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Recommended Items
Runes: Main Poppy Jungle (Dh + Sorcery)
1
2
3
4
5
6
7
8
Domination
Sorcery
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
4
5
6
Red Smite + Flash
Challenging Smite
Flash
Items
Ability Order Q then E then W (Upgrade ult when you can)
Iron Ambassador (PASSIVE)
Poppy Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Poppy
Matchup will be updated every so often.
Synergies
Ideal
Strong
Ok
Low
None
Champion Build Guide
Introduction
hello everyone. I am a high schooler who enjoys playing league way too much. I am currently silver as of season 11. I've been really enjoying Poppy in the jungle, she is a great and underatee pick, you should go and try her. I've been playing league since the end of season 5. I hope to reach Gold and Plat with Poppy this coming season. I wll post an update around a few months after season 12 begins to share my progress. I hope you have an amazing day.
OP.gg: https://na.op.gg/summoners/na/RossyBob
-RossyBob (NA)
-ShadowBob04 (NA)
-SalsaCream (NA)
OP.gg: https://na.op.gg/summoners/na/RossyBob
-RossyBob (NA)
-ShadowBob04 (NA)
-SalsaCream (NA)
Pros & Cons of Poppy
Pros:
-Easy champ to play & learn
-She is very good against many Meta junglers
-Can be flexed into Top and even Support
-Good amount of CC and can lock down a target with ease
-Tanky & Can do unexpected damage
-Her ult is good for starting or eneding fights
Cons:
-Good players know how to play agaisnt Poppy
-Quite dependant on hitting you're E
-After her combo, she can't really get damage
-Her Q is hard to hit on moving champs
-Easy champ to play & learn
-She is very good against many Meta junglers
-Can be flexed into Top and even Support
-Good amount of CC and can lock down a target with ease
-Tanky & Can do unexpected damage
-Her ult is good for starting or eneding fights
Cons:
-Good players know how to play agaisnt Poppy
-Quite dependant on hitting you're E
-After her combo, she can't really get damage
-Her Q is hard to hit on moving champs
Poppy Abilities
Poppy Moves:
(P): Iron Ambassador (13/10/7)
Poppy throws her buckler, gaining 350 range and 20 - 180 (at levels 1-18) bonus magic damage.
The buckler lands at a nearby location for up to 4 seconds and Poppy can pick it up to gain a shield that absorbs 15/17.5/20% of maximum Health (at levels 1/7/13) for 3 seconds. Enemies can step on the buckler to destroy it.
(Q): Hammer Shock
Cooldown: 8/7/6/5/4
Cost: 35/40/45/50/55 mana
Poppy smashes the ground, dealing 40/60/80/100/120(+90% bonus Attack Damage) plus 8% of the enemies' maximum Health as physical damage, and leaving an unstable area.
The area slows enemies inside it by 20/25/30/35/40% and erupts after 1 second, dealing the initial damage again.
(W) Steadfast Presence
Cooldown: 24/22/20/18/16
Cost: 50 mana
Passive: Poppy gains Armor and Magic Resist (10% of Armor and Magic Resist). This bonus is doubled if Poppy is below 40% Health.
Active: For the next 2 seconds, Poppy gains 40% Movement Speed. While Steadfast Presence is active, she stops enemy dashes in an area around her, dealing 70/110/150/190/230 (+70% bonus Ability Power) magic damage, grounding and slowing them by 25% for 2 seconds.
(E) Heroic Charge
Cooldown: 14/13/12/11/10
Cost: 70 mana
Poppy tackles an enemy, dealing 60/80/100/120/140 (+50% bonus Attack Damage) physical damage and carrying them forward. If Poppy carries the target into terrain, the enemy takes 60/80/100/120/140 (+50% bonus Attack Damage) additional physical damage and is stunned for 1.6/1.7/1.8/1.9/2 seconds.
(R)Keeper's Verdict
Cooldown: 140/120/100
Cost: 100 mana
First Cast: Poppy channels for up to 4 seconds, slowing herself by 15%.
Second Cast: Poppy smashes the ground, emanating a shockwave that deals 200/300/400 (+90% bonus Attack Damage) physical damage to enemies around the first champion hit and knocking them a large distance toward their Summoning Platform. The shockwave length and knockback distance increases with channel duration.
An uncharged Keeper's Verdict deals half damage and knocks enemies up for 0.75 seconds.
Enemies hit with a charged Keeper's Verdict are untargetable.
(P): Iron Ambassador (13/10/7)
Poppy throws her buckler, gaining 350 range and 20 - 180 (at levels 1-18) bonus magic damage.
The buckler lands at a nearby location for up to 4 seconds and Poppy can pick it up to gain a shield that absorbs 15/17.5/20% of maximum Health (at levels 1/7/13) for 3 seconds. Enemies can step on the buckler to destroy it.
(Q): Hammer Shock
Cooldown: 8/7/6/5/4
Cost: 35/40/45/50/55 mana
Poppy smashes the ground, dealing 40/60/80/100/120(+90% bonus Attack Damage) plus 8% of the enemies' maximum Health as physical damage, and leaving an unstable area.
The area slows enemies inside it by 20/25/30/35/40% and erupts after 1 second, dealing the initial damage again.
(W) Steadfast Presence
Cooldown: 24/22/20/18/16
Cost: 50 mana
Passive: Poppy gains Armor and Magic Resist (10% of Armor and Magic Resist). This bonus is doubled if Poppy is below 40% Health.
Active: For the next 2 seconds, Poppy gains 40% Movement Speed. While Steadfast Presence is active, she stops enemy dashes in an area around her, dealing 70/110/150/190/230 (+70% bonus Ability Power) magic damage, grounding and slowing them by 25% for 2 seconds.
(E) Heroic Charge
Cooldown: 14/13/12/11/10
Cost: 70 mana
Poppy tackles an enemy, dealing 60/80/100/120/140 (+50% bonus Attack Damage) physical damage and carrying them forward. If Poppy carries the target into terrain, the enemy takes 60/80/100/120/140 (+50% bonus Attack Damage) additional physical damage and is stunned for 1.6/1.7/1.8/1.9/2 seconds.
(R)Keeper's Verdict
Cooldown: 140/120/100
Cost: 100 mana
First Cast: Poppy channels for up to 4 seconds, slowing herself by 15%.
Second Cast: Poppy smashes the ground, emanating a shockwave that deals 200/300/400 (+90% bonus Attack Damage) physical damage to enemies around the first champion hit and knocking them a large distance toward their Summoning Platform. The shockwave length and knockback distance increases with channel duration.
An uncharged Keeper's Verdict deals half damage and knocks enemies up for 0.75 seconds.
Enemies hit with a charged Keeper's Verdict are untargetable.
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