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Choose Champion Build:
Spells:
Smite
Exhaust
Ability Order
Iron Ambassador (PASSIVE)
Poppy Passive Ability
Introduction


Yellow are important notes
Green and key to this guide
Also i strongly recommend to read entirely chapters:
"Poppy Poppy Poppy, why jungle?"
"Poppy as an offtank"
"What's the best ratio between armor and health?"
"How to gank with Poppy?"
"How to initiate with Poppy?"







She's not squishy earlygame like many people keep saying, she lacks mana regen a LOT, she's weak on lane because she's very vunlerable to harras (

And she had a huge hammer that kills everything with ease

I've read many guides, especially famous Duff's guide to offtanks, as a new meta. He was so ******* right, because after all these game I've played here, in League of Legens (a year), and previously in Defense of the Ancients (4+ years) I can honestly say, that tankier team wins games, tankier with a little offensive edge. This is because there is nobody to focus, damage is split almost equally to all team's champions, they don't even have to care about any focus, towers, backup to chased target. Offtanks can smack up squishies literally in seconds, while still tanky enough to bare all the punishment from target's allies. And the last thing - offtanks are the best type of champions, that are played in jungle.
Poppy as an offtank in the jungle seems good, but there are also 4 more reasons why:
Poppy is very weak solo top/mid champion
Poppy is NOT a support, she needs farm, farmed Poppy kills, underfarmed does nothing. Period.
Poppy has huge mana problems = Blue Buff solves that one
Poppy ganks extremly well with Heroic Charge (push baddies to your allies, smack them on wall, chase using on minion) and Diplomatic Immunity (towerdive? no problem), also Paragon of Demacia is good (extra movement speed)
Try



Smite, cus you are jungler, that's obvious.
Flash to escape/chase, flash behind enemy and use Heroic Charge to pull him to allies, or on wall, flash is always viable, on any champion.
Exhaust, because you lack CC for early ganks, to shut down their carry, to shut down the only target that can do something to you during your ultimate
Ignite if you lack some damage output (+5 AD/AP thanks to mastery improvement as well as some damage from ignite itself)

Armor runes are best of yellow, and mresist runes are best for blue.
You may want two types of Quintesences: extra movement speed or lifesteal, both are good for

- First is my favorite 21-9-0.
I wantWeapon Expertise and
Arcane Knowledge , magic pierce for my
Devastating Blow, and armor pierce for self-explainatory reason. Because I went that deep into offensive tree I decided to reach
Vampirism too, also supported with Lifesteal runes.
Last 3 points can be put everywhere, I takeHavoc because it's better
Deadliness for
Poppy, as it improves your AD along lvl as well, and also your Q and Triforce proc damage. Extra AP? Just no. The only thing you might want instead is
Sunder , but it improves only Autoattacks, and works best early game, you are
Poppy, you play mid-late, so... You say 1,5% isn't much? Well. When
Devastating Blow deals with
Trinity Force around 600 damage, it's 9 more damage, with each autoattack when you deal like 180 damage, it's 3 extra damage. I guess it's not much, true, but nothing's better here, and that +1,5% is, all in all, just another brick in a wall.
In defensive tree you want some extra health (Durability +
Veteran's Scars ) and magic resist (
Resistance ) becasue this build containts a lot of armor (also
Paragon of Demacia gives nice bunch of armor) so you will not even feel extra 6 armor while
Resistance , supported with mresist runes fills that hole in your shield a bit.
I recommendExhaust because you lack movement speed from other builds, and ex will help with chasing down.
- Second is what i call TrinityMastery 9-9-9 (+3)
In offensive tree you tak most important thing, weapons expertise. In defensive tree you want some extra health and magic resist (as i said paragraph before). Utility tree is forSwiftness supported by 4,5% extra movement speed runes. With
Trinity Force,
Force of Nature and
Paragon of Demacia you reach crazy movements speed. Ofcourse
Runic Affinity because you are a jungler.
Last 3 point can be put everywhere, I find extraHardiness most beneficial for Jungle, because you lack lifesteal from first build, and armor helps. Ofcourse you can take
Havoc ,
Evasion , or anything you like, you need 9-9-9 the rest is not important.
I recommendFlash because here you got everything you want, so just play with their brain.
- Third build is defensive 9-21-0
Again we wantWeapon Expertise ,
Resistance and extra health (
Durability +
Veteran's Scars , you don't need enlightenemenr,
Siege Commander is bad, so feel free to take anything, i just find
Evasion , supported by
Honor Guard , and if you add
Valiant Fighter and
Ninja Tabi, you can feel like a bit like a badass mofo.
Initiator is good thing, because with
Diplomatic Immunity you usually run almost full on health, I increased effect with movement speed runes, but it can be traded for
Mercenary if you want, no problem.
Here i recommendIgnite because you are too defensive with masteries, so you lack some damage.
Don't forget to trade summoner's spells increasers in masteries for something else if you don't use that summoner's
* Summoner spells are NOT connected with builds i just gave here options where do they work best, bu feel free.
Vampiric Scepter - good gold economic (you don't "waste" money on HP pots), allows moderate sustain, works best with champions that already have some lifesteal/liferegen form like
Xin Zhao. You are not such, unless you took 1st masteries/runes build i recommended, then you MIGHT consider
Vampiric Scepter
Regrowth Pendant +
Health Potion - you get HP regen instead of lifesteal, good for champions without stronk autoattacks, but relying on something else, like
Skarner. You are not such champion.
*Cloth Armor + 5
Health Potion - least gold economic option, best for the ones that need to be full health early because they want to gank early, you are such champion here. I recommend this starting gear, but feel free ofcourse



