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Recommended Items
Runes: Best JG Runes
1
2
Domination
Precision
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
JG #1
Chilling Smite
Flash
Items
Ability Order If you are against anyone that u can counter with your W.
1
2
Iron Ambassador (PASSIVE)
Poppy Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Jax
Just W out of his E and maybe E him against a wall if you have time before he uses his E.
Ideal
Strong
Ok
Low
None
Champion Build Guide
So this is the guide page for a Health AD/Bruiser build.
I used to go aftershock and full tank. I was not that good when I played full tank.
Then I switched to Dark Harvest and started Divine Sunderer but I would still go tank items after Divine Sunderer.
Then I switched to Full Health AD/Bruiser, where I am now. The build that I have put into guide have made both my K/D/A and win rate go off the charts. Of course this build isn't for every poppy player but if you want to be Tanky but still get kills and do DMG then this is the perfect guide for you.
I used to go into fights and not have that much fun because I was just helping my team and not getting any kills or any honors or anything. I was just the background man. NOT ANYMORE. Now I have taken matters into my own hands and tested a lot, A LOT of guides until I gave up and made my own. Now I easy first bloods and I can finally control when I get assists or kills. If I want the kill I just Q and kill the champ. If I don't want the kill I just Q a little bit earlier then my teammate has a low enemy and can kill him easily. This Guide is supposed to help you master the full potential of Poppy. So if you want to learn to play Poppy and master her, You are more then welcome to MSG me on discord and I will get back to you ASAP. If you are a new poppy player just please hit me up on discord and I can help you reach your full poppy potential.
My Discord Username Is: himmispiderman#2662
Remember ""THIS GUIDE TAKES 1-5 GAMES TO FULLY MASTER THE BUILD"".
Poppy
KEEPER OF THE HAMMER
Iron Ambassador (Passive)
Poppy throws her buckler that bounces off the target. Poppy can pick it up to gain a temporary shield.
Hammer Shock (Q)
Cooldown: 8/7/6/5/4
Cost: 35/40/45/50/55
Range: 430
Poppy smashes the ground, dealing plus 8% max Health physical damage and making the ground unstable. The unstable area Slows enemies by 20/25/30/35/40% and erupts after 1 second, dealing plus 8% max Health physical damage again.
Steadfast Presence (W)
Cooldown: 24/22/20/18/16
Cost: 50
Range: 400
Passive: Poppy gains X Armor and X Magic Resist. This bonus is doubled if Poppy is below X health. Poppy gains 40% Move Speed and projects a field around her for 2 seconds that stops enemy dashes. Enemies who are stopped by the field are Grounded and Slowed by X% for X seconds and take magic damage.
Heroic Charge (E)
Cooldown: 14/13/12/11/10
Cost: 70
Range: 475
Poppy tackles an enemy, dealing physical damage and carrying them forward. If Poppy tackles them into terrain, the enemy is Stunned for 1.6/1.7/1.8/1.9/2 seconds and take an additional physical damage.
Keeper\'s Verdict (R)
Cooldown: 140/120/100
Cost: 100
Range: 500
Begin Casting: Poppy begins charging her hammer for up to X seconds, Slowing herself by X Poppy smashes the ground, creating a shockwave that deals physical damage to the first champion hit and surrounding enemies, Knocks them Back towards their Nexus, and makes them Untargetable while they fly. The range and Knock Back distance increase with charge time. uncharged swing deals physical damage and Knocks Up for X seconds.
I used to go aftershock and full tank. I was not that good when I played full tank.
Then I switched to Dark Harvest and started Divine Sunderer but I would still go tank items after Divine Sunderer.
Then I switched to Full Health AD/Bruiser, where I am now. The build that I have put into guide have made both my K/D/A and win rate go off the charts. Of course this build isn't for every poppy player but if you want to be Tanky but still get kills and do DMG then this is the perfect guide for you.
I used to go into fights and not have that much fun because I was just helping my team and not getting any kills or any honors or anything. I was just the background man. NOT ANYMORE. Now I have taken matters into my own hands and tested a lot, A LOT of guides until I gave up and made my own. Now I easy first bloods and I can finally control when I get assists or kills. If I want the kill I just Q and kill the champ. If I don't want the kill I just Q a little bit earlier then my teammate has a low enemy and can kill him easily. This Guide is supposed to help you master the full potential of Poppy. So if you want to learn to play Poppy and master her, You are more then welcome to MSG me on discord and I will get back to you ASAP. If you are a new poppy player just please hit me up on discord and I can help you reach your full poppy potential.
My Discord Username Is: himmispiderman#2662
Remember ""THIS GUIDE TAKES 1-5 GAMES TO FULLY MASTER THE BUILD"".
Poppy
KEEPER OF THE HAMMER
Iron Ambassador (Passive)
Poppy throws her buckler that bounces off the target. Poppy can pick it up to gain a temporary shield.
Hammer Shock (Q)
Cooldown: 8/7/6/5/4
Cost: 35/40/45/50/55
Range: 430
Poppy smashes the ground, dealing plus 8% max Health physical damage and making the ground unstable. The unstable area Slows enemies by 20/25/30/35/40% and erupts after 1 second, dealing plus 8% max Health physical damage again.
Steadfast Presence (W)
Cooldown: 24/22/20/18/16
Cost: 50
Range: 400
Passive: Poppy gains X Armor and X Magic Resist. This bonus is doubled if Poppy is below X health. Poppy gains 40% Move Speed and projects a field around her for 2 seconds that stops enemy dashes. Enemies who are stopped by the field are Grounded and Slowed by X% for X seconds and take magic damage.
Heroic Charge (E)
Cooldown: 14/13/12/11/10
Cost: 70
Range: 475
Poppy tackles an enemy, dealing physical damage and carrying them forward. If Poppy tackles them into terrain, the enemy is Stunned for 1.6/1.7/1.8/1.9/2 seconds and take an additional physical damage.
Keeper\'s Verdict (R)
Cooldown: 140/120/100
Cost: 100
Range: 500
Begin Casting: Poppy begins charging her hammer for up to X seconds, Slowing herself by X Poppy smashes the ground, creating a shockwave that deals physical damage to the first champion hit and surrounding enemies, Knocks them Back towards their Nexus, and makes them Untargetable while they fly. The range and Knock Back distance increase with charge time. uncharged swing deals physical damage and Knocks Up for X seconds.
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