Build Guide by Xalerwons
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Poppy, the Iron Ambassador
First, Poppy has great AP ratios, but her abilities also scale and synergize with a phys dps style. I know many of you will try both like I will, so I'll give item builds for both.
I suspect a full phys dps set up utilizing Sheen + Mejai's (if a snowballing game) is optimal, but further testing is required.
Champion Stats - Level 1 / Level 18
504 / 1881 Hit Points
215 / 725 Mana
.64 / .98 Attack Speed
57 / 114.97 Attack Damage
2% / 7.95% Critical Chance
22 / 90 Armor
30 / 30 Magic Resist
0% / 0% Dodge
320 / 320 Movement Speed
Passive: Valiant Fighter
Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%
Q: Devastating Blow
65 Mana Cost - 8 Second Cooldown - 600 Range
Poppy crushes her opponent, dealing base damage (+.6 ability power) plus 40 / 70 / 100 / 120 / 160 and 8% of her target's maximum health bonus damage. The bonus damage deal cannot exceed 150 / 225 / 300 / 275 / 450.
W: Paragon of Damacia
60 / 65 / 70 / 75/ 80 Mana Cost - 12 Second Cooldown - 600 Range
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.
E: Heroic Charge
50 / 60 / 70 / 80 / 90 Mana Cost - 12 Second Cooldown - 525 Range
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 50 / 75 / 100 / 125 / 150 (+.4 ability power) magic damage. if they collide with terrain, her target takes an additional 75 / 125 / 225 / 275 (+.4 ability power) magic damage and will be stunned for 1.5 seconds.
R: Diplomatic Immunity
100 Mana Cost - 140 Second Cooldown - 900 Range
For 6 seconds, Poppy's attacks deal 5 / 10 / 15% increased damage to the marked target. Poppy is immune to any damage and abilities from enemies other than her target.
Level 01 - Heroic Charge
Level 02 - Devastating Blow
Level 03 - Paragon of Demacia
Level 04 - Devastating Blow
Level 05 - Devastating Blow
Level 06 - Diplomatic Immunity
Level 07 - Devastating Blow
Level 08 - Heroic Charge
Level 09 - Devastating Blow
Level 10 - Heroic Charge
Level 11 - Diplomatic Immunity
Level 12 - Heroic Charge
Level 13 - Heroic Charge
Level 14 - Paragon of Demacia
Level 15 - Paragon of Demacia
Level 16 - Diplomatic Immunity
Level 17 - Paragon of Demacia
Level 18 - Paragon of Demacia
Poppy is very similar to Blitzcrank in that she scales very well with all stats, so if you find similarities, it's not without reason. It's key to note that she has 2 abilities that scale with AP unlike Blitzcrank.
Devastating Blow is superior damage to Power Fist, but without the knock up effect and is great regardless of Poppy's base damage.
Sapphire Crystal + 2 Health Potions
Boots of Speed + Sheen
Trinity Force + Boots of Swiftness or Mercury Tread's
Mejai's / BF Sword
Alternate Item Build:
Sapphire Crystal + 2 Health Potions
Boots of Speed + Sheen
Boots of Swiftness (Merc or Tabi possible) + Vampiric Scepter
Upgrade to Trinity Force
Upgrade to Deathfire Grasp
Executioner's Calling or Bloodthirster
At level 18 and with the following items, you will have 2181 hp, 90 armor, and 60 MR. That is pretty close to the sweet spot for abusing Poppy's passive. Adjustments have to be made accordingly as the other team gathers armor/mr penetration.
The average carry will be hitting you for about 180, and critting for 220 at the end game. With Diplomatic Immunity, you can easily kill one of their carries 1v1 especially with your burst damage. Along with a traditional initiator/tank like Alistar/Amumu/Blitzcrank, you are a wonderful addition to any team composition.
Poppy is not a good solo champion. His abilities are better utilized in conjunction with a partner, preferably one who can stun or permaslow a target.
Poppy plays very much like a Yi ironically. You can chase well (will need Trinity Force, lizard buff, Exhaust, or teamwork), do great damage, push towers, tower dive. You lose the snowball effect of Highlander for the capability to initiate team fights and ganks and guarantee and auto-kill via Diplomatic Immunity.
You want to lane somewhat conservatively if you're outmatched (range vs double melee), as you really don't want to risk dying until you get your ultimate. By then, you should get your lizard buff and go for the kill. Turret dive and abuse Poppy's ultimate. Make sure the turret/minions see you first, so your ally can keep attacking scot-free without worry.
Once you get your ultimate, you can continue tower pushing, or you can begin to control all the neutral creep buffs. You can take on a jungling Warwick of Yi with ease. Your passive and Q is just that good. Additionally, your E ability is much more accessible in the jungle, with plenty of terrain to work with.
There is nothing like charging a jungler, last hitting their creep, and using Devastating Blow and going to town with them.
Just don't get carried away. You can get killed, and one of your arch nemesis will be Twitch. He has an ultra-fast attack speed, damage that is largely unmitigated your passive, and a long duration DoT that won't trigger your passive neither. They also have a tendency to get Malady or Wit's End which will count separate to their base attack, also bypassing your passive.
Your role in a team fight is a soft-carry initiator. You do nearly the same dps as an equally farmed carry, and have better burst damage. Your weakness of being melee dps over ranged is largely made up for by your amazing ultimate and your charge+stun ability.
You will be in the fray first, or ideally second, after a support-tank's ranged stun/pull/grab, to disable and kill the enemy's primary carry asap.