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Ok, that's your opinion. I've tried playing Poppy AD, and there are a few reasons why I don't like it: it tends to leave you out of mana too often if you're using skills a lot, it lacks the DFG that adds an entirely different and useful skill to Poppy's kit, and it's just not my style--I'd rather burst hard and fast than deal my damage more sustained but over more time. I'm perfectly fine with you disagreeing with and even hating my build. The AP doesn't only go toward one skill though. The Q has a limit, but that's only for the skill itself. The AP also goes toward the Lich Bane proc, which happens at the same time as the Q, but doesn't have a limit. AP also goes toward Poppy's E not once, but twice if you connect with the wall, and finally, Deathfire Grasp scales on AP. Because of Poppy's ultimate increasing ALL DAMAGE that Poppy deals to the target by a percentage, this includes the active on that item too!
I'll let you believe what you like, especially if you've tried both (I know you wouldn't knock it till you've tried it), but this guide is just what works for me. Doublelift also plays a similar kind of AP Poppy with similar core items. He's one of my favorite high elo players. You should see if you can catch him on his stream sometime, it might change your mind.
Yes, I know what survivability is. I just don't build a lot of it when I play Poppy because her passive and her ultimate work to keep her alive where a lot of other champions would surely die. Thanks for commenting and voting, I love getting feedback, even if it's negative. Rylai's and Gunblade are both good items on her--Rylai's because the slow and HP are good, and Gunglade because the amount of HP you get back from vamp is ridiculous! I purchase them at the end of games where I get really fed.
Whats the point of having 666 AP and make only ONE skill useful?
Sry bro, AP Poppy isnt fine. Let's try going AP? No.
PS: Q + Trinity Force already deal extreme damage.
-1
Like Chupool, I can't thank you enough for taking the time to read my build and comment on it. Honestly, this guide isn't really for beginner Poppy players. I had gotten very used to the way Poppy works and handles from knowing the difference in damage of each rank in each skill down to how far the tackle pushes. The reason I don't get Rylai's is because it's expensive, and while the slow is useful on a lot of champions, it's not exactly something that a champion needs who takes care of most champions in a single burst. There are a lot of times when I will get CC'd before laying down my ultimate, and this causes me to die, but Merc Treads and Rylai's won't exactly take care of this. I did however, leave the 6th item slot in my build blank. In this spot anybody can put any item he wants. I would never put something like that before or instead of the lucky pick, though. The gold per 5 is something that I can't really deal without, and although small, it is an increase in AP, and it comes in the early stages of the game where the small damage increases are most valuable.
My runes are the biggest flaw of my guide. I have always had these runes as my staple caster runes though (except for the MS quints, which I sometimes switch out for AP on champions who don't need speed). My opinion on leveling runes is that they're often not as good as flats because I use runes as an early-game steroid. I often use my Q to last hit, and I can't do this if I don't have the flats. The leveling runes would make more sense if I didn't get mana regen/mana items for late game. I would probably say that mana per level would be great for AD Poppy, who I believe has a lot of mana issues, but I tend to ask for blue buff (or take the enemy's) because it helps keep your W and E on spammable cooldowns while allowing your R to be up for every fight. I may buy mana regen per level runes in the near future though to try, especially since I bought the flat runes before they changed mana regen. If you've used them and they're better, I believe you, but runes are very often an issue of personal preference.
Thanks for the criticism, but I'm prepared for a lot of what you told me. I thought about all of it before writing the build.
1)I know that Poppy is fragile, but her passive decreases any damage that does more than 10% of her max HP by 50% (I feel like a moron for not putting this in my guide, I'll edit it when I have more time). I use this build nearly every time I play as Poppy, and I rarely have more than 5 or so deaths. It's all about a careful laning phase and making sure your team is in the battle with you before you start barreling in.
2) I disagree with your statement about AP scalings. The scaling on Q is good for any caster, and although the scaling on E isn't that high, it factors in twice.
3) Her ultimate disables all crowd control from everybody besides the person you mark. I would know... I play her. This is why I said in my strategy section that you need to mark somebody who isn't going to disable you or keep you from dealing your full burst.
4) Sure, the 2 hit combo is the only damage, but it's a HIGH amount of damage. If you're alone, you can do the full burst every 5 or so seconds, and the cooldown on Q is much shorter--almost 2 of them for every E. Poppy tends to often kill the carry with only one Q and one E. At most she will also need DFG. Your comment is like saying that Kassadin doesn't have any damage besides his silence and his pulse.
5) Poppy does not in any way, shape, or form lack movement speed. Her W is almost always enough to chase, and Lich Bane gives 7% of additional MS. Plus I recommend MS quints and taking ghost. You hit nearly 600 MS if you can ghost and W. The improved ghost mastery also allows about 2 Ws before ghost runs out.
6) I agree that the runes aren't that great. The mana regen yellows help a lot with early game, though, and AP blues are good for early damage. The quints are 100% necessary though, and magic pen reds are a staple on anybody who deals magic damage.
7) The attack speed isn't necessary for an AP build. The only autoattack you need is one that's empowered by Lich Bane, which has a 2 second cooldown.
Your suggestions:
1) To be honest, Kage's Lucky pick is one of the core items for Poppy. She is one of the poorest farmers in the game, and when there's a gold per 5 item that turns into an item that improves her burst, gives her needed CDR, and gives more AP, I just can't turn that down. Yes, this build lacks survivability, but with Poppy's kit, survivability items just aren't needed. The difference between AP anticarry and Trinity into AD is that AD stays in the fight (and needs survivability) while AP dashes in and gets out quickly.
2) I'm not going to get Trinity Force and Lich Bane. Lich Bane is basically the Trinity of the AP world, but it has a potential to do more bonus damage since you can stack AP much higher than you can stack AD. They have a lot of the same stats, but I don't find the slow necessary when tackle ensures and autoattack that can deal exceptional amounts of damage.
3) I already talked about runes :D
Overall, I just wanted to see what people though about my build. Yes, it is "a change for almost every Poppy build out here." That's the point. I see a lot of cookie-cutter Trinity Force builds, and I have tried it, but I have a lot of issues with AD Poppy. It's not my playstyle. I don't like to stick inside the fight for long, and it satisfies me to kill people in 2 hits. Poppy's one of the most fun champions in the game in my opinion because of how high her burst is, and I'm trying to share a build that I think is very effective with the LoL community. I hope you learned something, and I hope you try it. Thanks once again for the criticism. If you still don't agree with me, that's cool too. It's the whole reason I wrote this guide; I want to show people that there's more than one way to build Poppy, and if you like it, that's great! If you don't, you can play however you want. :D