Warding as a Top Laner:. Blue Team:. Red Team:. Additional Notes. Force of Nature. Poppy's Top Runes. BrandonTitan Poppy Guide. Cast Your Vote Today! Join MFN. Pros of pOppy: Her new look, personality, and jokes are freaking amazing! Do you see the size of that epic hammer!?! Poppy can make teamfights a 5v4 with Keeper's Verdict She's a fast tank that does a lot of burst damage- Poppy has it all! Good at every stage of the game Low-medium mana costs While she may have no escapes, Steadfast Presence gives a lot of outplay potential and makes her a great counter to certain comps Great tower baits that she can easily turn around from a well-placed Heroic Charge , and the extra low-health armor and magic resist she gets from Steadfast Presence.
Cons of pOPpy are there even any? I think Greater Mark of Attack Damage is the only real viable choice on Poppy , because she scales so well with bonus attack damage, especially from both Hammer Shock and Heroic Charge. It makes her a much more effective trader, and can also help one last hit farm. In a heavier damage build, especially one building Black Cleaver , greater mark of armor penetration could also work to give that spicy bit of unexpected burst damage.
But it is rather ineffective without being coupled with a significant amount of attack damage, and extensively stacking attack damage on Poppy dramatically reduces her fighting capabilities, especially in teamfights, since she can be bursted before dealing damage. With the bonus scaling resistances from Steadfast Presence , Greater Seal of Armor is the way to go to add that extra bit of tankiness against your lane opponent.
These runes compliment Poppy 's bruiser playstyle and make her harder to burst down in lane in most matchups. However, when facing an ability power based lane opponent, such as Rumble , Lissandra , or Vladimir , Greater Seal of Scaling Health s make a superior situational pickup, since the armor would be a waste against them. But even then, armor seals are tolerable because of their use in mid-game teamfights.
Poppy is extremely reliant on her abilities, especially late game, to do either her damage or erase enemy champions from the teamfight with Keeper's Verdict. However, when playing with a squishier team comp or you just don't like getting any damage on her, cutting Black Cleaver from your build path, I would highly recommend a set of Greater Glyph of Scaling Cooldown Reduction s, because obtaining maximum CDR is optimal when coupled with your tankiness.
For quintessences, there are generally many viable options. I consider the extra lane trading power and damage from Greater Quintessence of Attack Damage to be the simple, best option. However, as an alternative, one could take Greater Quintessence of Movement Speed s instead, especially if you plan to roam quite a bit. Tier I : The Cunning Utility tree is pretty basic. Wanderer gives pretty weak stats, so I just run Savagery just for the easier last hitting and waveclear in lane.
Tier II : Assassin is a no-brainer. The alternatives extend the buffs you don't get and the individual potions you probably won't purchase because of Corrupting Potion.
On paper, the mana regeneration from Meditation is quite impressive and really helps Poppy not ever run out of mana. However, I think the insane damage boost from Merciless for those clutch burst outplays is just flat-out superior, because even if Poppy ends up building some tank items, she is still reliant on having damage, like a juggernaut should be.
Tier I : In the first row of the Resolve tree Defensive , we are faced with either minuscule sustain in lane with Recovery , or a minuscule percent increase in armor and magic resist with Unyielding. Overall, I think Unyielding provides the extra boost in survivability and synergy with Steadfast Presence that a flat health regeneration stat just doesn't provide.
Especially late game, it can give quite a bit more in gold value. Because I'm not going to be running to other lanes a lot like a jungler or support to make use of the movement speed, I take Tough Skin. At level 1, Poppy has base health, making the shield 81 and the bonus only 6.
At level 18, she has base health, making the shield and the bonus still only about 25 health. However, this fails to account for three major factors:. Poppy will collect her passive's shield multiple times during each duration in lane without recalling back to base. Most of Poppy 's items grant her bonus health, not only rendering the 45 health from Veteran's Scars insignificant but also drastically increasing the bonus from Runic Armor because of the larger Iron Ambassador shield.
Runic Armor also increases healing from passive health regeneration, Grasp of the Undying , and heals from teammates such as Astral Infusion. For these reasons, I believe Runic Armor to be much better than its alternative. Tier IV : Insight is an amazing mastery that allows you to constantly make plays with Flash and even go aggressive more often with Ignite both having a much lower cooldown. Please don't take the insignificant Perseverance unless you are either Dr.