If you feel like ganking at level 3, just take




In skill order we take




- Well, you want
Vampiric Scepter as soon as possible - to get sustain in jungle.
- You want
Ninja Tabi because it works very well with your passive, and masteries (if you took 3rd option). Even without masteries, you reach 55% damage reduction if incoming damage would go beyond 10% of CURRENT health. Also it's very good option for increased sustain in the jungle.
Wriggle's Lantern is self explainatory, you are jungler, you want armor, you want AD, you want lifesteal, wards never hurt.
- You are on your way to get your bread and butter item -
Trinity Force. What to start building it with?
Sheen gives extra ~100 damage to your
Devastating Blow, but it's only 1-2 attacks during gank/duel.
Zeal is basically extra movement speed (this is very nice), and some nice to have attackspeed and crit (you don't need those much).
Phage doesn't only give you well needed slow (as you don't have a serious CC) and it will proc almost every attempt, because you got a lot of movement speed and doublestrike with your
Devastating Blow (right after normal hit press Q for immediate another attack),
Phage is also very cost efficent item, 45HP and 8AD for 425 gold is much, and also slow. And extra HP? Look at your passive again and see how much does it give. That's the best choice.
Heart of Gold is for
Randuin's Omen, but at this point you want extra HP (look at your passive again). Also gold generator is needed, as you are on your way for expensive items.
Sheen is well needed item for burst, that can totally rape squishies. Extra mana is also nice.
- Finish your
Trinity Force and see how much extra damage and utility does it give.
In the meantime you may want to counter 3 things:
- Heavy physical damage, that little
Chain Vest solves problem
- Heavy magic damage, that little negatron cloack solves problem
- Crowd Control, not
Mercury's Treads because you usually are in danger of CC from only 1 target you used ulti on, so
Quicksilver Sash is way better.
just look at other options in builds




Why

Why

- Need more damage and lifesteal/spellvamp + nice slowing nuke? Take
Hextech Gunblade
- Need more survivability? Take Angel Guardian
- They built armor penetration and/or you still got problems with physical damage?
Frozen Heart is for you as it slows their attackspeed even more (still got
Randuin's Omen, remember?), almost forgot that it also solves ANY mana problems.
- Don't worry if tanks got high mresist, your
Devastating Blow is just additional burst against squishies, if your targets got high armor, your
Devastating Blow still rapes them. But what if they got both, mresist and armor? Then
Last Whisper is for you.
- If you still need pure damage there is no better option than
Infinity Edge
- If they got squishies foolish enough to not buy armor, you may want to steamroll them with
Black Cleaver, it's not only armor penetration, but also extremly cost efficent item (10AD and 15attack speed for 795 gold upgrade, and consists of already very cost efficent B.F. sword)
Also you may want to tradeWriggle's Lantern for another "cherry on the top" item
For 100 armor you get 50% damage reduction (you gain 50% from 0% at 0 armor)
For 200 armor you get 67% damage reduction (you gain 17%)
for 300 armor you get 75% damage reduction (you gain 8%)
so hey, they were right, you gain less and less, right ? No !
Let's look at this other way.
you got 0% reduction and gain 5% - not huge difference
you got 50% and gain 5% to reach 55% - kinda OK
you got 90% and gain 5% to reach 95% - instead of 10% damage TAKEN you take 5% damage - that's TWO TIMES MORE DAMAGE REDUCTION.
So... higher you go - less %damage reduction you get, but higher you go, more each % of damage reduction counts. Math says it in simple way, each 1 armor point increases your effective health by 1%
if you got 1000hp and 100 armor they need to deal 2000 damage
if you got 2000hp and 50 armor they need to deal 3000 damage
if you got 4000hp and 200 armor they need to deal 12000 damage
if you got 10000hp and 10 armor they need to deal 11000 damage
Now, if you consider average cost of buying 1 armor point and 1HP you can count the economical optimum of ratio between armor and health - it's somewhat around 117 armor for each 1000hp. Also keep in mind they got armor penertation marks as they are kinda meta-runes for AD DPS (it's between 21 and 31 armor penetration with masteries) and also 10% armor piercing with masteries. So actually ratio is around 130armor (+26 for their average flar armor pierce) for each 1000 health you got.
So you should keep armor at like:
91armor at 500 HP
156 at 1000hp
286 at 2000hp
If you follow my build, you realise you almost always are at this economical optimum (remember about Paragon of Demacia)
How about Last Whisper? What if they got it? Look at your passive again!


Remember you can dive (your passive again) even withotu your


Use

Pop your

- target you want to kill faster with damage amplifier from ult.
- target that has no cc (he will be the only one affecting you so you got no cc on your Poppy during ult time) - and kill others, not ulted target.
- target someone that has no damage, because you want to faceroll everyone else without taking damage during ult time.

She's very cool to play, gives a lot of fun, and on top of that - she's very stronk (to not say "op")
Have fun and good luck =)
- fixed many typos i had there
- added checkable names
Credits:
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