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His Q, is annoying. His W, is a better lifesaver than you have. Still, you have better tools. Your W > His W, and his E needs time. In the end you have more reliable tools than him. If you charge his adc on wall, use W (presence). to prevent the E and do the full combo, before chasing him or getting back.
Amumu
You will be defending a gank occasionally. Amumu won´t be your first concern. His Q can be easily countered with your W. And your E, can save your adc easily if he got too close. A good warded river, can make the difference between retreat against 3 chasers, or him alone.
Annie
Annie sometimes gives her little face on bot lane for you to stare. Even her shield won´t do that much of protection. If you anticipate (ward well), you can even counter her gank. If she´s giving trouble, make some MR + health. Usually not that big trouble. Time your E (charge) well.
Ashe
Ashe won´t give you much trouble at any point of the game. Even a not ideal armor will make short of her damage. But do not underestimate her slow, AND her ult. The only way this can go bad, is a good synergy with her sup.
Bard
Bard got cool skills, and useful ones. His stun is better than yours (he doesn't need a wall), and the ult can set some good kills. Still a glass bug. His wall skill needs a wall... =), you know what i´m talking about. WARN YOUR MID when he disappears. He always let the lane at some point.
Blitzcrank
His hook is a pain, you should know that at this point. Play defensive, and hide on minions. He'll have a bad time catching you. With your kit and a good follow from your adc, you can cause more damage to him than he can do to you. If got more armor, make a line cover for your partner for safe poking.
Brand
His range, damage and stun, will give you a lot of work until you got some MR. You can make REAL damage when get in, but he got more room for error than you. If u make adaptive helm at some point, he just stop existing. Stay defensive, farm though your sup item when possible, and avoid his aoe. Use guardian wisely.
Braum
His distance is like yours. You can save your adc easily than he can. Your W prevent´s HIS W, that means you can deny his saves. Still got a better ult than you. Just don't go crazy, and you got better chances. Your E can take him off your adc easily.
Caitlyn
If you get in, she's your to do as you please. Your W, can prevent her E to flee, making you a problem to her. Needs a good help to be effective against you. Still, her range can be annoying.
Draven
Draven even in an AP team, ALONE will force you to make Thornmail. He WILL make Bloodthirster everytime. it´s just so much dmg. You can armor up though. But still a pain. Play safe until get some gear. (preferably Thorn + Randuin).
Ekko
You have the tools to deal with him. That´s nothing on Ekko that should be a particular concern for you. If getting trouble, armor up, and then you will have the resist to hold him for your adc or any other to kill him.
Elise
Elise is too squishy. Poppy stuns and burst damage, will force her to get out. Her jump, can focus your adc, of course. But a simple E can take her off him easily, and even counter her. Don't forget to ward.
Evelynn
The lust for your adc is great. Her game against yours is not that good. Of course, she will be doing this more on lvl 6. You can E all day. If you see the heart of her charm, just close the gap of your adc, and should be enough to make something to save him.
Ezreal
Ez can be trouble after Iceborn gauntlet. W plus Teleport, can be surprising strong too. A single burst with your adc, should make little work of him. If he somehow became trouble, any armor should make the work against him. Try to dodge his ult always 90 degrees from where it´s coming.
Fiddlesticks
A Great range and a useful and strong silence. Play a little far from your adc, then the silence don´t jump on you. His ult can be dealt with your charged ult. An Exhaust will make a difference, and a well directed E. Burst and OUT. Don´t chase (adc is attacking you at that time).
Fizz
You have good tools against him, but that jump save the time for him to go all out in your adc, since your W and your E won´t stop nor get him away in time. If you find the chance, burst him with your adc before he goes first. Ward close to the dragon to anticipate his ganks.
Galio
If your adc got caught in his combos, consider going E on his adc. Your W can counter his charge easily, and you can make him respect you by one good burst. Just be cautious with that taunt.
Gragas
You can counter his belly charge with your W. Easy to throw on wall somehow. Gragas Jgs don´t face many Poppy players i think. His ult can be a problem. Still little armor and you can be a presence to be feared by him.
Graves
The smoke bomb can deny that opportunity to throw him on wall. If you take a good timing you can counter his gank, just care for the smoke. Don't think twice about using Exhaust on him.
Hecarim
Not that great of a treat per se, but that speed can make even a well warded river, became a surprise, due to little time to react. You can use W to stop one of his attacks. Ask your adc to stay close to walls. He can't stop your save there, and maybe can even burst him.
Ivern
Must admit, i lack more games against Ivern. The ones i have, i didn´t see anything that even resemble a problem, or a counter to what poppy can do. If not sure of what to do, play defensively.
Janna
She have good tools against Poppy, but the opposite is also true. Play a little more safe than usual. You can burst her easily with your adc. Her ult can be a lifesaver. Don´t overfocus her, if too hard, consider faking a rush to her, and go for her adc.
Jarvan IV
Jarvan will face problems against you. Your W can deny his "lance dash". His ult create walls.. =) and Poppy love walls, and even if he goes for your adc, you can still use E to get in the circle AND stun him. Just keep close to your adc, and he won't be a problem.
Jax
His best dive, is the jump, conveniently stopped by your W. If you see him, keep close to your adc, and half of the problem is solved. IF he got far ahead in dmg, consider doing spiked armor.
Jhin
An annoying damage even on start, but you can get some interesting setups on him. Can be bursted with your adc. Just keep your exhaust ready, and maybe your barrier. Jhin is more susceptible to make mistakes on his Crit Shot. Always do Randuin against him.
Jinx
You can burst her with your adc with ease. If she get ahead consider thornmail. If you´re ahead, any armor will take her out of the game. When on low life, avoid doing Recall near tower, her ult can be pesky.
