Poppy Build Guide
Poppy Corrections/Short Guidewritten by winst5
Table of Contents
Hey, people. Cut me some slack, this is my first guide. I just noticed that a lot of people make really stupid mistakes in their Poppy builds, and I wanted to correct them.
Also, none of the guides out there can really give you the playstyle of Poppy that works best for you. Mine is about 75% A Different Path for Poppy, and 25% my own work on the build. Look at some different guides, play a few games with her, and if you have a problem with a build, fix it. No build is perfect for every person.
No idea how to do the table thing.
I start with Heroic Charge for ganking ability, especially with a lane partner, then Devastating Blow. After that, I put 1 point in Paragon of Demacia for the movespeed bonus. From there on out, the priority is R->E->Q->W after Q is level 2.
This order doesn't work if you're laning solo- I've found after about 50 games with Poppy that she doesn't solo very well at all because she's too easy to harass.
Valiant Fighter One of the better passives in my opinion, but misinterpreted a lot. It doesnt half the damage over 10% of your max health, it doesnt half any attacks that would deal more than 10% of your current health, it halves the damage over 10% of your current health. For example, Ashe hits you for 11% of your current health. She actually does 10.5%. This is the bad kind of damage for Poppy- low grade, constant. After Ashe kills you and you res, Ryze comes up and (theoretically) hits you for 80% of your current health. This hit only actually does 45% of your current health. You get away, because Ryze can't hit you that hard again. Devastating Blow This ability rocks. It does your damage, plus .6 of your AP, plus 8% of their max health (with a hard damage cap). This hits like a freight train, and if you rock the cooldown and it's level 5, they get hit every 2.4 seconds. Paragon of Demacia This is most useful on the first level for the movespeed and the passive buff. I see some Poppy players pop this during a fight, when they already have 10 stacks. Big mistake- you just wasted an escape ability and a lot of mana. Heroic Charge This one is great if you have a teammate that can stun/burst damage. You see Ashe (same one from before) while you're with Xin Zhao and decide you want revenge. You slam her, Xin throws her in the air after the 1.5 second stun is up, and she's dead. Diplomatic Immunity DI can let you completely ignore everything for 6-8 sec. while you focus fire, or it can let you become invulnerable to everthing except their least threatening hero. However, you should NOT initiate with it unless you can kill their team in 8 sec., or else you're dead when this expires.
I use Exhaust and Clairvoyance right now. Exhaust gives you kills early-late game, and Clairvoyance gives you map awareness, which wins games. You can ward, but your teammates usually don't use the information it gives, so it's generally a waste of money, unless you make your own team. Clairvoyance is a free ward every minute. Also, you don't have to use it on your lane. If you think there's a gank headed for one of your allies, show them it's coming.
Other choices are Ignite for the extra damage and kill ability, Ghost for the escape/chasing ability, and Flash for general badassery. As for Cleanse, I don't usually have a problem with debuffs, and if I do, I'll just buy Mercury's Treads.
I usually start with Sapphire Crystal and 2x Health Potion, but I'm going to try Boots of Speed and 3x Health Potion soon. I can't give any advice on the boot start because I haven't tried it, but Huggybear's A Different Path for Poppy can.
After the start, I go to Sheen then Ninja Tabi or Mercury's Treads. I've gone with an ending build of Lich Bane, Ninja Tabi, Rabadon's Deathcap, Nashor's Tooth, Hextech Gunblade, and Frozen Mallet or [item=Madred's Bloodrazors]. I'm going to change this as soon as LoL starts working for me again, though, to be pretty much exactly like A Different Path. (And yes, I know, it's already really close.)
Submitted by winst5
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