All Guides Poppy Guides [7.24 Update!] A Complete Top Poppy Guide
8 months ago

Poppy Statistics for Yordle God

Author's performance with Poppy compared to the ranked average.

Games Played
Win %
KA:D Ratio
Gold Earned
Creep Score
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top



Poppy, Keeper of The Hammer

Yordle God | Season 5 & 6 Platinum

Featured on r/PoppyMains r/PoppyMains

Twitter: @Yeuxwolf
Tumblr: [NSFW]
Reddit: u/Scrappy2k


Flash 4.png is a must have for Poppy, as well as 99% of all other champions in the game. It allows you to correctly reposition for solid Heroic Charges, escape dangerous situations, and push that last bit of damage to snag a first blood.

12.png or 14.png ?

Teleport 12.png should really be the standard in 99% of your games. It provides unparralled map presence, and it provides a way to stay relevant in the laning phase after an unsuccessful back, being able to snag as much XP and gold as possible as you're able to teleport back to your tower and continue farming.

Poppy has pretty crazy base damage, and it's not hard to get a clean first blood with an 14.png ignite.
Ignite falls off hard late game due to the way she should be building items, though. If you're objective is to simply shut down an enemy top laner, take Ignite. Otherwise, 12.png Teleport is going to give you better results going into the mid and late game.

11.png Smite is essential for jungling!

It should always be coupled with 4.png Flash, as it gains even more value when you're jungling as Poppy for the same reasons that I listed above.


Disclaimer: I will never claim to know everything there is to know about Poppy. I will never claim to be the best Poppy NA, or some other nonsense like that. This guide is a product of my opinion, and it is also a product of a lot of hard work and love for a champion in League of Legends that I deeply care about. I hope you enjoy it, and I hope you learn something new.

Peace, Love, and Poppy. poppyw.png

New Runes Back to Top

jason-chan-poppy-comic-page07 (1).jpg

Poppy only gained from the new rune changes. Aftershock is a potent main-tanking keystone that encourages aggressive teamfighting, Grasp of the Undying is essentially still the keystone we all know and love, and we'll likely find brand new playstyles sprout from this new system as time goes on. One thing is the same, however- Grasp is still my personal favorite. And luckily for me, Grasp is currently neck and neck with Aftershock.


My current stance on this is to go for your personal preference. There are very, very potent justifications for both paths. I could say Grasp of the Undying provides a more threatening early game coupled with buckler poking. But on the same token, aftershock does meaty damage when your jungler comes top lane for an all-in.

Abilities Back to Top



Poppy, Keeper of the Hammer:

poppypassive.png Passive - Iron Ambassador

Every 16-10 seconds (depending on her level), her passive causes her next auto attack to throw her buckler instead, dealing bonus magic damage. When it makes contact with a unit, it bounces away like a Draven axe and can be picked up for a 15/17.5/20% Max HP shield for a duration of 3 seconds. 

  • "Poppy's Basic attack throws her buckler, gaining 300/425 range and [10 + 10 per level] bonus magic damage [16/13/10 @ level 1/7/13] second cooldown. 
  • The buckler lands at a nearby location and Poppy can pick it up to gain a shield that absorbs X (15/17.5/20% of her max Health) damage for 3 seconds. It remains on the ground for 4 seconds. During this time, enemies can step on the buckler to destroy it. 
  • The buckler automatically returns to Poppy if the attack kills the target."


This is a ranged attack, but the game counts it as a melee attack, making things like Dead Man's and Hydra still work on it.

The bonus magic damage DOES works on towers, and your buckler bounces off like it would any other enemy unit.

The shield is substantial in lane. Use your passive to help you trade and simply soak more damage, it's essential to use properly.

Enemies CAN walk over your buckler (when it has bounced off them) and destroy it, rendering your shield unobtainable.

It does not use a lead off system, but instead tends to fly towards walls (anything in the map that you can Heroic Charge into). Think of it like a Zac blob.

Do NOT underestimate the damage this thing can do late game. It's not uncommon for me to chunk squishes with a Sheen-Powered Shield throw.



poppydevastatingblow.png Q - Hammer Shock

Her Q is now an AoE melee range nuke that does % Health damage as Physical.

  • 35/40/45/50/55 Mana
  • 9/8/7/6/5 Sec Cooldown 
  • "Poppy smashes the ground, dealing 35/55/72/95/115 (+80% BONUS AD) plus 7% of the enemies' maximum Health as physical damage, and leaving an "unstable" area. 
  • The area slows enemies inside it by 20/25/30/35/40% and erupts after 1 second, dealing the initial damage again. 

Yes, this adds up to 14% Max HP physical damage, but her Q no longer applies on hit effects. This remains as her main source of damage. Good Poppys will be sure to hit as many enemies with her Q as possible.

Because her Q can no longer crit, this basically cements her as a bruiser and not the pseudo tanky assassin that she used to be.