Kai'Sa
The damage mix is annoying forcing you to take more time to armor up to make more impact on lane. You can burst her with adc, easily. Just save your exhaust. using before her stack burst, can save a lot of life here. Adaptive Helm is imperative if Braum is her sup.
Kalista
Her passive can be stopped ONE TIME. with you W, and easily bursted too. Her ult can just save (or engage) her sup. You can deal with her normally. If behind consider spiked or randuin.
Karma
Since you're melee, you always need to dodge, to not take unnecessary damage. At least, its easy to burst. That thing... Burst and get out. avoid chasing. she can flee easier. than you can catch. Make the boot, asap against her. Mid and late game, she stops being a problem.
Katarina
Poppy got some little advantages here. First your E will stop her ult easily. If on CD, you can use exhaust. If you farm well (through sup item of course), you should have some wards to anticipate her. You´re more trouble to her, than she is to you.
Karthus
Karthus isn't someone to be afraid of normally. His ult can be a bad surprise though. TRY to save guardian, and maybe the solari locket. you have options against this. He got a bad tendency to walk near walls while ganking.
Kayn
Walk between walls? =). Remember, Poppy can stun Kayn in a wall even if he´s trying to flee. I would say Poppy is a counter for him. Of course, he wants your adc. but with your skills, you can deny a lot of damage and still hold him enough to at least force him to retreat.
Kha'Zix
You will hold Kha'zix. You can use W to stop his jump, and burst. He can almost one hit kill your adc. You need to stay close to him, it's easy to counter, but maybe it's worth to save an exhaust for him, just to be sure.
Kog'Maw
Kog never gave me much trouble. I would say it's better to keep an eye on his sup than him. Your burst it's to op for him. If you need use E (charge) on a minion to create distance to avoid the long shot or the explosion of his death.
LeBlanc
You have the tools to deal. You can cancel her dash and her smash on wall. The damage she got is a problem, just try to buy time for your adc. Even the cc effects of your burst will be enough enough for this. Consider using a Charged Ult on her if needed.
Lee Sin
Your W can counter his Q. Still, Lee is strong early, try to save your W for him. Good timing, and he´s yours. Your W can stop his ow escape too.
Punish hard his failed dives.
Leona
Leona got better offensive, defensive and even more reliable tools than you have, and still not op. A well time W on her E can turn the tables of an engage. Her ult is better though, forcing you to stay away from your adc. It´s easy to anticipate her E, so punish with cruelty.
Lucian
Lucian don´t get too much range. It´s a little more than your passive. you can deny his engage or escape with your W. Too dependent of his sup. You can burst him easily. Even his ult isn´t a great problem for you. Any armor will raise your treat level.
Lulu
You both got a similar threat here. Lulu can deny a lot of your potential, as you can make her regret trying. With a benefit for her cause of that shield and ranged damage. Just remember that even polimorfed, the effects of your W stand still. Burst and get out. On long battles you lose against her duo. Late game is yours.
Lux
Problem is her root, somehow, it gravitates to you ALWAYS. Those long cc are troublesome to Poppy, because cc never comes alone. If too much trouble, boot asap, and MAYBE a talent on precision tree to raise tenacity. Easier late game than early.
Master Yi
If he grow in the game, you are the most reliable character to make a comeback. Your E can make a difference, even better if he dives for the kill. Wait for him to finish alpha strike, THEN you burst. use a non-charged ult to increase cc. If he´s not strong yet. won´t be that much of a problem.
Miss Fortune
Her slow from E, can break your timing on some occasions. Any armor will make you a threat to her. Just care for her Q. Still, she can´t do that much against you, and have low range. Punish her mistakes, any damage will stack fast.
Morgana
A LOT of ccs. And can deny your E. But keep the hope up. She can deny your cc, but not the damage. Try to bait her on using the shield, like using a W to run up, but don´t charge. You can charge the adc if she uses on herself. Or you can wait the effect end.
Nami
The heals and the enhancements on attack, makes her all around for any situation. Still, a good burst with your adc, can make the job against her. Play defensively, and make cautious engages. Burst and run. She can make her own burst against you, if you get careless.
Nautilus
His hook have the potential to be more annoying than blitz. You can stop with your W (presence) though. Play safe, he can make some nasty surprises.
Nidalee
Her long range spear is a problem. If she hits your adc, and start hunting, time your W, to make a counter. usually isn´t a great problem in the game. If she grows, just do some MR.
Nocturne
A problematic ult only. You can deal with his attacks easily. Can use E to save your adc but use a Q before, to deal with his skill. Stay close to your duo to avoid surprises. Your W doesn't work here, remember. if ahead, some armor and you´re back.
Olaf
His ult can became a problem for your adc. In this case, be sure to make some cooldown reduction, and keep your Q ready. Since damage is based on %, if used frequently, can melt his health fast. Save exhaust for that too.
Orianna
Good cc. Luckily, don´t make armor, making your cc and damage, so good or better than hers. Ward around dragon to have time to retreat or react.
Pantheon
As a Jg. he never stops being a threat. Lance got good dmg, and his ult can force you to move. Still, you can deny his main engage with you W. That´s a case i would recommend ult him when you can, but he got high damage and can take some hits, armor up to hold him.
Pyke
Great cc. An amazing damage. a #@$@#$ ult. Yeah, he´s trouble. You´re the same threat to him. Your W can stop his dash. For some reason, he´s easy to burst too. And you can poke with your shield too. His damage is what makes him a problem to your adc. Stay sharp.
Rakan
You can stop his engages with your W and his heal is not that reliable. He can be more unexpected than you, since he engage and disengage are too fast sometimes. If your adc is with little health, close to him and get ready to use W. It´s a fun match, usually in your favor.