Mundo or Garen. Although the tankiness granted by Legendary Guardian is really good, I prefer the much greater mobility and indirect survivability that makes Poppy so scary.
It isn't even a contest. This stacks up really quickly, and it helps give Poppy even more fighting power. But Grasp of the Undying isn't just good on its own- it's absolutely ridiculous on her. After auto attacking minions, you can slap your opponent from range away with Iron Ambassador and heal substantially off of it, as well as doing bonus damage. You can proc this keystone all the time, and the combat power it gives is without comparison for a single mastery.
Great escape or engage tool Helps you line up your stun with Heroic Charge Ability to blink across terrain Hard to react to. Gives a much safer laning phase if behind since you can Teleport back to your tower to not lose as much farm Gives you global pressure if you're ahead by Teleport flanking bot lane Can help you return to your lane after roaming.
Can give you much greater kill pressure in lane and start a snowball Helps protect you against early aggression from a Rengar or Riven or someone else with Ignite since you have more potential burst Better at lower elos Gold and below where your burst is not respected. This new passive is pretty useful in lane. It helps you farm with ranged auto attacks, poke weaker laners, and additionally trade extremely efficiently with a considerably big shield.
Poppy 's Q, Hammer Shock , is her bread and butter in lane. It also has a fairly low mana cost, but one must still be wary of wasting the spell because the the mana punishment can stack up! But it is much harder to hit both parts of Hammer Shock than it looks or even the first part, and even will be commonly missed hitting opponents that are sitting on top of you. Effective when used on opponents frozen by crowd control.
This can only happen once per enemy champion. Poppy 's W ability got an enormous buff in the rework. It does most of what it used to do best- give you bonus tankiness and tons of movement speed when activated.
But now, it steps beyond the role of simply bonus stats, and becomes a significant tool to help you easily land Heroic Charge and more. Steadfast Presence passively gives Poppy a significant chunk of extra armor and magic resist. The active movement speed is absolutely incredible, and much greater than what it used to be, leaving Poppy flying around like Sonic the hedgehog. But at least equally impressive than this is the other part of her flying around, where Steadfast Presence interrupts enemy champion dashes, jumps, and non-blink mobility of any kind, knocking them up and dealing a tiny bit of bonus damage.
This literally destroys many high-mobility champions that rely on jumping on their opponent around around the map, such as Yasuo , while also being able to turn around teamfights by denying an engage from the enemy Zac.
While she is good in most matchups, this makes Poppy especially strong as a counterpick to certain champions and team comps. If they collide with terrain, she deals the same amount of physical damage to them again and stuns them for 1. Poppy 's E, Heroic Charge , is a skill awkward to use and often hard to position effectively when behind in a 1v1 situation. But it feels so satisfying when you line your opponents up and smash them against the wall. They will be completely helpless to your full combo of damage, especially with the new significant buff to the stun duration from 1.
This skill has a high mana cost, so it is rarely worth activating unless you will stun your opponent or are in a position where you can easily all-in if you do. Second cast: Poppy smashes the ground, sending out a shockwave.
Poppy has sight of airborne enemies and they are rendered untargetable for the duration, with the distance increasing based on how long Keeper's Verdict was channeled. Releasing the ability instantly cancels the channel and knocks up all enemies around Poppy instead.
Poppy was once known for her legendary ultimate that defined her assassin, anti-carry playstyle, but limited her options and severely unbalanced her kit. Now, Poppy will be feared for her new OP ultimate that sends her opponents back to their base! This spell single-handedly wins teamfights, and probably is so strong by itself that tank Poppy support could become viable.
It can even be used as a pick tool if you instantly cast it in melee range, but anyone hit by it will remain untargetable during the extended knock-up duration. This makes it useful to wait out your combo and position for a Heroic Charge during that knock-up duration.
The only real drawback to this ability is that it is a channeled spell. If an enemy champion interrupts the channel, you will have to endure the entire duration of the cooldown, much like Karthus 's Requiem. Waiting past the channeled time to launch it, however, will cost 30 seconds of waiting.
These boots provide some solid movement speed relative to their costs, and are pretty helpful if you are snowballing out of control. These can help give you that extra bit of maneuverability to position a Heroic Charge , and can help you chase or escape. Even after the extra G it costs now in 6. These are pretty standard boots to get, giving you magic resist where you will normally otherwise getting only armor early from Frostfire Gauntlet , as well as some all-around amazing tenacity.
