Poppy Build Guide
AP Poppy, squishies worst nightmarewritten by Arutha
Table of Contents
Hey, I'm Tobaria, and I love to play Poppy.
This is my first guide, so any tips on how to improve it ( Style / Grammar / Topic sequence ) will be greatly appreciated!
This guide will include information about building Poppy as an AP nuker.
I will include a list of:
- Masteries / Runes
- Explanations about skills and how to use them
- Skilling order
- Which summoner abilities I recommend
Valiant Fighter Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%.
Your passive, it pretty much allows you to build regenerative items (Think of Lifesteal and/or Spell vamp) while staying squishy, since its very hard to burst you down.
Mind though, the passive does not cut damage in half if it exceeds 10% of your HP.
You have 2000 HP, you take a 400 hit
This means you will take 200 damage (10% of your HP) plus 50% of the remaining 200, which is 100,
totalling for 300 damage.
You will not; take a 400 hit, which exceeds 10% of your HP, that will be reduced with 50%
for a total of 200 damage.
Devastating Blow Poppy crushes her opponent, dealing attack damage plus a flat amount and 8% of her target's max health as bonus damage. The bonus damage cannot exceed a threshold based on rank.
Pretty much your bread and butter, a very strong nuke at melee range,
more information will be given at the item build section
Paragon of Demacia Passive: Upon being hit or attacking an enemy, Poppy's armor and damage are increased for 5 seconds. This effect can stack 10 times. Active: Poppy gains max stacks of Paragon of Demacia and her movement speed is increased for 5 seconds.
For AP Poppy? Some extra survivability, mostly through the movement speed buff.
How often have I ran away with 200 HP left, but with a high MS boost
Heroic Charge Poppy charges at an enemy and carries them further. The initial impact deals a small amount of damage, and if they collide with terrain, her target will take a high amount of damage and be stunned.
Does what it says.
You can smack people against the wall with it, giving you plenty of time to hit them with Q,
and/or use your summoners on them.
Since the latest patch, you cannot charge through terrain with this anymore.
For example the small ledge at the mid bushes, you used to be able to target someone
that was on the other side, and charge right through it.
Now, though, you will faceplant on the wall (or turrets).
You should keep this in mind when turret diving, since it can cost you a valuable stun
and time on your ult.
Diplomatic Immunity Poppy focuses intently on a single enemy champion, dealing increased damage to them. Poppy is immune to any damage and abilities from enemies other than her target.
You will make your enemies cry with this.
Tears of pain.
AD Poppy tends to use this on a low damage / low CC target and whack the "shit" out of
everyone else for free.
My way, though, is to use it for the increased damage, you will learn why later.
Not much to say here, I use the standard 9/0/21 setup, since I feel that works best for her.
Link to 9/0/21 build here
I can imagine, though, that alot of people want to max out her offensive power by going all out
in the offensive tree. I can not recommend this, since it usually involves taking points in
extra Armor Pen, Attack Speed or Crit Damage. Neither of these things are necessary for Poppy, since
you'll be using your abilities (magic damage) to kill someone, not auto attacks.
I can not recommend the Defensive tree either, since your Passive already helps you out a GREAT deal,
getting extra defense would be a waste, CDR is a much better stat for AP Poppy.
Runes are pretty standard as well, im not going to include all options, only the musts.
Well, I used the plural; "musts", although the only MUST have is Greater Mark of Insight
For Quintessences, I can recommend Greater Quintessence of Fortitude
Although movement speed quints may work as well
For seals I like to use Greater Seal of Clarity since I find myself using alot
of mana to harass my opponent to about 50% HP
For glyphs there are 2 obvious options, I use Greater Glyph of Focus
although the magic resist ones, Greater Glyph of Warding may work fine as well
For summoner spells I can highly recommend the following spells:
Ignite I can almost say this is a _must_ have, your ultimate increases damage done (on rank 3) on your target by 40% (40!). Ignite benefits from this as well, which means you get a 40$ stronger true damage DoT. I like.
Flash I use this alot as my second choice, Flash is incredibly useful for positioning yourself
for charge, thus slamming your opponent into the wall, which is pretty critical for AP Poppy
It also allows you to flash over walls and run away with 5 HP, this will happen alot (passive)
Exhaust This would be my 3rd recommendation, it serves the same purpose as Flash, positioning,
except for the fact that you position your enemy with it, not yourself (by slowing him/her).
It has some pro's and cons over flash
You help your team with it, mainly by catching up with your enemy
If you ever find yourself in the extremely rare situation that your enemy is more fed then you,
you can greatly reduce their damage with this, as well as (if you take the mastery point in it, leaving the crit point out) reducing their defenses.
It does alot less for you in terms of escaping, since you have to get close to your enemy if you wish to exhaust him, this is not something you want if you're running (exhausting a jax isnt going to do much if it allows him to jump on your face)
It is a tool to position your enemy with, but not nearly as accurate as flash
This will help you get away, same as flash, but since we already have a built-in mini-ghost, its
not necessary. Still a solid choice, though
This would be the only second semi-viable choice, again, its not necessary since you have immunity to
CC from 4 of the 5 enemies.
Teleport Because this build will not utilize the regen from Philo stone stacking, you might
want to take teleport to get back to your lane if you find yourself outharassed in alot of games.
What does one need clarity for if you get an early Sheen?
Heal? Why would you, the 360 HP lategame isnt gonna do anything if you can ignite them for 600 damage instead.
Rally? I wont even explain
You're not supposed to die at all, so why take revive?
If you're towers are getting smashed, its no use getting a 6 minute spell, which only lasts 6 seconds. No fortify for poppy.
Last but not least, your item build.
I'll keep it short and simple,
as AP Poppy, you will WANT a DFG, and you will NEED a Lich Bane.
To start with, we're going to pick up a Sapphire Crystal and 2 Health Potion
In an ideal situation, you'll want to buy a pair of Boots of Speed and a Sheen
If you cant, though, you'll have to choose between either Boots of Speed or a Sheen
This choice will depend on the fact wether you're being outharassed (you'll take boots in this case)
or you just took a couple of tower hits and were forced to recall, but were "stomping" your enemy (take sheen)
Next trip, you buy your boots of lucidity and as many components you can buy from Deathfire Grasp starting with Kage's Lucky Pick.
Due to your Sheen you should be dealing some hefty damage already on squishies, so try picking up some kills by ganking anywhere you can.
Your last trip before the good part starts;
buy your Deathfire Grasp
With your full combo, DFG and ignite you can now kill any squishy you will encounter.
For further epicness, you're going to buy Lich Bane
as soon as you can.
Due to this Lich Bane, your Q now scales 1:1 with AD, and 1.6:1 with AP
Thats huge, fellas, thats huge.
For your end-game build,
you'll want to be working towards this
Building it in that order, Rabadon's Deathcap first, then Hextech Revolver and then your complete Hextech Gunblade
Last item is completely situational, recommended is either an Banshee's Veil, Randuin's Omen or another Hextech Gunblade (To heal for up to 500 with your Q)
Will be adding a general Tips & Tricks section later!
Submitted by Arutha
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