Rammus
Rammus got some annoying tools, but they´re not meant for you. That´s why you will take them. If he's reaching your adc, consider Randuin. Usually you can E him. Your W won´t stop him, keep that in mind.
Rengar
Another problem for your adc. He can make some insanely fast dives, that makes counter a little hard. Still, a good W on his jump-in, and this cat will know where curiosity takes. If he gets ahead, consider randuin, and CD Reduction , you WILL need to abuse your W. Still easy to burst, if you get the chance.
Sejuani
Another pesky JG snooping around I see. Sejuani WON'T be bursted. The armor bonus, will deny this long enough. Just worth trying if it's for the cc of the skill. She can still be stunned, and ulted, only your Q won't trigger the cc. If she ults your adc, ult the most characters you can, THEN go for the save.
Shaco
What breaks poppy game here, is the invisibility. You can start to react WHEN he appears, doing the usual burst. If you can anticipate him. Try to stay A LITTLE far from your adc, only to avoid the initial fear, then burst as usual. If you know where he is, but can´t see, remember that Q can still hit him.
Shyvana
Her W can stop her ult jump. Even then, she lacks a little more impact towards Poppy. Any little thing you do do, have huge impact on Shyvana game.
Sivir
Low range adc = invitation to disaster. At least Sivir is one of the few that can avoid a burst. But still you got more room for error. Even with a good support, Sivir will play carefully against you. Easy to burst with adc.
Skarner
Lack more play against Skarner. But the ones i faced, never got much trouble. He don´t got any dives, so will rely on predator or flash. An anticipated Q will make some trouble. I suggest armor up fast. Even if he get´s you out with his ult, he still got a good stun.
Sona
A weak poke, but with good range, and a problematic ult. Even with this, Sona won´t stand all that well against you. Play defensive until you find a chance to burst. If you feel strategic, you can ult her adc out, and all-in her. Be careful to not take free shots all the time.
Soraka
If you face a Soraka who know what she is doing. You may have some trouble to play. Easy to burst and kill, but a defensive one can be tough to reach. The thing here is... don´t forget her adc, you can still keep doing dmg and forcing her to cure. If needed, consider ulting adc or her and facing the one standing.
Taric
You´ll have a fun match, trust me. Your armor stack more, but you don´t share. Play defensive against him. He got a more reliable stun. Even invincible, you can still stun or send away him or his adc. Don´t worry about him too much. Try to counter his adc somehow.
Thresh
Poppy is a more counter-offensive than him. A well timed W on his chain dash, can turn the tables of the engage. Armor up if he got ahead.
Tristana
Tristana can be a problem only if she got ahead. If not, Poppy is one of the best counters against her. Her main escape tool, the rocket jump, can be canceled with W, making you an ever better choice to stop her. Of course, be aware of her support, but if you´re ahead, a good engage means gg for her. If she´s ahead, randuin all day.
Twitch
He´s good, but got limitations. Too dependent of basic attack. A simple randuin can make his work impossible quite early. Even for your adc he won´t be a problem if you´re near. Even with good supports twitch will suffer against you.
Varus
Problematic. Good damage, good skills, amazing ult. If ahead, is hard to turn the tables. Can still be bursted with your adc, but need some care. If you got the upper hand here, HE won´t come back. Armoring up will be enough in most cases.
Vayne
Just call the police... serious. Vayne got and absurd advantage on Poppy. it´s almost impossible to get back of a winning Vayne. It doesn't mean that you got nothing against her. Her wall smash is like yours, but ranged. Oh boy. Let´s go. Your W can stop her dodge. And your wall Charge is so good as hers. So, if you decide to engage a strong Vayne. GO ALL IN. Poppy can hold her enough for the kill. Thornmail + frozen heart drop her attack speed, and deny the non-true damage.
Veigar
A little training should make you better at dodging his skills. If you think he will became a problem, consider using a precision rune for tenacity. Sometimes you barely fell the stun. If needed, use exhaust.
Vi
You can counter her dash with you W. Don´t confuse with her ult, that one you can´t. Still, you can make her life harder if she chooses to go for your adc. Even if she got ahead, a little armor up will put you back on the game.
Warwick
Very annoying when he wants, but you have your tricks against him. You can stop some of his jumps with W, and even save your adc from his ult if E (charge) in time. Use boots to slow the fear time, and if needed spike to deny his healing.
Xayah
A good Xayah player, will know how to be annoying with those feathers. Be cautions with their position. You can burst her with your adc easily, just try to anticipate her ult. to not spend more than your wall stun can do.
Xin Zhao
Another one who can't be all that effective against Poppy. You can deny his charge, and still charge him away from your adc. Any armor you have, will make you an obstacle for him, almost impossible to pass. Don´t push your luck, and you´re fine against him.
Yuumi
How cute and adorable... now die. You don´t even need much to burst Yuumi. Just this little tip. Your W can stop her dash to an ally. YES... YOU CAN. Since her health is one of the lowest, if not the lowest in game, it´s easy to kill. Poppy is her worst matchup for that detail alone.
Zac
Stop his jump with your W. Usually he don´t do much more to make him a treat, but you GOT to stop that jump, after, just try to make him not reach your adc, and he will do the job.
Zed
When he comes from mid, he means it. It´s almost impossible to survive. Your adc, of course. Poppy can take the dmg easily. If he ult your adc, try to Charge him right after on a wall... is your best chance.
Zilean
That bombs are annoying as f$@#. But his low health play at your favor. Play defensively against him. He got a LOT of range, and is not easy to catch, due to speed up. Armor up (MR) a little, and you will have a chance. Easy to burst, just care with his ult.
Zyra
Her root, and high base damage, will be a problem early on. You can try to burst with your adc. but AFTER she misses a skill, and don´t underestimate her plants damage. It stacks fast. If needed make Adaptive Helm. Boot is a must.
