Build Guide by kriev
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.
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
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.
Poppy - The Iron Ambassador
I made this build, mainly because the best ones here are outdated and i felt Poppy still deserved a spot in the light! Poppy can be an amazing carry if played right, her ultimate can help initiate in team fights or can help you get an early kill in the laning phase by tower diving. This is a DPS build.
Great burst damage
Good chasing ability (W)
Very good ultimate
Very mana hungry
Not a lot of HP
Valiant Fighter (Passive): Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. This does not reduce damage from structures.
Devastating Blow (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.
-- In combination with your (E) this spell does insane damage. Activate it before using your (E) in case your opponent tries to get away if you didn't get a chance to stun him.
Paragon of Demacia (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.
-- Your chasing ability (or escaping) The active/passive is the same, the only difference is that passively it will activate after 10 actions (either attacking or being attacked) You can still use it when it's currently in use by the passive mode (the duration will start over)
Heroic Charge (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.
-- This is your initiator. However, there's a trick to maximizing damage, you need to aim your opponent at terrain (Wall, Turret, etc) This will do additional damage and stun your target while you hit him with your (Q).
Diplomatic Immunity (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.
-- This spell is awsome, it can let you kill 1 person even if he's surrounded by allies. Place it on the person you want to kill or place it on the target with the least amount of DPS and attack someone else. There is a downside though, if you kill your target (that you used your ult on) you lose the immunity, so you need to really calculate the move beforehand to make sure you can walk out of there alive. you can also tower dive with this. Ult the target and Ghost in for the kill and laugh at the tower that can't hit you.
This part is entirely personal
Sometimes people try to make an escape, if your abilities are on cooldown the extra help may be enough for a kill.
I would however, go against
I've been playing with this build for a while and i enjoy the results. The combination of all these items gives you great attack speed and damage output.
Depending on who you're up against, some of these items may be crucial to pickup. Heavy armored/health teams would force you to move in a more armor penetrating mode. Cleaver for the Armor pen, and the Madreds for the extra damage by HP%. Heavy CC teams would have you pickup Merc Treads and Phantom Dancer for better escaping. Like any character, it's all about adapting to your opponents.
Early Game (1-6)
Very hard part of the game for Poppy especially if you are laning vs. 2 ranged. Just sit back and get some last hits, don't waste your mana, just wait on getting to mid game. If you're against 2 melee or a combination of 1 ranged and 1 melee you can be a little more aggressive. It's still best to try and not use any mana until you are sure on getting a kill, Poppy is very mana hungry and most times (early and mid game) after a burst of your abilities you will be very close to being OOM so, think about that before engaging in a risky opportunity.
Mid Game (7-12)
You're getting stronger, by now you should have your Sheen, you can start on your boots now. I like getting sheen before my boots, the extra dps is more handy at the time. Grab the mana buff, you will need it. After that start really pushing your lane, if you see an opportunity to gank, go for it.
Late Game (13-18)
This is where your going to shine. As soon as you get your Last Whisper, you will start doing a lot of damage which will be even better after you finish your Trinity Force. It's time to carry your team to victory. It's all in how you use your Ult. You can initiate like a pro with this, charge someone you know you can kill and just go balls out Q-E and W to get out, you might have their team panic and that's what you want, to surprise them. If the game reaches the point you can finish your Infinity Edge, your Q-E move will bring someone to 50% easily. Just W after to chase him and auto-attack to death, with 32% crit it won't be long that he will be dead.
Any feedback is greatly appreciated.