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Poppy Build Guide by MejickPuf

Poppy, Whomper, and Her Heavy Hammer

Poppy, Whomper, and Her Heavy Hammer

Updated on May 7, 2012
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League of Legends Build Guide Author MejickPuf Build Guide By MejickPuf 8,515 Views 1 Comments
8,515 Views 1 Comments League of Legends Build Guide Author MejickPuf Poppy Build Guide By MejickPuf Updated on May 7, 2012
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Choose Champion Build:

  • LoL Champion: Poppy
  • LoL Champion: Poppy

Introduction - About me and Poppy

Hello guys! I would like to thank this community for producing so much for people like me. Keep those amazing guides coming!




I've recently began played Poppy again (May 2012), and I felt like making a guide to the community that have been helping me out since I first started to play LoL.

With experimentation and practice, I present you my first guide featuring Poppy, the Iron Ambassador!
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Pro et Contra (Pros and Cons)



+++ Pros +++

+Able to deal tons of damage throughout the game w/[devastating blow]
+Early armor and magic resist from Paragon of Demacia
+Free Ghost bursts from Paragon of Demacia
+Able to push around enemies with Heroic Charge
+Passive ( Valiant Fighter) makes her difficult to kill
+ Diplomatic Immunity makes her even more difficult to kill
+Literally scare people, when fed, away.
+Able to jump into a single target, snipe it, and run out like Zoidberg



--- Cons ---


-Bullied by ranged champions
-Squishy early game to mid game
-Low mana pool
-Prone to C.C.
- Paragon of Demacia doesn't give a huge defense boost early game
-When Diplomatic Immunity's target dies, her immunity is gone
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Masteries

Mastery selection is like cooking - Do it to your tastes. However, the provided masteries below are what I use and are a good place to start with experimenting.


Playing on the Offense
Playing on the Defense
Finding Warwick
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Runes

You might be wondering, wait... You got so many runes selected, dafuq?
Well, like Masteries, you have to select runes that fits your Poppy play-style.


Les Marques

Runes

Sorcery
Phase Rush

Greater Mark of Attack Speed: Increases Atk Spd. Useful for jungling, killing creeps, destroying turrets, or popping the enemies' faces more.

greater mark of desolation: Pretty much a standard choice for most AD champions. Pierces armor allowing more dmg to seep through. These are used so you don't need to worry about Arm Pen items.

Greater Mark of Attack Damage: Really, these runes are used for early game and early game champions like Renekton. Like jhoijhoi said, "Professional players (if starting with Boots of Speed), WILL run 9x Greater Mark of Strength due to the lack of 10AD from a Doran's Blade start and the bonus armour pen from the mastery Weapon Expertise + Sunder . I do not recommend this because I find the armour penetration from Greater Mark of Desolation to be more important when up against enemies with Greater Seal of Armor.

The Lion Seals

Runes

Sorcery
Phase Rush

Greater Seal of Attack Speed: Same reason as the 'Mark' version.

Greater Seal of Armor: Basic, universal seals. More armor means less dmg from ADs and creeps/jungle creeps

Greater Seal of Health: More health is always a good thing, I don't like any health boosting runes, however.

greater seal of replenishment/ Greater Seal of Scaling Mana Regeneration: Poppy is mana starve throughout the game and these runes will surely help. Then again, she is a Atk Spd Carry. Depends if you want to spam abilities all day or whip them with your hammer often.

Los Glifos

Runes

Sorcery
Phase Rush

Greater Glyph of Attack Speed: Same as its 'Mark' version.

Greater Glyph of Scaling Cooldown Reduction/ Greater Glyph of Cooldown Reduction: More CDR is beautiful to have. These runes are universal on any champion. Lower CD on Poppy's abilities are awesome.

Greater Glyph of Magic Resist/ Greater Glyph of Scaling Magic Resist: Another universal, popular choice. More Mgc Rst is always good. (BTW, I cannot find warding runes in the guide creation nor the rune planner.)

The Quints, as in 'quintuple' relating to PENNTAAKILL

Runes

Domination
Predator


Many of these Pentakills *cough* I mean Quints will just be the same as your other runes, mostly your Marks except one.

Greater Quintessence of Movement Speed: A universal quintessence. More movement speed never hurts anyone and adding the fact that Poppy is fast like a cheetah, then movement speed quints will make her fast like Hermes.


