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Choose Champion Build:
- TOP
- JUNGLE
- SUPPORT
Recommended Items
Runes: Inspiration Secondary
1
2
3
Resolve
Inspiration
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
Teleport
Flash
Teleport
Items
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Darius
Veigar
Synergies
Ideal
Strong
Ok
Low
None
Veigar
OVERVIEW
✦
TOP Poppy Top is an exceptionally effective counterpick against most champions that rely on a dash as a core part of their kit or to engage. She is able to completely nullify many champions with her Steadfast Presence and she is so tanky, most champions will have difficulty putting a dent into her. A very safe pick in lane. |
✦ JUNGLE Poppy Jungle focuses on ganking overextended lanes, easily able to cut off escape paths and prevent champions who are usually able to retreat to tower such as Yasuo from getting away without wasting a Flash. Her ganks aren't amazing, but she has an effective speed boost in her kit as well. |
✦ SUPPORT Support Poppy focuses on helping her ADC get kills by punishing bad positioning and overextended enemies extremely hard. She is also exceptionally effective on many engage supports such as Rakan who will be unable to do anything relevant in lane with your presence. |
Overview: Pros/Cons
+ Extremely Tanky + Percent Health Damage + Flexible Ultimate + Anti-Dash + 2-Second Stun + Fast Poppy is a very flexible champion able to be played top, jungle, and support. She's not particularly popular meaning it is unlikely someone else will take her from you nor will she be banned. She is extremely effective against certain champions and is also useful from behind. She has CC, utility, and surprisingly good damage. Her Ult is also very flexible, able to be used as a simple AOE knock up (90% of the time) or to eject a dangerous target from a fight. |
- Not As Useful vs. Immobile Teams - Easy to Mess Up - Bad against Good Positioning - Shut Down by Lots of CC - Usually Reliant on Teammates for Damage/Kills Poppy's niche is her anti-dashing W. When not fighting teams that have dashes, Poppy essentially becomes any sort of tanky engager kind of like Alistar, but more difficult to use. It's also really easy to screw up your Heroic Charge (through helping an enemy get away if you fail to pin them or they change their positioning just slightly) and potentially your Keeper's Verdict (it takes a split second decision as to whether use it as a knock up or to ult an important target away). She is fairly easy otherwise. |
Overview: Summoners
Flash: Bring this. You can potentially pull off some clutch flash-pins and various other things. Bring. This. | |
Teleport: The Toplane Teleport is pretty standard. Teleport is flexible in the sense that you can use it to TP back to lane, or, even better, to make a play somewhere else on the map. TPing to punish an overextending lane or to help with an objective is crucial. | |
Smite: If you're playing jungle, you will need this. Otherwise, you're basically not playing jungle. | |
Ignite: Makes the only Heroic Charge engage you get in lane to be the only one you need. Exhaust is also okay and Heal can be used if your ADC wants to bring something else. |
RUNES
In general, Poppy's Keystone choices want to focus on 1. Making her fast enough to roam the map and position for a pin and 2. Making her tanky enough to survive her engages and act as a very tough roadblock for her enemies.
Runes: Top (Somewhat Outdated)
Grasp of the Undying is ideal for Poppy Top in order to aid in her trades, improve her sustain, and help her scale just a little bit more. Easy for you to trigger and procs off of Iron Ambassador meaning you can essentially get a free proc whenever you have Iron Ambassador up, increasing your max health, healing you, and doing additional damage. Poppy usually does not benefit from extended trades making Conqueror not as good but still usable. Grasp, overall is better and fits into Poppy's potential to poke and take short, bursty trades. |
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Time Warp Tonic is a must bring with Corrupting Potion as it provides a noticeable burst in healing and movement speed, helping your early game trades. |
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Runes: Jungle (Somewhat Outdated)
Electrocute is the ideal keystone here as it is super easy to trigger with Heroic Charge as the initial hit and the pin count as two abilities, meaning only a single auto or use of your Hammer Shock will trigger it. Ideal for bursting down a CCed target during a gank with the help of your laner and is the most applicable as a jungler. Dark Harvest can work to help your scaling since, with each successful gank, it makes your burst stronger and stronger. Hail of Blades is best if you cannot find a pin. |
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Celerity is additional movement that stacks with a lot you have, including Relentless Hunter, boots, other movements items you may purchase, Nimbus Cloak, etc. Waterwalking is a strong alternate choice however. |
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Runes: Support (Somewhat Outdated)
