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Poppy the Great Initiator

Last updated on November 2, 2010
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Top Lane
Ranked #26 in
Top Lane
Win 51%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.


Brute Force
Improved Rally

Offense: 0

Strength of Spirit
Veteran's Scars

Defense: 22

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 8

this build is mainly used for poppy's excellent initiating abilities.

Valiant Fighter (Innate): Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. This does not reduce damage from structures.
Ability Description Levelling up

Devastating Blow (Active): Poppy crushes her opponent, dealing attack damage plus a flat amount and 8% of the target's max health as magic damage. The magic damage cannot exceed a threshold based on rank.

* Cost: 55 Mana

Cooldown: 8 / 7 / 6 / 5 / 4 seconds

Magic Damage: 20 / 40 / 60 / 80 / 100 (+0.6 per ability power)

Threshold: 75 / 150 / 225 / 300 / 375

Paragon of Demacia (Passive): Upon being hit or attacking an enemy, Poppy's armor and damage are increased for 5 seconds. This effect can stack 10 times.

(Active): Poppy gains max stacks of Paragon of Demacia and her movement speed is increased for 5 seconds.

* Cooldown: 12 seconds

Cost: 70 / 75 / 80 / 85 / 90 Mana

Armor & Damage: 1.5 / 2 / 2.5 / 3 / 3.5 per stack

Movement Speed: 17 / 19 / 21 / 23 / 25 %

Heroic Charge (Active): Poppy charges at an enemy and carries them further. The initial impact deals a small amount of magic damage, and if they collide with terrain, her target will take a high amount of magic damage and be stunned for 1.5 seconds.

* Range: 525

Cooldown: 12 / 11 / 10 / 9 / 8 seconds

Cost: 60 / 65 / 70 / 75 / 80 Mana

Magic Damage: 50 / 75 / 100 / 125 / 150 (+0.4 per ability power)

Collision Magic Damage: 75 / 125 / 175 / 225 / 275 (+0.4 per ability power)

Diplomatic Immunity (Active): Poppy focuses intently on a single target for 6 seconds, dealing increased damage to them, and becoming immune to any damage and abilities from enemies other than her target.

* Cost: 100 Mana
* Range: 900

the runes are made initially to increase poppy's already great magic resist and armor but
also to make her beginning game that much better with better health and health Regen.

as i said Poopy's excellent initiating potential is brought out through this build, she gains an already staggering movement speed through paragon of demancia speed boots, and armor choices like force of nature and then the activation of ghost give her an edge on even a yi with highlander. These cause me to gain my heroic charge early so i can blast past by my enemies and and heroic charge one into a wall closer to my friendlies initiating a save attempt by the the enemies friendlies. If this happens they may try and target u since u are closer to them than any of ur allies, however u have a very good ulti, Diplomatic immunity. if u pop a DI (diplomatic immunity) you have 6 seconds to get to your already close allies.

poppy is not a tank. i cant stress this enough. She HAS NO WAY to cause an enemy to attack her, like Rammus's taunt, and she does not very good damage besides the epic devastating blow wich has to large of a Cool down to even do enough damg for u to be focused. However, she can be used effectively to disable a nuke or interrupt any channeling spells like MALZ's or WARWICK's ULT by using her heroic charge.

Beginning Game (0-15/20 mins)I start off with the 350 bots because Poppy can has limited farming options and it is best to try and build your core ASAP. Poppy has excellent beginning game becuz of the amount of health and health Regen she has, however, she has little in the way of killing minions. If you are laning with a partner you are WAY WAY WAY more effective becuz of the ability to keep other champs off of ur partner and do good damage on them at the same time, including the stun you get if u heroic charge them into a wall. I suggest getting devastating blow to begin with, if you can get in the bushes first and they try and gank you, u can hit for a large portion of their health, however heroic charge can be as effective if you and your partner run from the opposite wall into a bush ur partner will have to be leading (so as you can see and charge from farther without being hit) and becuz they are already so close to a wall it is almost a guaranteed stun. I kno final hitting a minion can be very difficult with Poppy, she has no farming at all so try your best and save up for boots (get 3 speed if they lack on CC (stuns slows silences etc...) if they have alot of CC then get the mag resist ones.)

Mid game (20-30/35) This is when team fights should begin to start. You need to be as many as possible. You cant farm minions so killing champs is the way to go you should have your ulti and be very hard to kill at this point. you can initiate very well at this point. To initiate with Poppy you have two options
1.both teams lay across from each other in a single lane, you are with you team. Pop Paragon and ghost at the same time, you have become a speeding bullet with pigtails. run into them past the first char in their group and heroic charge them. HINT it makes a difference which side of the lane they are on, choose the side opposite of the side that is closest to the wall. if u hit them at the right angle you are now closer to your team and the target is stunned and your team will hopefully know what you are doing and kill the said character.

2. initiate a backdoor gank. NOTE this is way more dangerous becuz they have more time to either slow you or completely stun you. to do this its the same trick but now you have to time your paragon and ghost rather efficiently, it takes practice but if can try and do it rite before you get into sight range, so all they see is a flash go by as you charge one of their friends into a gank.

ANOTHER NOTE. you dont always have to hit a wall when doing this, your push can go rather far and if you have a teammate snare them or slow them or something the person will die.

So, you have charged a teammate into the fight and now the other team has decided to charge you cause they hate you what do you do? DI ( Diplomatic Immunity) one of their teammates most likely the charged enemy. You now have at least 6 seconds.

Working on the build Just an idea THX for looking, I Will Update