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Choose Champion Build:
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TOP
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JUNGLE
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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
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Darius
Veigar
Ideal
Strong
Ok
Low
None
Veigar
OVERVIEW
✦
![]() 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 ![]() |
✦ ![]() 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 ![]() ![]() |
✦ ![]() 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 ![]() |
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 ![]() ![]() ![]() |
Overview: Summoners
![]() | Flash: Bring this. You can potentially pull off some clutch flash-pins and various other things. Bring. This. |
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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)
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Runes: Jungle (Somewhat Outdated)
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Runes: Support (Somewhat Outdated)
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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 ![]() |
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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 ![]()
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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
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Combos: General
I'LL EVENTUALLY UPLOAD VIDEOS SO THIS ISN'T SO PAINFUL TO READ
Standard Burst Combo
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Pre-6 Trading Combo (Enemy Lacks a Dash)
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Pre-6 Trading Combo (Enemy Has a Dash)
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Post-6 Trading Combo (Enemy Lacks a Dash)
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Post-6 Trading Combo (Enemy Has a Dash)
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Enemy Is Not Positioned Well for a Pin
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Enemy Is Low/Killable and Retreating
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Enemy with a Dash Attempts to Engage upon You
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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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