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
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Spells:
Flash
Ignite
Ability Order
Iron Ambassador (PASSIVE)
Poppy Passive Ability
Introduction
Introduction
Hello everyone, my name is Aixion, this is my Top







Credits to jhoijhoi for the template, which you can find here. Without this guide, my guide for you guys would of been a complete mess, and using his guide makes me feel 100x more confident in my own work. Thank you again.
Pros / Cons
spaaaaaaace |
Pros
+ Very dangerous late game. + Extremely high burst potential. + Extremely versatile in the build. + Very resilient, especially at low HP. + Almost impossible to kill if played properly. + Did I mention her hammer is just an extension of YOUR awesomeness. |
space |
space |
Cons
- Very weak early game. - Focused 90% of the time, even if not fed. - Can be harassed very easily. - Lack of AOE for farming. - Kited very easily before fully built. - Many strong counters. |
Masteries
My masteries are quite different than your normal masteries, they are specially built for the type of

Runes
Greater Quintessence of Attack Damage: These are here to help you achieve early game dominance and help you farm easier.
Greater Mark of Attack Damage: More AD, why not?
Greater Glyph of Armor: Armor to help you take on those big bad AD champions that are the majority of your competition on top.
Greater Seal of Armor: See reasoning for Glyphs.
Summoner Spells
![]() ![]() |
space |
![]() ![]() |
space |
![]() ![]() ![]() ![]() ![]() |
Ability Explanation
-
Valiant Fighter: This is probably one of the most overlooked passives in the game. For those of you that aren't into the math behind it, basically, when you are lower on HP you take less overall damage. However, for those of you that are interested in the math, say you have 500 HP and take 300 damage, it take 50% off the 300 and than you only take 150 damage instead of 300.
-
Devastating Blow (Q): This ability is your bread and butter. It can hit up to 1300-1400 damage on a good day, and that is every few seconds in a team fight. It is a glorious ability that makes
Poppy one of the strongest bruisers in the game. You MUST always max this first.
-
Paragon of Demacia (W): This ability is what makes you so resilient and powerful at the same time. The passive gives you extra AD and Armor to go up against those AD champions on top. While the active gives you basically a free ghost. This ability is always maxed second. I grab two early points for better farm and allows you to take a few more hits.
-
Heroic Charge (E): This is the ability that gives you your utility and great team fighting tools. In combination with your
Devastating Blow, this your second most powerful ability. However, you max it last after your
Diplomatic Immunity because it is a highly situational skill also.
-
Diplomatic Immunity (R): This ability is what makes you almost unkillable in team fights. Basically, throw this on the enemy support, focus the AD Carry, and you have two free kills. And if you have to use this to escape, throw it on someone who burned all their CC within the past few seconds and run like hell.
Ability Sequence Order
This is a pretty standard opening for a solo top


Items
Starting Items
Against an AD Bruiser Top:


Against an AP or someone w/ True damage(



Early Game Goals


philosopher's stone and


Situational Early Game Items:

Core Items



These items provide the mobility you need to chase down the enemy AD Carry, the damage to kill them, and the tankiness to survive the encounter.
Your Fancy-Pants Triforce and You










Late Game
Against a heavy AP and/or CC Team:


Against a heavy AD Team:

Standard:


Pubstomping:



Choosing your next item has to come with experience, you have to figure out what the enemy team has and what it is lacking, build to counter their strengths and build to exploit their weaknesses.
Your Role
As the solo top for your team, you should be three things:
- Reliable
- Powerful
- Be able to hold your own lane(and than some.)
Now lets go through some of the champions you are extremely powerful against and those that just you wanna sit in a corner and want to cry.
The Good
![]() ![]() ![]() ![]() ![]() ![]() |
space |
The Bad
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
space |
The Really Ugly
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Now lets run a scenario with one from each category.



Synopsis: Any champion that can close distances with a charge of sorts are very susceptible to your stun up against a tower or wall, just stand near one and you get a **** load of free damage.





Synopsis: The strong bruiser that can trade blows and regen as fast or faster than you always makes things a challenge, and the whole point of this game is to win, but who likes winning if it is too easy? Play passive, farm up and let them feel like they are winning lane, when they dive you, stun them and show them the extension of YOUR awesomeness.

Synopsis: Play extremely passive against any champion that can poke and harass like no tomorrow. Your jungler is your best friend. Hope you have a good one. If you don't just play passive and this is where your gold per 5 items start to help you keep up with them. Try and minimize the farm they can get to your best capabilities, and try and get atleast 4/6 per creep wave, because if they are constantly pushing, most likely you will end up w/ more farm than them.
Teamfights
As

You constantly want to be moving around during the team fights, you are the reason AD Carries build a


A good example of this would be a fed




Tips and Advice
This is just a list of cool tips, techniques, and random advice I have learned from playing

- If you are pushed to tower, this build allows for the exact amount of damage needed to let the tower hit melee minions twice, than one auto attack and dead. One for caster minions, and for siege minions, just wait till they are about 25-30% and use
Devastating Blow, I'd rather waste the little mana to secure that precious gold on something that is hard to judge.
- Something I like to call the "Flash and Bam" is the ability to quickly flash behind an opponent if they poke you at tower or almost all the creeps are dead and
Heroic Charge them into a wall and you at 90% of the time guaranteed a kill.
- If you are being dived by two individual opponents and they have a very high chance to kill you, run past the tower, and as they are both past it, turn and slam one of them into the tower, one will be stunned and one will have to react to you being behind them. A cool trick to add to this is to
Diplomatic Immunity the one who has to turn around. I only recommend if you know you can kill one or both with towers help.
- A common thing that is not often done by the Poppys that I see is using
Diplomatic Immunity on the support, focusing the AD Carry, than turning onto the support once the carry is dead. You basically eliminate two of the enemy champs for your team.
Summary
Well I hope you enjoyed reading my guide as much as I enjoyed writing it. I have seen a lot of

I will be adding more as time goes even if the guide is poorly rated. People that do find it helpful will enjoy the small updates. Until next time my

Credits to jhoijhoi for the template, which you can find here. Without this guide, my guide for you guys would of been a complete mess, and using his guide makes me feel 100x more confident in my own work. Thank you again.
4/17 - Guide was created.
4/18 - Guide was updated. Fixed 6 points in
Paragon of Demacia, added Solo Top Match Ups, added Item Variation based on situation. Also added a note that recognizes the unorthodoxity(yes I can make up words like Dr. Seuss too!) of the build and acknowledges and explains the reasoning behind the build.
4/28 - Teamfights and Item sections were updated. Add more in depth explanation of your role in a team fight. Also! The bugs seemed to sort themselves out!
5/8 - Did a huge overhaul to almost every aspect of the guide.
4/18 - Guide was updated. Fixed 6 points in

4/28 - Teamfights and Item sections were updated. Add more in depth explanation of your role in a team fight. Also! The bugs seemed to sort themselves out!
5/8 - Did a huge overhaul to almost every aspect of the guide.
You must be logged in to comment. Please login or register.