It isn't as item efficient as before, however, so I would only get this when the MR or tenacity is significantly useful.
These boots are a good pick when you are against a fed or high-damage AD top laner, especially an auto-attacker, such as Tryndamere , or their ADC is getting really fed. This can help reduce a lot of physical damage you take in all stages of the game. This item gives Poppy everything she needs, from early tankiness in any matchup in the form of health , a lot of attack damage to trade, push, and be a threat, and incredible armor penetration to do significant damage and help your team do damage to your lane opponent as well as the enemy tank s.
This also helps her quickly build up her CDR constantly threaten Hammer Shock when the enemy laner attempts to farm. A mediocre item against a lot of enemy burst. It gives a fair amount of health and AD for the low cost, and can be really strong mid game.
However, be careful getting this item before you have a magic resist item or a component of it, because unless the entire enemy team is AD, you'll end up getting squished by the enemy mid laner before you can soak up damage from everyone else with your health. Attack damage given from the item's bonus base attack damage: from levels Great damage item when against annoying poke from a Vladimir or other AP champ top lane, and amazing against double-AP team. Hexdrinker , whether it is built into Maw right away or not, is best rushed for the great passive it gives early on in lane.
This is a decent item that gives you a fair amount of attack damage while making you quite tanky at the same time. This makes a great item after your core if you are starting to snowball but you need to splitpush for a lot of the game, because the enemy team is strong and you have to stall by dividing their attention. However, after the 6. Wards are a necessity to every game of League of Legends, giving you potential to control the entire map by not only seeing where your opponents are, but also understanding where your opponent does and does not have vision and knowledge of you and your location.
Buy a Vision Ward whenever you have one not placed and inventory space, and place it accordingly to your team's strength and aggressiveness.
Your basic magic resist item whose passive helps you in every scenario. Poppy should pick this item up most games, except when there is not a present AP threat. Especially make sure to build this against pick teams relying on one engage ability, like Rocket Grab , Death Sentence , or Dark Binding. It has solid stats and a mediocre active that can help chase or escape long fights.
If your team already has plenty of damage or is doing well, and you don't already have a support or even jungler building an Aegis of the Legion , this item is a great buy to help out your team with a friendly aura and shield.
She may also prolong the CC to an enemy if need be or use it defensively in some instances. The first item component will allow her to deal more damage and survive all-ins easily. It should increase her overall skirmishing power.
Level 11 is relatively lackluster as she only gets the cooldown on the ability reduced. When compared to other Junglers, it doesn't bring a lot to the table. Poppy is extremely potent during this phase of the game as she can deal consistent damage and CC enemies for days.
Her tankiness makes it impossible for the enemy team to kill her as well. Level 9 is when her first ability will get maxed. This will let her deal a lot of damage to enemies she has managed to catch. It will also allow her to thwart escape attempts from the enemy. Level 16 is dull because she won't be getting a lot except for a reduced cooldown on her Ultimate R. It won't be as strong as other ultimates.
Her tankiness will be phenomenal during this phase of the game. She can keep soaking damage and act as a reliable frontline for her team in fights.
She will play a pivotal point during this phase of the game. It will make her tanky and will let her dive face-first into the enemy team. She will play a massive role in disrupting team fights for the enemy team. League of Legends. Teamfight Tactics. Legends of Runeterra. However, that is not the best position for her. At this time, Poppy's meta game is centered around utility and support.
In particular, her build should mostly be focused on assisting others. Moreover, she is a pretty good physical damage dealer champion.
If you are not used to her skills and gameplay, you may find it difficult trying her out for the first time. Most competitors consider her to not be a challenging champion to master. She doesn't deal a lot of other damage types and should not be considered a hybrid damage dealer..
Poppy deals a good amount of damage over the course of a regular ranked round 15, damage. You may want to focus on building her as a powerful champion to defeat your foes. If you are looking for a dominating carry, then you should maybe consider this champ. She has one of the top kill rates in the game amongst all champions.
Additionally, she has a relatively typical average champion death rate 5. Furthermore, Poppy has an average KDA ratio 2. MOBA Champion. Close sidebar. Poppy Win Rate and Stats. Filter by.
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