental in allowing you to dominate your lane.
In addition, the active ability provides you with what I consider a "Mini-Ghost"- allowing you to chase down enemies or escape from ganks with ease.
Tip: Stagger this with Ghost to allow for a huge amount of time where you have increased movement speed.
E:
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 50 / 75 / 100 / 125 / 150 (+40% of ability power) magic damage. If they collide with terrain, her target takes 75 / 125 / 175 / 225 / 275 (+40% of ability power) magic damage and will be stunned for 1.5 / 1.5 / 1.5 / 1.5 / 1.5 seconds.
Cooldown 12 / 11 / 10 / 9 / 8seconds
Cost 60 / 65 / 70 / 75 / 80mana
Range 525
Explanation:
This is one of the most fun skills in League of Legends. Being able to push your enemies around at a whim is just an amazing ability. Once you master the use of this skill, you will become a force to be reckoned with.
Tip: You can charge enemy minions as a movement tool. This can allow you to catch someone off guard. Simply staying out of 's range doesn't mean you're safe!
R:
For 6 seconds, Poppy is immune to any damage and abilities from enemies other than her target.
In addition, Poppy's attacks deal 20 / 30 / 40% increased damage to the marked target.
Cooldown 140 / 120 / 100seconds
Cost 100mana
Range 900
Top Lane
When playing Poppy in the top lane, you will almost always want to get first. The movement speed, armor, and attack damage boost is too powerful to pass up.
When you hit level two, you have a choice: both and are excellent options to have. Devastating Blow is an excellent choice if your opponent is constantly trying to trade hits with you and can be used to force an early engagement on your opponent if they are playing passively.
Once you hit level three, you should have at least one point in each of your skills. After this point, you can choose to either put one more point into or just go on to max .
In general your build should be as follows: R > Q > E > W
When playing Poppy in the top lane, you will almost always want to get first. The movement speed, armor, and attack damage boost is too powerful to pass up.
When you hit level two, you have a choice: both and are excellent options to have. Devastating Blow is an excellent choice if your opponent is constantly trying to trade hits with you and can be used to force an early engagement on your opponent if they are playing passively.
Once you hit level three, you should have at least one point in each of your skills. After this point, you can choose to either put one more point into or just go on to max .
In general your build should be as follows: R > Q > E > W
Contrary to popular belief, Poppy is a monster against most AD Bruisers top lane. Because most AD Bruisers tend to focus on building up either armor or magic resist, Poppy can abuse them with a mixture of both. Constant harass from your auto attacks and
can quickly overwhelm an unsuspecting foe.
While it may seem attractive to chunk your opponent, keep in mind that your main goal is to farm. You want to pick up a Philosopher's Stone as soon as possible and the best way to do this is to concentrate on picking up as many minion kills as you can.
While it may seem attractive to chunk your opponent, keep in mind that your main goal is to farm. You want to pick up a Philosopher's Stone as soon as possible and the best way to do this is to concentrate on picking up as many minion kills as you can.
Alright! You've managed to pick up your Sheen! This is where Poppy really begins to shine. Almost nothing can handle a constant onslaught of
and Devastating Blow combos. With a huge pool of mana at her disposal, Poppy can constantly throw out her skills- charging in the middle of the lane can still put out a hefty amount of damage.
If you can drop your opponent to about half health, you might be presented with an excellent chance to go for a kill. There's a turret in the way? Well that's fine! will help you make short work of your foe. Take time to get used to how much damage you can do and never be afraid to turret dive for a kill. You'll often get out with plenty of breathing room.
If you can drop your opponent to about half health, you might be presented with an excellent chance to go for a kill. There's a turret in the way? Well that's fine! will help you make short work of your foe. Take time to get used to how much damage you can do and never be afraid to turret dive for a kill. You'll often get out with plenty of breathing room.
There's not much to say. At this point in the game Poppy is probably the most destructive champion in the game. She can charge straight into the enemy team and rip apart her intended target... along with any unfortunate souls unlucky enough to be close by.
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