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Poppy
By Doubelift
This build guide for Poppy is for top lane and is by Doublelift, a platinum rated player on League of Legends. Poppy bursts tanks from full health to nothing flat. She escapes and always lives with 10 hp.
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.
Ignite
Ghost
Your champion passes through any unit and moves 27% faster for 10 seconds.
Ghost
Skill order
Devastating Blow
Devastating Blow
Poppy crushes her opponent, dealing attack damage (+0.6*AP) 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.
Cost
55 Mana
Range
0
Cooldown
8/7/6/5/4 Seconds
Devastating Blow
Poppy crushes her opponent, dealing attack damage (+0.6*AP) plus 20 and 8% of her target's maximum health as magic damage. The bonus damage dealt cannot exceed 75.
Devastating Blow
Poppy crushes her opponent, dealing attack damage (+0.6*AP) plus 40 and 8% of her target's maximum health as magic damage. The bonus damage dealt cannot exceed 150.
Devastating Blow
Poppy crushes her opponent, dealing attack damage (+0.6*AP) plus 60 and 8% of her target's maximum health as magic damage. The bonus damage dealt cannot exceed 225.
Devastating Blow
Poppy crushes her opponent, dealing attack damage (+0.6*AP) plus 80 and 8% of her target's maximum health as magic damage. The bonus damage dealt cannot exceed 300.
Devastating Blow
Poppy crushes her opponent, dealing attack damage (+0.6*AP) plus 100 and 8% of her target's maximum health as magic damage. The bonus damage dealt cannot exceed 375.
Paragon of Demacia
Paragon of Demacia
Passive: Upon receiving damage from or dealing damage with a basic attack, 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.
Cost
70/75/80/85/90 Mana
Range
0
Cooldown
12/12/12/12/12 Seconds
Paragon of Demacia
Passive: Upon receiving damage from or dealing damage with a basic attack, Poppy's armor and damage are increased by 1.5 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% for 5 seconds.
Paragon of Demacia
Passive: Upon receiving damage from or dealing damage with a basic attack, Poppy's armor and damage are increased by 2 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 19% for 5 seconds.
Paragon of Demacia
Passive: Upon receiving damage from or dealing damage with a basic attack, Poppy's armor and damage are increased by 2.5 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 21% for 5 seconds.
Paragon of Demacia
Passive: Upon receiving damage from or dealing damage with a basic attack, Poppy's armor and damage are increased by 3 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 23% for 5 seconds.
Paragon of Demacia
Passive: Upon receiving damage from or dealing damage with a basic attack, Poppy's armor and damage are increased by 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 25% for 5 seconds.
Heroic Charge
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*AP) magic damage. If they collide with terrain, her target takes 75/125/175/225/275 (+0.4*AP) magic damage and will be stunned for 1.5 seconds.
Cost
60/65/70/75/80 Mana
Range
0
Cooldown
12/11/10/9/8 Seconds
Heroic Charge
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 50 (+0.4*AP) magic damage. If they collide with terrain, her target takes 75 (+0.4*AP) magic damage and will be stunned for 1.5 seconds.
Heroic Charge
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 75 (+0.4*AP) magic damage. If they collide with terrain, her target takes 125 (+0.4*AP) magic damage and will be stunned for 1.5 seconds.
Heroic Charge
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 100 (+0.4*AP) magic damage. If they collide with terrain, her target takes 175 (+0.4*AP) magic damage and will be stunned for 1.5 seconds.
Heroic Charge
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 125 (+0.4*AP) magic damage. If they collide with terrain, her target takes 225 (+0.4*AP) magic damage and will be stunned for 1.5 seconds.
Heroic Charge
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 150 (+0.4*AP) magic damage. If they collide with terrain, her target takes 275 (+0.4*AP) magic damage and will be stunned for 1.5 seconds.
Diplomatic Immunity
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.
Cost
100/100/100 Mana
Range
0
Cooldown
140/120/100 Seconds
Diplomatic Immunity
For 6 seconds, Poppy is immune to any damage and abilities from enemies other than her target enemy champion. In addition, Poppy's attacks deal 20% increased damage to the marked target.
Diplomatic Immunity
For 7 seconds, Poppy is immune to any damage and abilities from enemies other than her target enemy champion. In addition, Poppy's attacks deal 30% increased damage to the marked target.
Diplomatic Immunity
For 8 seconds, Poppy is immune to any damage and abilities from enemies other than her target enemy champion. In addition, Poppy's attacks deal 40% increased damage to the marked target.
W
Paragon of Demacia
Passive: Upon receiving damage from or dealing damage with a basic attack, Poppy's armor and damage are increased by 1.5 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% for 5 seconds.