My Rune Setup

Runes

Sorcery
Summon Aery
Lethal Tempo
Fleet Footwork
Phase Rush

7 greater mark of desolation: To get Poppy as much Arm Pen as possible. I heard from somewhere that an AD champ should have at least 10 Arm Pen.

2 Greater Mark of Attack Speed: Combining with the 9 great seal of alacrity to get at least 10% Atk Spd

9 Greater Glyph of Cooldown Reduction: I love CDR on my abilities, especially on Poppy which I will explain later.

3 Greater Quintessence of Movement Speed: I wanna' be Hermes ya' know?
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Summoner Spells

Dem summoning spells be important 'cha know?

My choices are Exhaust and Ghost, but there are many other alternatives and combinations. Here are some explanations:


Escape Artist



Flash is a popular choice by many. Flash can be used with any other summoner spell, for example, Flash and Exhaust, Flash and Heal, Flash and Ignite. Flash can be used to get over terrain, allowing quicker escape and being able to allow the terrain itself block your enemies. Flash can also be used as a gap closer.

Ghost, like flash, is a popular alternative and can be used in combination with any other summoner spell. Ghost has a longer duration than Flash and gives Poppy that "zoom-zoom" feeling. Ghost, however cannot go through/over terrain. A good, non-offensive combination is the Ghost/ Flash combo meal.


Offensive Spells



Exhaust is mainly used, or at least I think, on AD champions to slow and decrease incoming attacks. With the debuffs, you can run away to safety or send your enemies to safety, after they respawn, of course. Plus, what's more funnier than running faster than your enemies and trolling their faces by slowing them?

I never use Ignite on AD champions. I feel like AP champions have a better use for it. I dunno', maybe it's just me :P. You can use Ignite as a Heal cancellation, to finish someone off, or, if they have a Soraka on their team, rage.


Buffs and Other Spells



A recent addition to League. Being a AD carry and having all her abilities scale AP, Poppy players can put this sucker to good use. Low CD and a long duration.

A popular choice for beginners for every champion including Poppy. This can save your life many, many times. A popular strategy to use with this spell is "Heal-Baiting."

Not picked by many at all. Not a huge deal to many. Like Heal, however, Cleanse can save your life over and over. You need a very good reaction time to use this spell effectively.

A clump of free-farm on top lane? Your bot lane is getting harassed too much? Want to backdoor quickly? Or do you just want to get back to lane? Well, here's your spell!
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Abilities and the Explanations

Small Details


PspaaceQspaaceWspaaceEspaaceR
PspaaceQspaaceWspaaceEspaaceR


Makes Poppy more indestructible. This makes Poppy take very little damage so don't be afraid to go up into their faces!

The ability that allows Poppy to deal out thousands. Deals your attack damage + 100 magic damage + 8% of your enemy's max health (max: 375 magic damage. This is not including the mighty Trinity Force, of course. ;) Remember after using Devastating Blow, your Auto-attack will come right after for easier kill-steals...I mean damage output for the team.

The short mini- Ghost bursts are a life saver. Go ahead and push the lane, destroy that tower, and zoom-zoom away. Or, even better, catch that damn Teemo.

Your teammate is getting chased? Not anymore. Need to engage or stun? No problem. Have a sugar rush and want to express it? Sure.

One of the best Ultimate in the game. Allows Poppy to be immune to any form of damage from everyone except her target and C.C. champions.



Ability Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Standard Poppy ability sequencing for lane.


The Strategy

Remember to LAST-HIT CREEPS so your lane won't be pushed. The lane being pushed can mean that your enemy can farm safely, attack from a more defensive position or allow an enemy jungler to gank you resulting in death.

Here's a picture of the danger zones of your lane:


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

My early "Off-lane" strategy ability sequence.


The Strategy

I recently develop this strategy with Poppy and it has pulled off with amazing results.
The term "off-lane" comes from the fact that you will be in and out lane ganking lanes very often. This means there will be two gankers on your team, if you have a jungler. In a recent game, an Urgot claimed top, pushed to it, and eventually feeding the lane and the Fiora 12-0) instead of letting our Nasus farm top. The opposing Kennen was trying to ninja star our Kassadin that was hugging turret before creep deployment. I decided to grab Heroic Charge first and go into mid to push Kennen closer to turret and grab first blood. Doing this often allowed our Nasus grab farm like he would on top lane.

