Poppy Build Guide
How to 2 shot your enemy AP Poppywritten by Belfalas
Table of Contents
|Masteries + Runes||4|
|Hybrid Poppy - Advanced Players||8|
|Working in the team||10|
I decided to write this guide, after I've seen so many bad Crit and Attack Power guides where the itemization costs more than 14k gold, which you will never see as a Poppy and they still don't have more crit chance as 60%. The best guide for an Crit chance build is in my Opinion written by Silentecko with an item build that costs 11k gold and 70% crit chance.
Note: I copied the Ability descriptions from Silentecko, not because I'm lazy or something, but I think he described them very well and there was not much to add for me besides some tiny additions.
I'm not a fan of crit chance. Thats not what Poppy is made for. I like to hit hard and destroy Heros with my combo. So thats why I decided to share my AP build with you.
I also decided to write about the hybrid build since i've seen another poppy playing with this build i was astonished what the fuck was going on.
this build focusses about the trinity force and is also not to recommended for beginners.
V 1.1 Update: Poppy's Heroic Charge Is no longer castable while immobilized.
Season One Update:
* Devastating Blow mana cost reduced to 55 from 65.
* [spell=Paragon of Damacia] mana cost modified to 70/75/80/85/90 from 60/70/80/90/100.
* Heroic Charge mana cost modified to 60/65/70/75/80 from 50/60/70/80/90.
Valiant Fighter "Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 30%. This does not reduce damage from structures."
Self explanary: The less life you have = the less dmg you take
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."
Poppy crushes her opponent, dealing attack damage (+0.6) plus 20/40/60/80/100 and 8% of her target's maximum health in bonus damage. The bonus damage dealt cannot exceed 75/150/225/300/375.
Q Ability - This is Poppys main ability which will deliver Pain in the Ass to your enemys. You can use this ability early game to force back even the most threatening champions, or even finish some off. If you have the right lane partner you will definitely get some kills early game.
What you should know:
Devastating Blow cannot crit
But it dont need to. I'ts doing already insane dmg
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.
W Ability - great to chase enemy or to escape
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."
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 1.5/1.5/1.5/1.5/1.5 seconds.
E Ability - Heroic Charge is Poppys "Opener" ability. Poppy will want to usually open up with a charge while having a Devastating Blow already charged so that she may dish out the maximum damage. Charge alone deals damage regardless if it impacts with terrain, but the idea of her charge is to always make sure the enemy gets slammed into terrain so that they are stunned, which will let Poppy sit there to damage them further.
You dont have to charge the enemy always against a wall. When an enemy is running away from your group you can also charge him back in your group mates so that they can easily take him out.
Diplomatic Immunity "Poppy focuses intently on a single target, dealing increased damage to them. Poppy is immune to any damage and abilities from enemies other than her target."
For 6/6/6 seconds, Poppy is immune to any damage and abilities from enemies other than her target.
In addition, Poppy's attacks deal 20/30/40% increased damage to the marked target.
This is your most Important spell in group fights.
- Initiate group fights
- when you get focused, try to mark the lowest threatening champion to escape. Also keep in mind that you dont mark a target who has slow or stun effects.
BUT THIS is what its made for:
- To take out the enemy carry. As a Poppy your role in team fights is to take out their deadliest hero. You're an ANTI-CARRY. Destroy their Carry with an 2 hit combo and the group fight is won.
Masteries + Runes
basically you take http://leaguecraft.com/masteries/0103441112300100000000000000032040000000000
or what i prefer to use now 9/0/21
Mark: Greater Mark of Insight
Seal: Greater Seal of Focus
Glyph: Greater Glyph of Insight
Quintessence: Greater Quintessence of Insight
The Magic Penetration will let your Devastating Blow hit hard!
a little update on this one:
nowadays i start with
Mark: Greater Mark of Insight
Seal: Greater Seal of Focus
Glyph: Greater Glyph of Warding
Quintessence: Greater Quintessence of Fortitude
i realized that in my opinion the best quintessences for poppy are the ones with the 33HP cause poppy is still quishy at beginning
This ones quick
we will go for Exhaust and
Anyone who prefers Ghost or is not a good player in my mind. Thats for average players who make lots of mistakes during the game. Your defensive spells are [spell=Paragon of Damacia] for running away and Diplomatic Immunity to avoid dmg. If that doesnt help you're dead anyway.
I'm hoping to see that RG replaces Flash with an item soon or later.
You have to play aggresive. In the laning phase I get at least 2-3 Ignite kills every game. So thats definitely worth it. Also remember when Ignite is on cd you get 10 Ability power.
