INTRODUCTION
Hello everyone and welcome to my first champion guide (gulp). The preseason patch brought a lot of changes to the game, at which builds were kind of needed to be redone, a current switch between who is viable and who isn't, yadda yadda. So this guide is to get you started with something.
Poppy is one of my favorite champions that I have been playing since I was about level 10 in the game. She has the pretty nasty hurdle of a balls bad early game, but the reward for getting through it is so amazing that I couldn't stop playing her. She is one of those underplayed champs that really has a lot of potential in the right hands, and not to mention S3 brought a lot of options for her build, which I will present to you further down.
I am going to do more than show a new potential build for Poppy, though. I am going to go into some depth as to how to play her, since that seems to be everyone's problem here.
WHO'S YOUR POOPY, AND WHAT DOES SHE POOP?
Poppy is a Fighter Assassin. That is, she has relatively good defensive scaling while at the same time has powerful burst damage and a means of locking into a key target. She has among the strongest late game of any champion, next to Nasus and AD Sion, at the cost of a sub-par early game, which means she really benefits from a protective team. Poppy's kit is very adept to killing off a single target in a short time, though struggles a little against multiple targets. One of her saving graces, in addition to killing off key targets quickly, is her ability to displace the enemy with her E: Heroic Charge. This can actually make her a pretty big deal in teamfights as it is difficult to escape once she's charged you towards her team. As far as difficulty is concerned, Poppy is around medium to high skill cap. She is reliant on positioning in order to be the most effective and takes some practice to use, especially for farming.
THE KIT
Passive: Valiant Fighter
| Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. This does not reduce damage from structures. |
Q: Devasting Blow
| Poppy crushes her opponent, dealing attack damage (+0.6) plus 20/40/60/80/100 and 8% of her target's maximum health as magic damage. The bonus damage dealt cannot exceed 75/150/225/300/375. |
- Her Q resets Poppy's attack timer, so it helps with last hitting a bit. It can also be useful for stacking more damage on your opponent in laning. When harassing, start with an autoattack then hit Q for some pretty nasty damage.
- With that in mind, you mostly want to use your Q for harass only during the laning phase, as Poppy's mana regen stat is horrid. Pace yourself, and try to master last-hitting with your auto attacks.
W: Paragon of Demacia
|
Passive: Upon being hit or attacking an enemy, Poppy's armor and damage are increased by 1.5/2/2.5/3/3.5 for 5 seconds. This effect can stack 10 times. Active: Poppy gains max stacks of Paragon of Demacia and her movement speed is increased by 17/19/21/23/25% for 5 seconds. |
- During laning, you want to mostly rely on the passive of this skill as oppose to activating it constantly. Doing the latter drains your mana a bit too fast.
E: Heroic Charge
| Poppy charges at an enemy and carries them for a short distance. The initial impact deals 50/75/100/125/150 (+0.4) magic damage. If they collide with terrain, her target takes 75/125/175/225/275 (+0.4) magic damage and will be stunned for 1.5 seconds. |
- It's a great, albeit situational escape tool. If you are being ganked and in enemy minion is nearby, E the minion to quickly create distance from your enemy and hit W to run towards your tower.
- You don't need to select the champion to gap-close them. A good way to catch opponents off guard is to E the minions they are standing next to to reach them, then switch target to the champ and begin your burst-a-thon
- It's not Alistar's knock back, but it's still a good displacement tool. Use it on an opponent that is running away from your team to push them back. Keep in mind, this means that you need to get your positioning down.
R: Diplomatic Immunity
|
For 6/7/8 seconds, Poppy is immune to any damage and abilities from enemies other than her target enemy champion. In addition, Poppy's attacks deal 20/30/40% increased damage to the marked target. |
- You are immune to ANY outside damage other than from your target in this ult's duration, that includes minion and turret damage, making Poppy one of the most threatening tower-divers in the game.
- It amplifies ANY damage you do to your target, including active item effects and summoner spells. Yes, Ignite's damage is increased under the effect of Poppy's ult.
- A good trick in teamfights is to select the target with the least amount of damage/CC, then switch focus to the enemy squishies/carries as any CC/damage they have wont effect you at all. A fine way for getting double kills.

PROS/CONS
+ Damage too stronk, especially in late game
+ At 345 base movement speed she is among the 3rd fastest champions in the game. Not to mention her kit includes a movespeed steriod, making her a relatively mobile champion.
+ Her passive saves her butt so many times.
+ Good displacement tool.
- Bad farming capabilities
- No inherent sustain
- Takes CC a bit too hard
- Overall very weak early game
THE SPELLS
Ghost/Barrier - Barrier seems to be largely underestimated at this point in time, but if you want to bait your opponents or survive any extra tower damage in your dives, taking Barrier is not a bad choice by any means. It's cooldown is longer than desired, though.
or
Ghost/Ignite - Good overall for doing your job as an assassin. Only issue is that you may wont have a lot of options to sustain through your early game as the above.
or
Ghost/Exhaust - If your team is already ignite heavy you can go with this. It is great for sticking to your opponent, though is a little less reliable as a finishing move compared to ignite. Helpful with jungle ganks, too.