Vel'Koz
Velkoz, it´s almost impossible. Long range, too much dmg, and the possibility to go true dmg. Still, you can do something, but with extreme care. Aftershock + bone plating is imperative to have a minimal chance.
Is a problem when get you by surprise. He got enough health to not be threatened by you. Won´t cause trouble if misses the snowball. An interesting tip here, is more TF oriented. If he ults, and your team is in range. Use your exhaust on him. Will destroy his damage. Usually not a threat.
Ashe
Her slows and ult can make the job easier. But don't forget she got just this to help and to save herself. Your skills can make her life a lot better.
Caitlyn
You got to have a more... intimate relation with the player behind cait. =). Best thing here is a well timed trap AFTER your E. Can work very well, but need good timing and reaction to make one kit complement another.
Draven
His strength is more than enough, but needs time. A thing you can buy for him easily, with a well timed E > Q.
Ezreal
I really like Ezreal. His damage and his ult are amazing. it´s hard for Ez to follow a Well timed E. Anything that got in the way WILL drop the combo. Sometimes you can even take enemy OUT of his Q. Not the best adc to combo with you. Not impossible to work though.
Jarvan IV
When your majesty makes that circle, he do that for you peasant. You can use your charge on that wall. It´s just awesome, makes even your ult (non charged) better to use. It´s a great combo.
Jhin
Some slow attackers like Jhin don´t complement Poppy game very well. His skills if used in a right time, can be a nice thing. can extend the cc. Best thing betwen the two, would be Poppy using the cc on wall, THEN Jhin uses his ult. But until there... There´s nothing special here.
Jinx
A good wall charge followed by Jinx traps, WILL make the job. Is a good combo overall. But wall charge can take enemies away from her ult. So, be careful against an almost dead enemy.
Kai'Sa
Poppy with her cc, can hold enemy long enough for Kaisa to max her stacks. It´s a more offensive gameplay with those two.
Kalista
Nothing complementary, but Poppy can hold enemy, for Kalista to stack the spears. Still, her ult makes wonders with poppy with that surprise engage.
Lucian
You both can work. Lucian got low range, this makes the opponent a little more daring to take a shot. Nothing in their kits, make them ideal, but Poppy got some tools that Lucian definitely can enjoy.
Master Yi
Specially in early game... Poppy can stun and slow, just that little time master need to grow in the game. A well timed gank, will have good things going for you two.
Miss Fortune
Her E (rain), is a cc Poppy really needed to work even better. A long range Slow. Perfect to setup her powerfull cc. your stun can make MF ult hit all times. Got some good vibes on this duo.
Sejuani
Stun all day baby. nothing much to say. One passive complement another. Your stuns make HER job more easy. Hardly a well time gank with you two will let survivors.
Sivir
Each one just do theirs jobs. I would suggest, thinking more about countering the other side, than trying to fit. Best thing here, is that your cc, can make her powerful boomerang a granted hit.
Tristana
She needs time to stack the bomb. You can give this time. Apart from this powerfull burst, don´t think anything more complementary. Still a Strong burst, don´t forget.
Twitch
Twitch just got basic attacks. It will work in time. But there nothing special with this two together. Best thing here is his ult, that will secure a kill, a little better.
Varus
Another good cc. Varus got some long range (I mean REAL longe range) that can make Poppy life a little better. The shine here, comes from his ult + Poppy cc. You never go wrong with Varus at your side.
Vayne
No wall stand still with those two on same team. If Vayne is in your team. Try to got more slow itens to help her, like Randuin, or even the ice gauntlet.
Veigar
Miss the wall skill?? Don´t worry, Poppy is here. It´s a fantastic duo. It should be more popular. Just throwing someone in Veigar wall is so much fun.
Xayah
Just need to setup for the feathers, A good wall smash, is enough for this job. Even better, her ult can make sometimes saving her life easier too. you can´t go wrong with Xayah.
Nunu and Poppy can have a fun time. His snowball, can give you time to your E (charge). And sometimes, if people escape Nunu ult, Poppy can put them back with E.
Synergies
IdealStrongOkLowNone
Ashe
Her slows and ult can make the job easier. But don't forget she got just this to help and to save herself. Your skills can make her life a lot better.
Caitlyn
You got to have a more... intimate relation with the player behind cait. =). Best thing here is a well timed trap AFTER your E. Can work very well, but need good timing and reaction to make one kit complement another.
Draven
His strength is more than enough, but needs time. A thing you can buy for him easily, with a well timed E > Q.
Ezreal
I really like Ezreal. His damage and his ult are amazing. it´s hard for Ez to follow a Well timed E. Anything that got in the way WILL drop the combo. Sometimes you can even take enemy OUT of his Q. Not the best adc to combo with you. Not impossible to work though.
Jarvan IV
When your majesty makes that circle, he do that for you peasant. You can use your charge on that wall. It´s just awesome, makes even your ult (non charged) better to use. It´s a great combo.
Jhin
Some slow attackers like Jhin don´t complement Poppy game very well. His skills if used in a right time, can be a nice thing. can extend the cc. Best thing betwen the two, would be Poppy using the cc on wall, THEN Jhin uses his ult. But until there... There´s nothing special here.
Jinx
A good wall charge followed by Jinx traps, WILL make the job. Is a good combo overall. But wall charge can take enemies away from her ult. So, be careful against an almost dead enemy.
Kai'Sa
Poppy with her cc, can hold enemy long enough for Kaisa to max her stacks. It´s a more offensive gameplay with those two.
Kalista
Nothing complementary, but Poppy can hold enemy, for Kalista to stack the spears. Still, her ult makes wonders with poppy with that surprise engage.