Exhaust if skilled reduces the armor and magic resistance by 25
And also remember that when your ulti is up, your ignite deal also more dmg cause it scales with it!
So thats the interesting part
With this item build you can kill everything within 2seconds when popped up ulti
since some ppl asked me to mention the start items, heres what you get:
start with the Sapphire Crystal and 2 Health Potion
Feel free to buy more Potions when you need them. I have always like 6 of them.
Complete the Crystal to Sheen and get the Sorcerer's Shoes next. After that you need to get the Deathfire Grasp to beginÃÂ´your domination.
Lich Bane AFTER DFG
That is what you can get easily for your gold. If you have more than go for a
yes you look right 487 ability power!
so lets do some maths
Poppy crushes her opponent, dealing attack damage plus (+300 ability power) plus 20/40/60/80/100 and 8% of her target's maximum health bonus damage. The bonus damage deal cannot exceed 75/150/225/300/375.
So thats 526dmg +8% of the targets max health which cannot exceed 375. so you can do maximal 900dmg . Now its time to add the 100% bonus dmg from the lichbane passive after you cast DB, so it will be a 900 + 500 bonus dmg for 1400 dmg with one swing!
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 50 / 75 / 100 / 125 / 150 (+200.025 ability power) magic damage. if they collide with terrain, her target takes 75 / 125 / 225 / 275 (+200.025 ability power) magic damage and will be stunned for 1.5 seconds.
so thats 825 dmg when you can charge them against a wall
So with your ulti up you have an dmg output from (1400 + 560 from your ulti)+8% enemy max hp with your DB. Quite good for an ability that can't crit.
Your charge does 825 + 40%ultimate = 1155
Remember that this are the raw numbers. You have also 39 Magic Penetration plus 15% magic penetration to add.
Your opener btw is the Active from Deathfire Grasp:
UNIQUE Active: Deals magic damage to target champion equal to 30% of their current health (+3.5% per 100 Ability Power) with a minimum of 200 damage. 1 minute cooldown.
So we have 500 AP with this build which means you will open your assault with 47.5% !! -hp for the enemy. the rest is a two hit combo and he will be dead.
This build focuses on the Deathfire Grasp item so always start with the active from this item.
Hybrid Poppy - Advanced Players
since i started to try the hybrid poppy build my gameplay really advanced. the best part of hybrid build is that enemy cant put up resists so easily on you because you gain both attack damage and ability power.
i think this is for more advanced players because the build really needs lots of gold so Last hitting creeps is a must.
anyway this is the core item build:
1. Trinity Force
2. Sorcerer's Shoes
3. Deathfire Grasp
4. Rabadon's Deathcap
5. item free to choose
6. item free to choose
5th and 6th item recommendations
for heavy tank team
for awesome movement speed and chasing capability + more attack speed and crit
more cd reduction
not much to say, you can do the dragon by lvl 10 and the no name creeps by lvl 7. gets you some extra exp. Always go for the Lizard buff
Working in the team
Ok lets start with the lanes. Every Lane partner that has a stun/slow/airbounce is a good lane partner, which means you get 100% kills in the lane.
So your job is basically defend your lane partner as good as you can, play offensive and try to outzone the enemys.
There is one exception to this:
When you are 2 melees and lane against 2 caster then you have to play defensive which means tower hug. You can still get kills though if you are aware of your chances. I think only with Xin zhao as lane partner there is no handicap laning against 2 caster as 2 melees.
When you are alone, you HAVE to stay extremely defensive or you will be ganked soon or later.
Wait for your lane partner to come back and start playing aggresive again.
Always try to get some health pots so you dont have to go back every time and so you can play more aggresive!
Also try to get the one who lanes solo in mid to come gank at the beginning. you have to buy your items quick at the and try to run immediately into the second bush in your lane and pray that your lane partner is smart enough to do so too. with Exhaust and ignite its almost 90% firstkill for your team.
Try also to run as often into the enemy bush as you can, because everyone fears your charge the enemys will automatically backup a bit, which gives you zone/lane domination.
here's a good tutorial for zoning for the ppl who dont know what it is.
Working in the team:
Poppy is not really a carry as much as an anti carry. Poppy's role is to destroy someone in 1.5 seconds of them entering a team fight and she literally can if you set her up with the right lane combo. Poppy is also naturally tanky with her passive and she has a built in invul ontop of insane burst and a stun. A semi farmed Poppy will take out your carry and make the fight 4v5 in a matter of seconds.
So your role in 5vs5 fights is to kill the enemy carry immediately, which should not rly be a problem with the active from DFG and then finishing him off with a combo.
To give you a little bit of an expression what it can look like here a video of my Poppy with an older item build.
new vid online
Submitted by Belfalas
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