Build Guide by MayorJama
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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.
*Please note that this guide is not 100% my own. Most of the build came from Belfalas guide from leaguecraft with ideas from other scattered guides and my personal play style. I have made alterations and included my own descriptions and tactics.*
Poppy is a teeny tiny mach truck. Players will see you and think its an easy win, but one swing of her hammer will cause some uncontrollable stutter and leave your opponents slamming keyboards. Since Poppy doesn't fit many group roles this guide is to help fix that. Poppy is a straight DPS character, without many abilities to help your group or escape. Poppy isn't really a carry either. She can initiate a fight, but that's not that great. The one thing she does extremely well is drop one champion from full HP to 0 almost instantly. Which is why she is an anti carry. Shes can take the opposing carry out of the fight in any group fight.
Flash - This skill is amazing to set up your murder spree. Use it to position yourself to get behind an enemy champion, then heroic charge them into a wall or your group.
Ignite - A great way to finish off an enemy that somehow escaped certain death. After your hammertime combo, throw this on them, you'll see them either try to run and die from it, continue to fight and die from it, try to run, lost a lot of health, didn't die, trying to escape, trying to escape, trying to escape, you slam into them for the kill.
Exhaust - This can be used in multiple ways. Offensively, you prevent them from escaping after you lay down your combo. It also could be used to position yourself to slam someone into a wall or your team. Defensively it helps you escape. If your getting chased down, pop this on a champ and hit paragon.
Ghost - Not so useful since paragon has a much lower cooldown, only use this really has is another way to position your attack or to get away from a fight. Not completely useless but other skills are much more worth it.
Cleanse - This is decent if you find yourself having trouble getting away from a gank or see that your becoming a target often. Poppy's biggest problem is getting away from a chase down, paragon doesn't always get you away, especially if the other team has stuns/slows.
Poppy can go tank, but the purpose of this guide to to make you a cannonball. 21/0/9 is the way to go. utilize all the great offensive points and use utility for support.
MAGIC PENETRATION - The magic pen will stack with your devastating blow, hits oh so very hard.
Marks: 9x Greater Mark of Insight
Seals: 9x Greater Seal of Focus
Glyphs: 9x Greater Glyph of Insight
Quints: 3x Greater Quintessence of Insight
Valiant Fighter: The closer you are to death, the harder it becomes to kill you. However don't think you can charge into a group of enemies and expect to survive. Great for 1v1 fights.
Devastating Blow: This is the skill that makes this build god like. This with Sheen/Lich Bane makes your opponents life drop like it was never there in the first place.
Paragon of Demacia: Great for multiple uses. First it can be used as a fighting buff, increasing attack speed and damage. Second it can be used to catch up to an opponent and set up your charge. Lastly, it can be used as an escape mechanic. Use them everyday.
Heroic Charge: The setup! Use this to position champions where you want them. Slamming into walls is the way to go, but going behind and pushing into your team works well. Also can be used to catch a champion running away.
Diplomatic Immunity: This is an insane skill. You can use it so many ways. Not only does it buff your damage by 20%/30%/40%, but it makes you invulnerable to all but one target. great for getting away, or initiating combat with another group, let them waste there abilities on you and have your team storm in. Can also be used for tower dives.
Heroic charge DOES go through walls/trees. Look for bushes that you can heroic charge onto an enemy from the other side if they get too close. This is usually very unexpected and has great results.
Also, its great to hide in a bush if you think someone might be going to assist somewhere. If the opposing champion has no idea your in the bush, wait till they get close enough then charge into them and start your combo.
B) Hammertime Combo
To make the combo easier, I usually bind item 6 to T. Place Deathfire Grasp in item slot 6. Then the combo looks like this, Deathfire Grasp > Heroic Charge > Devastating Blow w/ Lich Bane Activated (T > E > Q).
After you get a little more use to the combo, To take out a Champion with more HP, Add Diplomatic immunity and/or paragon. (T > E > R > Q) or (T > E > R > W > Q)
If the enemy engages me I usually switch it to this: Deathfire > Diplomatic/paragon > Devastating Blow > Heroic Charge > Paragon. This is where cleanse can really help, If the enemy has stuns/silences.