Why no Flash? - Flash seems really ideal for Poppy due to her heroic charge positioning, but the inherent problem with Flash is that after you use it, you only get one shot. It doesn't allow much room for error both in terms of escaping and sticking to targets. Poppy is also a champion that without external aide (items/spells) she could have some trouble sticking to her opponents, so I chose ghost as my main escape/chase tool over flash for better reliability.
THE RUNES
-See attachment for the page-
I give credit to Spamhappy's Poppy guide for this page as it is largely based off his guide. I take health regen quints because it really helps with Poppy's sustainability in lane, and procs well with regen items. Flat physical damage helps with last-hitting and improving her AD overall, and the rest are armor runes. You can change the glyphs to flat Magic resist seals if you feel like you would be left out in terms of MR, you want to pick the page that works best against your opponent anyway. Take note that these are flat runes, because they are mainly geared towards improving Poppy's early game.
THE MASTERIES
-see attachment-
Offense Tree:
Summoners wrath to give bonuses to both ignite and ghost, 3 points in attack speed to make her laning a bit more bearable, and the AP/level -> Magic Pentetration for better damage from your Q. This is really about all Poppy needs for offense as her lat game scaling/items do most of the job for you.
Defense Tree:
Key thing for this tree is health regen, minion damage negation for lane freezing, and anything that will help you win trades against your opponent. The 2 points I put in tenacity is also really helpful as Poppy is a very CC vulnerable champion, no matter what phase of the game she is in. The rest is pretty self-explanatory. Just like the rune page, your goal is to improve Poppy's livability early with these masteries.
ITEMS
EARLY GAME:
Cloth Armor + 5 pots if you are up against an AD bruiser.
The nerf on this item isn't that bad as Poppy already has a high armor scaling and with her rune/mastery pages its even more rediculous.
Rejuvination Bead + 5 pots + 3 mana pots against anything else.
*WARNING - THIS STARTING BUILD HAS YET TO BE TESTED*
Honestly a **** item compared to regrowth pendant, but it should proc well with the regen masteries/runes you already have should be somewhat helpful. You will have a regen stat of about 21 at level 1.
Boots + 3 Pots
This route is only recommended if you plan on playing aggressively early game (starting with Q instead of W), and it's inherently risky with Poppy. If you are successful with this, however, props to you.
MID GAME:
Sheen
This is a must have for any Poppy. The mana and damage you get from this item is too good to pass up, once you get this, your attacks will really feel brutal to your opponent.
Hextech Revolver
This gives Poppy good sustain in lane, especially with the damage of her Q. It also builds into a great assassination item with I'll mention in the core.
Tiamat
A very expensive item, but the splash damage, along with the health regen will turn a previously terrible farmer into a machine. The improved tiamat really helps Poppy this time around
Defense items:
Chain Mail, Negatron cloak, whatever. Get these items to survive against your opponent. Remember that the key to winning is to adapt your build to work against your foes.
Boots:
Go either Mercury's Threads or Ninja Tabi, depending on weather your opponent has hard CC or does strong AD respectively.
For your enchantment, take Furor. The movespeed bonus REALLY helps in sticking to your opponents
Situational Items:
Philosophers Stone - Wait what? I'm putting this as situational!? Yeah, the stats ARE good for Poppy and it gives more gold to assist in farming. However, playing Poppy for a while, I am at a point where I can clear about 90-100% of each creep just by last-hitting, so if you are doing well in your lane, there isn't much of a reason to prioritize this item over your offensive items. I'm not saying its a bad item by any means, it's a great item to get if you feel you wont be able to keep up with your opponent.
Crystalline Flask - 3 mini pots in one! Ever since I first used this item I fell in love with it. It gives you good health and mana sustain in your lane and recharges every time you return to base, and on a champion gimped from sustainability as Poppy really benefits from this item. By late game, however, you want to sell if off for better items.
LATE GAME:
Ice Born Gauntlet:
Armor, Ability Power, Cooldown Reduction and a sick slowing passive just works like a beast with Poppy. The damage you do with this item also splashes to nearby creep waves, helping you with farming a little bit.
Ravenous Hydra:
Tiamat on 'riods. Splash damage that procs lifesteal, in addition to the splash damage from Gauntlet makes Poppy's farming problems over. It synergizes really well with attack speed items, as well, so consider getting some along with this item.
Hextech Gunblade:
A great hybrid item giving both sustain and assassination tools. Remember that Poppy's ult amplifies active item damage, too, so use that to your advantage
THE REST:
Guardian Angel:
Nerfed item is nerfed, but still improves Poppy's survivability overall
Mercurial Scimitar:
As Poppy often needs to get into the CC-fest of late game, getting this item isn't a bad choice by any means. It gives good AD stats and a QSS effect.
Zephyr:
If you didn't get a mercs threads early game and want the extra tenacity (adding to what you have in your masteries) go ahead and get this item. It gives attack speed and cooldown redux too, synergizing well with Hydra in particular.
Shurelya's Reverie:
Not a bad option to make your Philo stone useful and get bonus movespeed.
Runic Bulwark:
If your support's not doing their job and you want some extra durability + want to help the team there's no harm in getting this item.
-THIS THREAD IS STILL A WIP AND ALL THINGS ARE SUBJECT TO CHANGE-
So that's my build for S3 Poppy. May your Pooping endeavors be fruitful! Any comments/criticisms are greatly appreciated.


thoughts?