E
Heroic Charge
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 50 (+0.4*AP) magic damage. If they collide with terrain, her target takes 75 (+0.4*AP) magic damage and will be stunned for 1.5 seconds.
Q
Devastating Blow
Poppy crushes her opponent, dealing attack damage (+0.6*AP) plus 20 and 8% of her target's maximum health as magic damage. The bonus damage dealt cannot exceed 75.
W
Paragon of Demacia
Passive: Upon receiving damage from or dealing damage with a basic attack, Poppy's armor and damage are increased by 2 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 19% for 5 seconds.
Q
Devastating Blow
Poppy crushes her opponent, dealing attack damage (+0.6*AP) plus 40 and 8% of her target's maximum health as magic damage. The bonus damage dealt cannot exceed 150.
R
Diplomatic Immunity
For 6 seconds, Poppy is immune to any damage and abilities from enemies other than her target enemy champion. In addition, Poppy's attacks deal 20% increased damage to the marked target.
Q
Devastating Blow
Poppy crushes her opponent, dealing attack damage (+0.6*AP) plus 60 and 8% of her target's maximum health as magic damage. The bonus damage dealt cannot exceed 225.
Q
Devastating Blow
Poppy crushes her opponent, dealing attack damage (+0.6*AP) plus 80 and 8% of her target's maximum health as magic damage. The bonus damage dealt cannot exceed 300.
Q
Devastating Blow
Poppy crushes her opponent, dealing attack damage (+0.6*AP) plus 100 and 8% of her target's maximum health as magic damage. The bonus damage dealt cannot exceed 375.
W
Paragon of Demacia
Passive: Upon receiving damage from or dealing damage with a basic attack, Poppy's armor and damage are increased by 2.5 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 21% for 5 seconds.
R
Diplomatic Immunity
For 7 seconds, Poppy is immune to any damage and abilities from enemies other than her target enemy champion. In addition, Poppy's attacks deal 30% increased damage to the marked target.
W
Paragon of Demacia
Passive: Upon receiving damage from or dealing damage with a basic attack, Poppy's armor and damage are increased by 3 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 23% for 5 seconds.
W
Paragon of Demacia
Passive: Upon receiving damage from or dealing damage with a basic attack, Poppy's armor and damage are increased by 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 25% for 5 seconds.
E
Heroic Charge
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 75 (+0.4*AP) magic damage. If they collide with terrain, her target takes 125 (+0.4*AP) magic damage and will be stunned for 1.5 seconds.
E
Heroic Charge
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 100 (+0.4*AP) magic damage. If they collide with terrain, her target takes 175 (+0.4*AP) magic damage and will be stunned for 1.5 seconds.
R
Diplomatic Immunity
For 8 seconds, Poppy is immune to any damage and abilities from enemies other than her target enemy champion. In addition, Poppy's attacks deal 40% increased damage to the marked target.
E
Heroic Charge
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 125 (+0.4*AP) magic damage. If they collide with terrain, her target takes 225 (+0.4*AP) magic damage and will be stunned for 1.5 seconds.
E
Heroic Charge
Poppy charges at an enemy and carries them for a short distance. The initial impact deals 150 (+0.4*AP) magic damage. If they collide with terrain, her target takes 275 (+0.4*AP) magic damage and will be stunned for 1.5 seconds.
Helps with last hitting on minions, helps with harassing and getting through the laning phase. It's really hard to last hit with poppy during laning phase without AD's
Team Curse Team Captain. Follow us at www.facebook.com/teamcurse
I would like to see a toplane guide off poppy in the near future if that is possible. Poppy is an underplayed champion but she is a great champion in lane and out off lane. I allways use her to counter gangplank. I like her alot and hope this site will make a nice toplane guide.
Hmm I disagree with maxing Q first. This is because the damage cap is not efficient until enemies reach a high enough amount of hit points. I believe that 2 levels in Q would more than suffice, because you gain no benefit from the 8% of max HP bonus past the 2nd point in Q, unless their HP is greater than 1875. The damage caps per point in Q vs. HP will be shown below:
LVL 8% CAP HP CAP
1 75 937.5
2 150 1875.0
3 225 2812.5
4 300 3750.0
5 375 4687.5
As you can see in the numbers, the bonus damage will never exceed the 8% Cap unless the target's HP is greater than the HP Cap. As long as your target has less HP than the current HP Cap, there is no reason to put an additional point into Q, because you gain no bonus damage since their HP hasn't exceeded the previous threshold yet. Additionally the damage gained from W or E by leveling matches and exceeds that of Q in early levels where enemies are very low HP, since Q only gains 20 damage per level through scaling. Furthermore there are increased gains in Armor/Movespeed on W, or better reduced cooldown and better scaling damage on E. Also this just hit me, but the AD you gain from W would scale better with Sheen than leveling Q, since Sheen procs strictly off of your AD score and not Q damage. Sheen proc is added to Q on hit--but does not multiply your base Q damage, so there is very little reason to max this skill first.