Lucian
You both can work. Lucian got low range, this makes the opponent a little more daring to take a shot. Nothing in their kits, make them ideal, but Poppy got some tools that Lucian definitely can enjoy.
Master Yi
Specially in early game... Poppy can stun and slow, just that little time master need to grow in the game. A well timed gank, will have good things going for you two.
Miss Fortune
Her E (rain), is a cc Poppy really needed to work even better. A long range Slow. Perfect to setup her powerfull cc. your stun can make MF ult hit all times. Got some good vibes on this duo.
Sejuani
Stun all day baby. nothing much to say. One passive complement another. Your stuns make HER job more easy. Hardly a well time gank with you two will let survivors.
Sivir
Each one just do theirs jobs. I would suggest, thinking more about countering the other side, than trying to fit. Best thing here, is that your cc, can make her powerful boomerang a granted hit.
Tristana
She needs time to stack the bomb. You can give this time. Apart from this powerfull burst, don´t think anything more complementary. Still a Strong burst, don´t forget.
Twitch
Twitch just got basic attacks. It will work in time. But there nothing special with this two together. Best thing here is his ult, that will secure a kill, a little better.
Varus
Another good cc. Varus got some long range (I mean REAL longe range) that can make Poppy life a little better. The shine here, comes from his ult + Poppy cc. You never go wrong with Varus at your side.
Vayne
No wall stand still with those two on same team. If Vayne is in your team. Try to got more slow itens to help her, like Randuin, or even the ice gauntlet.
Veigar
Miss the wall skill?? Don´t worry, Poppy is here. It´s a fantastic duo. It should be more popular. Just throwing someone in Veigar wall is so much fun.
Xayah
Just need to setup for the feathers, A good wall smash, is enough for this job. Even better, her ult can make sometimes saving her life easier too. you can´t go wrong with Xayah.
Nunu and Poppy can have a fun time. His snowball, can give you time to your E (charge). And sometimes, if people escape Nunu ult, Poppy can put them back with E.
Salutations, my dear. I´m a Gold rank player from Brazil server know as M Vermeio - The Thunder of the South. I got about 700k mastery points with Poppy, and still growing. Her play style is just so fun and versatile, that i can´t stop enjoying. But of course, since the game classify Poppy as a top laner, i got to find new ways to make her work on other functions and I find support an amazing way to also get a lot oh her game. My way to be too technical, maybe will make this an enjoyable and extensive guide. Hope you like it.
Pros and Cons - From a Support perspective
On the support game, Poppy game became more opportunistic and less forgiving.
Pros:
+ Burst potential is just op. + Steadfast Presence is just a lifesaver from junglers. + Armor scales fast, making her an effective fighter. + Ult can turn the tables. + Her Iron Ambassador is surprising effective. + If losing, little armor can make you comeback.
Cons:
- Early game can be hell. - Need practice to use her tools effectively. - If enemy team know how to play against, will be hard. - It´s imperative that you build your sup item fast. - Sup item can delay armor up - Opportunity for burst can be missed by you adc.
Can be a good finisher if your use Heroic Charge on a minion to close the gap (if enemy is too far away) then attack. If you need just a little shield when fighting, target a dying minion. Sometimes the shield done from this, can save your life on a skirmish.
Hammer Shock: Her main damage tool. It´s the follow up from Heroic Charge. But of course, it´s more than that. The slow area created should not be neglected, and it will be more valued when the other skills are on CD.
Advanced Tips
Since it´s cooldown is rather fast, consider maxing to 40% CDR. Once full level, this got 2.4 cd seconds.
Steadfast Presence: This skill will make your adc love you, and live by your feet. I´m not joking. This alone, can make Lee Sin (example) game, A LOT harder.
Advanced Tips
When you got the feel of how this works, try to master the timing. If you stop an incoming dive (can activate mid air for Lee Sin for ex) at the right place, you can setup a burst with your adc, that can basically win the game. It can secure some escapes too, keep that in mind.
Heroic Charge: The main concern of people who play against Poppy. her burst is based on this. But be creative. You can use this tool in many ways.
Advanced Tips
- In a minion to flee or close distance if enemy is too far.
- Use to create distance between enemy and your ally. Or to bring him closer.
- Push enemy closer to your tower.
- You can use to pass walls (if got a target).
- You can push away some threats Neeko ult, Morgana ult.
Keeper's Verdict: Her ult is a tricky one. Usually it´s better just to tap R, to increase the cc time. Even the non charged use, got a line of effect almost same size as her Q, aim well.
Advanced Tips
A charged ult, need to be more cautious though. If stopped, you won´t use until the end of that TF or skirmish, 30 sec, is too much. If you´re going to use a charged, 2 things can help.
1 - stay close to enemy and make a low charge. A little practice and you will find the timing. It´s the most effective way.
2 - If going for the full charge, Hide in a bush. Enemies WILL react when see you charging it. You can use to take jg away from dragon and baron too.
There one more way to use it... and it´s not using. If you hold R, and don´t let go, it will cancel the ult. It´s funny and functional to use. Do this near a group of enemies. Sometimes you can save your team, just with the threat alone, not having to spend any skill.
Why and Why not - Runes and their synergy with Poppy Kit
Let´s get a little deeper in some details now. I´ll talk more about the rune tree and it´s support uses. Don´t miss the alternatives, i´ll talk about some cons of the talents too.