Basically, bash them to a damage source, such as an ally or a turret, or bash them into terrain to do bonus damage and deal a stun. Here are some examples of ganking routes:

Red- walking path
Blue- Charge directions.


Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Jungling sequence. Q and E early for more dmg and quicker clear. Also, an early Heroic Charge will allow you to gank earlier.


The Strategy

1-Start off at the Wolves Camp and pop a pot.
2-Get a leash on Blue Golem, pop a pot and smite.
3-Rush to Wraiths and Heroic Charge the big wraith. Pop a pot.
3-Go to Twin Golems, Heroic Charge, and pop a pot.
4-Kill and smite Red Lizard.
5-Reach lvl 4 by killing the Wraith Camp.
6-Gank with lvl 2 Devastating Blow, lvl 1 Heroic Charge, and lvl 1 Paragon of Demacia.

Ganking examples are provided above.

Note: You can also gank after lvl 2 (or after Blue Golem)

Mini Maximun Damage Output Guide


Remember that Poppy utilizes Sheen or Trinity Force, so try to proc them as much as possible. Here's a guideline:
Dey up in yo face? Nope

Devastating Blow > Paragon of Demacia > Proc > Devastating Blow > Heroic Charge > Proc > Devastating Blow

Q as much as possible before they start running, tap W to chase them and spam Q, press E and stun them to wall, spam Q. You win.
Dat Gank

Heroic Charge > Proc > Devastating Blow > Paragon of Demacia > Proc > Devastating Blow

Heroic Charge to stun or into a damage source, spam Q, activate Paragon of Demacia to keep up with your opponent, spam q. Win.
Pushing Back

Paragon of Demacia > Heroic Charge > Proc > Devastating Blow

Speed boost yourself with W and charge them back into your team/damage source, and of course, spam Q.

Note: Auto-attack whenever Sheen/ Trinity Force procs.



The Fights!



The Minority Fight

Minority fight - whhhaa?? It's another name for a 1v1, 1v2, 1v3, 2v2, etc. Basically a fight that doesn't concern the whole or the majority of the team.

Everyone has been in that sticky situation when you're up against one, two, or three opponents and the first thing you do it run, panic, and ping. Poppy is one of those champions that can easily kill off 3 enemies.


1 v 1

Usually when you 1v1 another champion, you'll be right in their face, not in a bush, therefore you don't have to pop Heroic Charge so early. As an AD carry, Poppy always have to Auto-attack her opponents.

I suggest popping up your Paragon of Demacia for the speed to engage and the bonus resistances, and queue up your Devastating Blow. If you're winning, your opponent should be backing off and running. By now your Paragon of Demacia is off CD and you can pop that and run ahead of them to Heroic Charge into a damage source or terrain, and continue to AA and spam Q. Also, if you feel like turret diving and your Diplomatic Immunity is up, go ahead and activate it, spam your Q, and trololol off. Remember, Diplomatic Immunity makes you immune to turrets!

If you're losing, however, Heroic Charge them backwards(preferably into terrain) and run off with Paragon of Demacia and hit Ghost or Flash when you really need it.


1+ v 2+

Very basic. Just like 1v1 - But now you have the ability to us Diplomatic Immunity on one opponent and become immune to the damage source(s) from the other opponent(s).

I HIGHLY suggest you use your R on the champion that does the LEAST damage such as the 'Tank' or the 'Support' - These two types of champions most likely will not die easily, therefore allowing you to enjoy your 6/7/8 seconds of immunity.


The Majority Fight

Or the 'Team Fight.'

When in a team fight situation, you have the opportunity to engage. However, I do not recommend this and recommend that your tank engages first (after all, that's why he's there!). After engagement, pop up Paragon of Demacia and stalk their most damage-dealing champion, most likely the AD or AP carry ( Malzahar, Vayne, Caitlyn, Brand) and destroy them by spamming Devastating Blow. Heroic Charge when necessary. I suggest that you WATCH YOU HEALTH so you can time a good Diplomatic Immunity and not waste it.

For example, your Rammus engages first and you pop up Diplomatic Immunity A.S.A.P., chances are that you won't be hit first in your 6/7/8 seconds. When you know you're getting hit, however, that's the good time to pop up your R.