That actually makes a lot of sense, the only reason I can think to max Q would be just for the cd, but after reading this, the other 2 skills both simply outweigh Q in terms of priority. Reducing Q's cd, isn't worth it in comparison to the benefits you get from leveling the other 2 skills. Now if the %HP affected scaled up, then it might be worth it, but alas it remains a flat 8% from level 1-5.
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Posted 3/30/2013 3:49:36 PMWhat the hell is with ad runes and ap masteries???
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Posted 2/21/2013 6:26:28 PMWhy on earth do you put points into the crit mastery if you get nothing that gives you crit chance?
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Posted 3/7/2013 2:34:44 PMGuide has been updated with Voyboy's interview on Poppy.
Team Curse Team Captain. Follow us at www.facebook.com/teamcurse
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Posted 3/9/2013 5:08:44 PMokie dokie.
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Posted 2/18/2013 4:35:09 PMI think it's worth upgrading Philo stone into Shurelya's instead of selling it.
Otherwise I don't completely understand the point of going AP runes and AD masteries....
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Posted 12/16/2012 9:06:14 PMWhy do you take AD Masteries?
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Posted 3/7/2013 2:34:22 PMHelps with last hitting on minions, helps with harassing and getting through the laning phase. It's really hard to last hit with poppy during laning phase without AD's
Team Curse Team Captain. Follow us at www.facebook.com/teamcurse
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Posted 10/23/2012 10:22:50 AMI would like to see a toplane guide off poppy in the near future if that is possible. Poppy is an underplayed champion but she is a great champion in lane and out off lane. I allways use her to counter gangplank. I like her alot and hope this site will make a nice toplane guide.
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Posted 10/8/2012 6:35:48 AMThe zekent so much better look http://solomid.net/guides.php?g=16923 and he is now 2700 so why not doing the guide of him on lol pro?
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Posted 8/9/2012 9:25:35 AMHmm I disagree with maxing Q first. This is because the damage cap is not efficient until enemies reach a high enough amount of hit points. I believe that 2 levels in Q would more than suffice, because you gain no benefit from the 8% of max HP bonus past the 2nd point in Q, unless their HP is greater than 1875. The damage caps per point in Q vs. HP will be shown below:
LVL 8% CAP HP CAP
1 75 937.5
2 150 1875.0
3 225 2812.5
4 300 3750.0
5 375 4687.5
As you can see in the numbers, the bonus damage will never exceed the 8% Cap unless the target's HP is greater than the HP Cap. As long as your target has less HP than the current HP Cap, there is no reason to put an additional point into Q, because you gain no bonus damage since their HP hasn't exceeded the previous threshold yet. Additionally the damage gained from W or E by leveling matches and exceeds that of Q in early levels where enemies are very low HP, since Q only gains 20 damage per level through scaling. Furthermore there are increased gains in Armor/Movespeed on W, or better reduced cooldown and better scaling damage on E. Also this just hit me, but the AD you gain from W would scale better with Sheen than leveling Q, since Sheen procs strictly off of your AD score and not Q damage. Sheen proc is added to Q on hit--but does not multiply your base Q damage, so there is very little reason to max this skill first.
-Mathematics 2 stronk, nerf Irelia.
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Posted 8/10/2012 4:44:17 PMThat actually makes a lot of sense, the only reason I can think to max Q would be just for the cd, but after reading this, the other 2 skills both simply outweigh Q in terms of priority. Reducing Q's cd, isn't worth it in comparison to the benefits you get from leveling the other 2 skills. Now if the %HP affected scaled up, then it might be worth it, but alas it remains a flat 8% from level 1-5.
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Posted 9/6/2012 5:10:40 PMSheen only uses your base AD, so maxing E first sounds like the way to go.
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Posted 8/1/2012 7:39:45 PMjust wondering, what makes this build better than and ad build? is it a faster kill or what?
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Posted 4/29/2012 8:10:34 AMawesome build bursted a full hp kennen in late game to 0 hp in 1 sec using death grasp + dash n Q........godlike burst!! lichbane Op!
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Posted 4/13/2012 2:25:59 PMI dont like this build. ;(