Resolve Tree:
Guardian: I think this is the only good choice for Poppy sup, and will be useful in the entire game. Early on this WILL save your adc some trouble, and you too sometimes. A well timed guardian can save from an Ignite, if used in time. Still, you need some practice to not activate when you don´t want to. It can even help your jungler to keep full health at starting red/blue.
alternative 1
Aftershock: It´s also a good option for Poppy, making an engagement a little more safe, since with all the armor stacks, can make Poppy hard to counter in low lvls. My problem with aftershock, is that little armor buff (about 70 ar - mr), is active for only 2.5 seconds, and for some time, one enemy is stunned, making the extra armor not that great since you won´t be using it. Damage is ridiculous to be taken in consideration in that choice. This rune can work, but try to use early game, since late game you´ll have enough armor, making little of this benefit. (TIP, you don´t need to charge enemy on wall to activate it)
This talent is a must on ranged enemies, like Ashe with Nami for ex. Guardian can save you in this case, but will only delay the inevitable. With aftershock, you can dive (lvl 2 mostly) and take little dmg even if you make mistakes, allowing you to make more difference in lane phase. Just time well, to not engage when you don´t have it.
alternative 2
Grasp of the Undying: Not a good choice for the support role. If you take this, you got 2 thing in mind: Stack life or make more damage life-based. But even to activate this rune isn´t a good thing for poppy. You got to STAY on combat for 4 sec. Enough time for enemy team make more than you can heal with this. If choose to stack life with this, go for Sunfire Aegis. The passive damage from the fire also works, making you stay in combat without the need for any active action, and since you won´t throw your shield, you´ll have a ranged option to activate this effect.
First line of Talents:
Demolish: A good talent. Problem is, you need to push the lane, since it´s used on tower, so, if you get pushed to your tower, the talent became useless. If your think you can push more than other team, try it. Worth against a melee sup like Alistar.
Still an interesting way to come back faster if lose the lane, since you´ll destroy towers easily.
Alternative 1
Font of Life: I like this talent. But heal so little life IN 2 SECONDS. Even with 3000 life would still be weak. Still... a little is better than nothing. Since ANY cc work, you´ll have lot´s of options to activate take if demolish isn't better in the situation.
Alternative 2
Shield Bash: Should work for Poppy, but i never got good uses. Poppy have a good shield, but she throws the shield BEFORE activating this talent, and when you got the shield and the buff, you´re melee again, and lasts too little (2 seconds) for you to make use against enemy team.
Second Line:
Conditioning: IT´S A MUST. This got so much synergy with Poppy kit that i can´t recommend enough. Poppy 10% armors passive and this, stacks so well, that a simple Frozen Heart alone, will cap her armor to about 200, allowing more freedom on your build, if you need.
Alternative 1
Second Wind: I like this talent. It´s useful, BUT need to be work around it to work. If you want to use this talent, be sure to build armor with health always, then you will get the most out of it. Just remember it´s 4% of MISSING HEALTH, not MAX health.
Alternative 2
Bone Plating: It´s an interesting talent, but i think it´s out shinned for the other two in this line. I would consider using this with Aftershock only. Here i can get a synergy, and maybe more pressure/survival early game. Lacks impact late.
USE IT. Imperative against only ranged opponents, and really combo with after. Try to stay safe to not activate without combo with aftershock.
Third Line:
Overgrowth: The bonus health stacks well along the game. A nice addition for Poppy. A late game oriented option.
Alternative 1
Revitalize: The little buff for the shield, isn't enough to compensate what Overgrowth can do. Even if you go for Locket of the Iron Solari, the bonus health will do more all around, than the additional shield.
Alternative 2
Unflinching: I like the stats here. 20% can make a difference against a Morgana or Veigar. Problem is, the spells must be on CD and most of the time, you´ll be saving your spells. This alone break the talent for me. You need a bad condition for this to work. If you need a talent for tenacity, I suggest Legend: Tenacity. At least is consistent all game.
Inspiration Tree:
(Won´t extent so much here)
Magical Footwear: My go-to Rune. Since you´re support, and won´t be farming. A free boot, can give save you the trouble. Good even if you´re losing.
Alternative 1
Perfect Timing: Could be interesting to make Gargoyle Stoneplate only. Still, I don´t think it´s worth the talent. Sometimes you need more brute health, and boots are always a must.
Alternative 1
Hextech Flashtraption: I don´t use Flash. Still, if you use it, think in traps, to use your skills after this. I don´t think it´s reliable enough to consider.
Second line:
Biscuit Delivery: Since you´re a melee support, you have to kill some minions to activate sup item, and you WILL get hit sometimes, the good thing here is that you can "combo" with a potion. Just remember, this heal is based on MISSING HEALTH, not MAX health.
alternative 1
Future's Market: A good choice, since you don´t farm directly (besides sup item), it´s like free gold from time to time.
This will shine most, when you die prematurely. Usually you can buy Targon's Brace even if your gold don´t match.
Alternative 2
Minion Dematerializer: Since you have a support item that make almost the same thing, this became useless for you. Although, it can activate Remnant of the Aspect if a minion is killed with this.
Third Line:
Cosmic Insight: A faster way to max the CDR. It´s very important to always find a way to make 40% - 45% CDR in every game, and Poppy has a need to use her skills to make the work more than her basic attacks. If you take this one, ALWAYS combo it with the CD SHARD too to get 10% free on 10 minutes in-game. It´ll allow more freedom on item builds.
Now we´re getting hot. Items are the core mechanic here, and the more you can get from them, the better. You´ll note the importance i give to CDR from the insight of this items. ALWAYS try to cap 40%. So, let´s get dangerous.
CORE ITEM
Remnant of the Aspect: That will be your core item, and the one you must focus on upgrade it ASAP. Not only for the amazing stats (350 life + 10% CDR), but mostly for the 20 sec for charge and easy activation, since minion health to trigger will be higher. This will allow you to get at least 2 minions from each wave. Also, you need some practice to activate at the right time. About 3 games, and you should have the felling of how do it well with this. If not willing to fully upgrade, do it at least to Targon's Brace to got the 3 wards upon quest completion.