Aftershock is, in most cases, the best rune for Poppy support simply due to the extra resistances being incredibly important when there are two potential people who can be shooting at you (even if one of them is currently stunned) and scaling well off of Poppy's additional defensive stats. Pretty standard for tanky engage supports. If you choose Poppy into a double ranged matchup, however, then Guardian may be better as it becomes substantially more difficult for you to find an engage while still being healthy against too much poke. In general, however, these matchups are terrible for Poppy and she should not be chosen for them. |
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Relentless Hunter is an amazing rune for supports, especially those who like to roam and really need movement speed. In order to reach fights, escape enemies chasing you, rotate from one side of the map to another, have more effective roams and all-ins, Relentless Hunter is easily the best. You won't be able to do anything if you don't have the movement speed to get anywhere. |
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ABILITIES
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Iron Ambassador (Passive): Periodically makes your next auto atack ranged, deal additional magic damage, and throw out a buckler which falls onto the floor. She can pick up the buckler to gain a shield based off of her max health or she will automatically obtain the shield if her buckler kills her target but if your enemy steps on it, the buckler is destroyed. Focusing on picking up your shield during most trades will separate the good from the bad Poppys though sometimes the buckler will fall in a bad location. That being said, the Buckler has a tendency to drop near walls which may allow you to bait some bad positioning for a pin if an enemy tries to walk over your buckler. Focus on trading only when Iron Ambassador is available. |
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Steadfast Presence (W): Passively grants Poppy additional armor and magic resist. When activated, Poppy gains a burst of movement speed, also creating a large barrier around her. Any champion who attempts to dash within the area are knocked down, grounded, slowed, and dealt magic damage. This is what makes Poppy special. Completely nullifies most dashes and is fairly easy to time. Most dashes are very telegraphed. |
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Heroic Charge (E): Poppy charges at a target champion, minion, or monster, carrying them along. If, at any point during the charge, the target makes contact with terrain, they will be pinned, stunned, and dealt additional damage. Somewhat difficult to use if the enemy positions well but, if you pull it off, usually results in a ton of damage done. You can also use it to travel over walls by targeting enemies or monsters through walls. Only use Heroic Charge in one of the following scenarios:
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Keeper's Verdict (R): Poppy channels, charging up her hammer for a few seconds. Once released, Poppy emits a shockwave in a direction, launching enemies hit by the shockwave back a MASSIVE DISTANCE towards their base. If Poppy instead presses and releases the charge instantly, she knocks up enemies around her for 0.75 seconds. In most situations, you will be using her ult for the AOE knock up rather than sending them back to spawn. Exceptional for saving a teammate or disengaging however. |
Abilities: Making a Verdict
When should you utilize Keeper's Verdict as a Knock Up vs. an Eject?
In general, you want to eject enemies who you believe you cannot kill or deal with, such as a super fed Yasuo in the middle of a teamfight to kill his weaker allies first. In 95% of cases, however, your basic knock up is much more effective as, rarely, will there be an enemy you cannot kill considering your tankiness and CC with the help of your teammates. That being said, this ability can very easily save your or your teammate's lives.
VS
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COMBOS
I'LL EVENTUALLY UPLOAD VIDEOS SO THIS ISN'T SO PAINFUL TO READ
- Basic Attack - Player Moves/Repositions - Enchanced Basic Attack (Iron Ambassador) - Pick Up Iron Ambassador Buckler - Her Q (Hammer Shock) - Her W (Steadfast Presence) - Steadfast Presence for Speed Boost - Her E (Heroic Charge) - Her E's Pin (Heroic Charge into Terrain) - Her UNCHARGED R (Keeper's Verdict Knockup) - Chilling Smite (The Summoner Spell) - Nimbus Cloak (The Rune) - Nimbus Cloak for Speed Boost |
Combos: General
I'LL EVENTUALLY UPLOAD VIDEOS SO THIS ISN'T SO PAINFUL TO READ
Standard Burst Combo
-> -> -> -> -> ->
Pre-6 Trading Combo (Enemy Lacks a Dash)
-> -> -> -> -> ->
Pre-6 Trading Combo (Enemy Has a Dash)
-> -> -> -> -> -> ->
Post-6 Trading Combo (Enemy Lacks a Dash)
-> -> -> -> -> -> -> ->
Post-6 Trading Combo (Enemy Has a Dash)
-> -> -> -> -> -> -> -> ->
Enemy Is Not Positioned Well for a Pin
-> -> -> -> -> -> -> ->
Enemy Is Low/Killable and Retreating
-> -> -> -> ->
Enemy with a Dash Attempts to Engage upon You
-> -> -> -> -> ->
CONCLUSION
Poppy is fun and easy. Good luck.
tl;dr: Don't die.
Thanks to @JHOIJHOI's exceptional guide on making guides which can be found here: Making A Guide
tl;dr: Don't die.
Thanks to @JHOIJHOI's exceptional guide on making guides which can be found here: Making A Guide
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