And there you have it. PENTAKILL... Or in my case, 2 QUADS 1 GAME
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Ideal Items

Standard Lane Items

Item Sequence

Health Potion 50
Health Potion 50
Health Potion 50
Sapphire Crystal 350
Sheen 700
Dagger 300
Zeal 1100
Ruby Crystal 400
Trinity Force 3333
Zeal 1100
B. F. Sword 1300
Pickaxe 875
Infinity Edge 3300
Phantom Dancer 2800
spaceFirst grab a pair of Boots and 3 Health Potions. Farm and rush to Sheen. After Sheen, either build Berserker's Greaves or merc's treads depending on the opposing team and then farm up to a Zeal for the Atk Spd and Move multiplier. Go ahead and get a Ruby Crystal after, build a Phage, and finally transitioning all of that to a Trinity Force. If you're sure you are winning or need LS, grab a Vampiric Scepter anywhere between or after your Trinity Force. Grab another Zeal for the Crit chance, Move multiplier and the Atk Spd and build a Infinity Edge for the Dmg and Crit advantages, and finally finishing off the late game core with a Phantom Dancer. You'll notice you have two slots that are free. These can be filled with various items depending on your current situation or situations to come. Examples provided below.


Rumble the Jungle

Item Sequence

Health Potion 50
Health Potion 50
Health Potion 50
Health Potion 50
Health Potion 50
Madred's Razors 750
Boots 300
Wriggle's Lantern 1800
Berserker's Greaves 1100
Sheen 700
Trinity Force 3333
Zeal 1100
B. F. Sword 1300
Infinity Edge 3300
Phantom Dancer 2800
spaceStart off with Cloth Armor and 5 health potion]s to jungle and grab a pair of [[boots of speed after of in between Madred's Razors construction. Build a Wriggle's Lantern and constantly ward with it. Make a Sheen and follow the build above from here.
Sell your Wriggle's Lantern later into the game for items below.


On the Offense



: In late game, Poppy can hammer creeps pretty fast so transform that Vampiric Scepter to a Bloodthirster and continue to farm while you gain its stacks.


: Combined with the healthy Warmog's Armor, you'll gain a good amount of damage, armor, and crit chance.


: Shred more armor, deal more damage.


: Shred less armor, attack faster.


Defensive Positions



: Increased health and regen. Good combination with Atma's Impaler.

: Counter those pesky AD carries.

: 1 less armor than Thornmail, Atk Spd debuff on enemies, and a CDR.

: Armor and a health boost

: Awesome spell blocker, health and mana.

: Amazing health regen, magic resist, and a cool speed multiplier.

: Protect that '0 death' status of yours :)
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Simple Warding

Many people see warding should be only done by someone other themselves or the support. If you have leftover gold, please support the team or even support the support by warding every once and a while. It saves buffs and lives. Here are example of places to ward:

Yellow: Vital to protect the jungler on your team
Blue: For protection depending on which lane you're on
Red: To guard Dragon and Baron
Orange: In order to Counter-Jungle
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Change logs

2012/5/7 -
Coldmischief helped with:

Small changes to the 'Small Details' section in the 'Abilities and the Explanations' chapter.

Also added 'Minority' and 'Majority' fight situations in the 'Abilities and the Explanations' chapter.
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Final Thoughts

There you have it! My first guide on Poppy, the Iron Ambassador! I hope you guys enjoy!

I would like to thank:
jhoijhoi for his guides.

Making A Guide for obvious reasons.
http://www.mobafire.com/league-of-legends/build/making-a-guide-101506#chapter11
Vindictive Vayne for the page layout and pictures.
http://www.mobafire.com/league-of-legends/build/vindictive-vayne-90744#chapter17


IceCreamy for his guide.

How to use Columns for obvious reasons.
http://www.mobafire.com/league-of-legends/build/how-to-use-columns-194730


HIACliff for creating a Poppy guide that I used when I first played Poppy.

Poppy: A Scary Carry
http://www.mobafire.com/league-of-legends/build/poppy-a-scary-carry-54057


Stonewall008 for his/her Poppy jungle video

League of Legends - S2 Jungle Poppy
http://www.youtube.com/watch?v=zcTUPpsUAC0


The League of Legends Wiki Page for certain information

Poppy the Iron Ambassador/Ability Details
http://leagueoflegends.wikia.com/wiki/Poppy_the_Iron_Ambassador/Ability_Details

or their home page

http://leagueoflegends.wikia.com/wiki/League_of_Legends_Wiki


...And finally..


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