But let´s not forget about the early 200% regeneration stats. It doesn´t look much, usually when you build it, will be about 6 health sec. But hey, this is half potion there, for only 1400 gold (deducing the initial cost, of course). Don´t underestimate the healing factor here. Just don´t abuse it.
ARMOR OPTIONS
Ohmwrecker: The legendary "no one knows" item. But here what will make your jaw drop. IT´S THE MOST BALANCED ITEM you can have. 50 armor, nice. 300 life, ok. good. 150% regen - this with your sup item, can make you always under the effect of a potion basically, and 10% cooldown. It´s the only item with those stats, in an effective way, that works for a tanky sup like Poppy. Also allows Risky dives making that little advantage into a crucial one, and almost no one expects the use of this item. Usually, when you´re diving, enemies, go near tower... close to a wall. You know what i mean. Still, all this nice stats, but none is op. If you choose this one, take as second item, and you´ll see the magic.
Sunfire Aegis: This can be an interesting item, but not where you're playing. It got some good stats overall, but lack something more. The damage, isn't that strong to make a difference. The lack of CDR and a more effective buff break the item for me. Nothing here that help the support function.
Knight's Vow: Knight´s vow got a lot of good buffs for you and your adc. Health, CDR, 40 armor (60, if you´re close to your partner, AND YOU WILL BE), 12% damage transfer. Still, I usually don´t got this item first and sometimes don´t get it at all. If your adc isn't playing that well, you´ll find this a poor choice. It´s the kind of thing worth buying only if you're winning. If losing, avoid.
Randuin's Omen: It´s hard a game where you don´t need this. The critical damage cut (20%) is amazing and the area slow can just set up so many kills. The GREAT stats still don´t leave you behind, 70 armor and 400 health, make this a must on poppy's kit. Always the first thing to buy against Jhin. But it´ll find it´s place in all matches.
Thornmail: It´s not recommended for supports, but always help when you need. The armor by itself (80) should be more than enough, but also grievous wounds reflection, cold steel effect and 250 life. ALWAYS a must against Draven. Other cases, only if they got life steal.
Iceborn Gauntlet: I just LOVE this one. But you know, sadness is just a step ahead. It´s an all around protection to go, and you should try sometimes. Best thing here is the 20% CDR and the slow area that you create. But, since it got no counter offensive things like Randuin's Omen or Thornmail, i can only recommend this if you want to enhance a bit your dmg. Shines most when you need that long range slow with Steadfast Presence + Iron Ambassador.
Frozen Heart: Another armor that i just love, but don´t use it. Frozen Heart ALONE can make your armor go easily around 200. And this is in most cases, what you need in any a game. I only take this armor, when i got little ad treats in the other team, like Twitch for example, 20% CDR is awesome, mana is always nice, but still lack more impact in your kit.
Ninja Tabi: Will work. Just be sure that the enemy team don´t have significant cc. If they have, always go for Mercury's Treads.
MIXED OPTIONS
Zeke's Convergence: Juicy stats bro... juicy stats. I feel a little ashamed for not using this item more. Usually, I try to base my choices around the enemy composition, and zeke's work well in a similar way that Knight's Vow. It's only a good choice, if you're ahead, if not, avoid. To work well with Poppy, you've got to use a non-charged ult.
Locket of the Iron Solari: Solid stats too. I take it when enemy team got a mix with more ap than ad. Still, it misses many things that I consider important for Poppy. Not any CDR, any health, and the shield is not a great life saver too. Locket got its place, but you won´t be visiting too much.
Gargoyle Stoneplate: It´s better than it looks. The armor is solid on Poppy's hands, even without the buff. But it lacks that something more. The health buff won't save you most of the time. If still want to do it, make as your fourth armor. Adapt a little before taking this one.
MAGICAL RESISTANCE OPTIONS
Mercury's Treads: A MUST. Hardly you´ll face a team without cc. Also, that little MR can add well with any other item.
Adaptive Helm: A favorite of mine. Good health, 10% CDR, and the passive 20% magic damage reduction from same spell. Usually counter your biggest treats. Only in those cases, if not, consider other MR, since all of them grant similar stats.
Spirit Visage: A good item, if the other two, weren't more useful. Since you´re the support, and don´t have any heals, there isn't a reason to take this besides brute stats.
Abyssal Mask: Similar to adaptive helm, it's worth if you got some AP in your team. Don't see any other real use to it.
ATTACK / LATE GAME OPTIONS
Maw of Malmortius: A nice last item, when you need that little MR extra. Don´t take it before other more important items. Also, be sure your health is big enough before taking this one.
Warmog's Armor: Another good way to close your build. If you're the only tank in the team, is a must. Will buy enough time for your team always. Again... LAST ITEM.
Titanic Hydra: If i need only one item to attack, THIS WILL BE IT. It doesn't look but got a lot of synergy with poppy, in particular with Iron Ambassador. Can make REAL damage, if activate and throw the shield. If decide to get it, take it first item (after remnant), or last.
Black Cleaver: You have utility for this even in a support build. But here, the focus is only the armor reduction. You can take it too, if already well armored, and need just that 20% CDR to max it. If for the damage only, go for hydra, and you'll get more.
For more specific oriented build construction, look on item section up there.
Invaders? Not on My Watch!!
Time to get deeper in the awareness department.
A good invasion can easily snowball into a win. Poppy kit isn't great to do an invasion, but can sometimes counter and turn an invasion against the other team. Since i got more experience defending invasions, i´ll get deeper in some important map points to set your next actions. If you´re alone or to far from your teammates, NEVER start the early TF.
NOTE: Try to not spend your ward here, or you´ll miss it for a long time. Just positioning will be enough on this stage of the game. NOTE 2: I made this hints thinking about not giving any advantage to enemy team. If you wish to engage in an early team fight. be sure to at least have the same number of players. Note 3: Don´t chose your skill until you decide what to do. Hammer Shock can hit all enemy team if they´re massed, giving you an amazing advantage. Heroic Charge Can make a high damage with a good stun early. Choose wisely.
First, a general look, then, i´ll explain some of the positions, and some advantageous actions you can take.
These positions can be explored with any champions.
Easy game here: Blue shield, a good point to be, and Red shield, not so good. But of course, let´s get dangerous.
Position 1
A good place to go fast ASAP. You´ll have a good vision, and you're not exposed to unnecessary danger. Just be sure that a teammate is covering the lower jg, and you won´t be surprised. If everyone is about the same position, retreat a little, to not be surprised by a lower incursion.
You´ll be fine if go alone here about 40 sec. If you stay on facebook to long and lose some time, wait for your team to go.
Position 2
I normally don´t stay here. My teammates are always closer to the red for the leash. You can be sure of one thing: if you're in this bush, you´re alone. If you see the enemy team going for invasion, ward this bush and retreat, and ping like crazy.
Position 3
This is a safer way to keep your team aware of this entrance. Good thing here is that you´re closer to your team. An easy place to watch. Still, if the enemy is coming from this place, retreat and ward the bush above.
Position 4
I don´t really like to wait in this bush. It´s too chaotic if an invasion is on the way. But, as you see, you got places to run. Don't worry, an invasion won´t be from 2 sides, it's to risky to invade that way. You´ll have a free road to flee. Don´t forget to place your ward.
Position 5
Left side worst place to be. Face a Thresh, Pyke or even an Ashe and you´ll find why, and don´t give you any good vision on the map. You got more safer and well positioned places in the other examples i gave you. Still, can work if enemy rush without care. Just remember, if your team isn't in that bush with you...
Position 6
That´s the most complicated bush in the early game. If you take more than 30-34 seconds to get here and you think the enemy team will invade DON´T GO THERE. It´s by far the most risky. If you get here in good time, or no one was here, wait where Poppy is in my example. The red circle i made, is usually where enemy will throw their skill shots (remember, they don´t see you there yet). If an invade is incoming, ward this bush and retreat.
Position 7
A safe place on start. Usually, enemy team, will go right to the Blue. Again... you´ll have the advantage, but DON´T ENGAGE without your team. If you feel won´t win the tf, wait for all their team to pass, ward your blue, and retreat.
Position 8
The safest place to avoid invasions. Don´t give you more detailed information about their plans, like the others, but if you get here in time, no more surprises will be allowed.
Position 9
The last bastion of laziness. Still safer than it looks, and easy to defend even if you´re alone here. If no teammate is here to help, just keep roaming into the bush, and to get the upper vision. If someone invade, just retreat. Don´t spend your ward, but ping like there is no tomorrow.
The power of Leash - The blessing of leashhhh
Here it is. Since i´m brazilian, it´s in portuguese, but i didn't forget about you my dear brave pants. Please, remember to activate subtitles. Tried my best to make accessible for you guys.
That´s said, take a special note on warning your jungler to care for his engage, if your shield drop before the right time, he will take some avoidable damage here, that can compromise a early gank if he wishes.
The Secrets of Orlom
H
When doing armor, usually 2 items will be enough for Poppy. You then, ask why...
Armor or MR should be built until about 200 - 250. After this, you´ll pass from 69% to about 74% damage reduction. Just think on that. Almost 3000 gold for 5% at best. When you reach that, Try to make items with more impact like health or attack.
A
This one is for the rage you´ll face. Trust me... MUTE FAST. Talking never do anything, and take your attention out of the game. And if you´re the one doing this, stop now. It´s not cool bro, everyone is trying its best in 99% of the time. If not to make a good comment, don´t bury your game doing a bad one. The enemy team can be skillful too. If you feel pissed already, go for "interface" and disable "show allied chat".
M
You´ll find a delicious surprise when you note that Poppy isn't played on support role that much, making getting out of low ranks (if you´re studying this guide) an easy task.
M
I´ll let an exercise for you. Play Poppy in different roles. YEAH, even out meta. Like mid or even adc. Just do it after you got the feel of how she works in her main roles. Make this for your... intermediate studies. You can learn a lot from this.
E
Play some matches WITHOUT FLASH. It´ll make you more reliable on your own skill and decision, a not overconfident in this spell. Also you learn how other spells can work with your play style, and different items can make it for flash absence.
R
This guide should work as a base for you. But you can have a more aggressive oriented way of playing than mine. So don´t give up, you can build around your own way of playing.
I´ll try to keep always this guide updated, and forgive if my english don´t match my mastery. Thank you for reading until here. NOW GO GET THEM, or did you forget your brave pants at home??
Guide Patch Notes 1.1
Ok, this is a little troll one, but since i´m still playing and learning, i´ll put here, some changes i noted, since i wrote this guide.
Runes - Changed Cosmic Insight for Biscuit Delivery. Really, being able to stay on lane, will make more difference than the cdr overall. Still viable, but biscuit is a more consistent choice.
Shards - Also, changed that little cdr aditional, for 9 adaptive dmg. cdr is still important, but other stats maybe should take priority before the cdr.
Runes descriptions
- Added description for Aftershock
- Added description for demolish
- Added description for Boneplating
- Added description for Future´s market
- Remove some description for cosmic insight
Items
- Added Ohmwrecker (read it, it´s amazing)
Leashing chapter
- Just some added info.
Secrets of Orlom
- Added tip for "A"
- - - Patch notes 1.2
Added Velkoz Treat
Tried to fix Nunu treat and syn
Update invaders map - put some top lane points to, but not in detail, since it´s a support guide, but you can take some hints of that too.
Added THE POWA OF LEASH Chapter - and video example.
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