Note, her Q has somewhat of a long cooldown for what it does. Using my build, her Q (Which is her MAIN source of damage) lowers to 3 seconds at level 5.



poppyparagonofdemacia.png W - Steadfast Presence

Her W poppyparagonofdemacia.png "Steadfast Presence" is really sick now. You do miss out of the stacking AD, Armor and MR buff (replaced with passive Armor and MR that scales dynamically) you got from the old W, but you gain a bubble around you that interrupts most movement abilities.

  • 50 Mana
  • 400 range radius AROUND Poppy
  • 24/22/20/18/16 sec cooldown 
  • "Passive: Poppy gains X Armor and X Magic Resist (15% of Armor and Magic Resist). This bonus is doubled if Poppy is below 40% Health. 
  • Active: For the next 2.5 seconds, Poppy gains 32/34/36/38/40% Movement Speed. While Steadfast Presence is active, she stops enemy dashes in an area around her, dealing 70/110/150/190/230 (+70% AP) magic damage."

This passive attempts to replace Poppy's old passive, but I find it to be rather unnoticeable comparatively.

The Active is very strong against dive comps and enemy laners like Renekton and Jax.

The movement speed helps her peel with her bubble as well. It's crazy good, and I think it's an improvement.

There is zero cast time but it does NOT animation cancel. If you used a Q and W right after, the Q will still go through it's full animation.



poppyheroiccharge.png E - Heroic Charge

Her E, Heroic Charge, is largely the same mechanically. It scales off of AD and deals physical damage instead of Magic damage.

  • 70 Mana
  • 14/13/12/11/10 sec Cooldown 
  • "Poppy tackles an enemy, dealing 50/70/90/110/130 (+50% bonus AD) physical damage and carrying them forward. If Poppy carries the target into terrain, the enemy takes 50/70/90/110/130 (+50% bonus AD) additional physical damage and is stunned for 1.6/1.7/1.8/1.9/2 seconds."

It's extremely important that you aim to stun everytime you use this ability. The hitbox on her E is still a but wonky so it can be difficult to do at times, but 4.png can open tons of opportunities for easy stuns.

It can be difficult to land every Q after a Heroic Charge now that her Q is a skillshot. Practice a little bit and you'll be fine, but in some high pressure situations, it can be easy to misfire it. (Thick of your Q like a Yasuo Q.)

If there are situations where there isn't a wall to hit an enemy with it, still can be beneficial to W past them and E backwards. It might just mean their death.



poppydiplomaticimmunity.png R - Keeper's Verdict

IMO, this is one of the best disengage ultimates in the game.
This helps cement her role as a high utility bruiser/off-tank. This ultimate is a miracle sometimes, but it can be hard to land.

  • 100 Mana
  • 140/120/100 sec Cooldown
  • [Max Charge Range] 
  • First Cast: Poppy channels for up to 4 seconds, slowing herself by 15%. 
  • Second Cast: Poppy smashes the ground, emanating a shockwave that deals 200/300/400 (+90% bonus AD) physical damage to enemies around the first champion hit and knocking them a large distance toward their Summoning Platform. The shockwave length and knockback distance increases with channel duration. 
  • Enemies are untargetable while they are being knocked away.
  • SNAPCASTING Keeper's Verdict reduces the damage dealt to 100/150/200 (+45% bonus AD)

If you tap R instead of holding and releasing it, you can send the unit directly up in the air, making it a worthy addition to your usual damage rotation. Remember that enemies are untargetable when launched by it, however.

If you don't release R for the duration, the Poppy will stop channeling and the CD will be reduced to 30 seconds.

Keeper's Verdict doesn't do too much damage until level 3. It's tempting to use it as an execute at times, but most likely than not it will send them flying away to safety. 

It has a travel time similar to Braum's Ult.



Why We Go R poppydiplomaticimmunity.png > Q poppydevastatingblow.png > E poppyheroiccharge.png > W poppyparagonofdemacia.png

poppydiplomaticimmunity.png = The Gamechanger.

Often, players fail to realize the significance of a good Poppy ultimate. This ability can turn 5v5s into a much more manageable 5v4, or 5v3, and so on! This ability is all about disrupting. Having a losing fight in lane? Knock them back to their tower and recall to safety while they try to catch up to you. It REALLY shines when used against champions that want to all in your carries, such as assassins and burst mages. We max this first because we want to be able to use this ability as much as possible.

poppydevastatingblow.png = Our Bread and Butter. Also deals the most damage in our whole kit.

Hammer Shock is our core, it's how we trade, it's how we farm, it's also how we clear waves and jungle camps. It's where our damage comes from, and it scales greatly with each point invested. It gets a significantly reduced cooldown.

poppyheroiccharge.png = The Second Most Impactful Ability in her kit!

A successful stun with this ability can turn around fights. It's damage doesn't scale incredible well compared to our Q and the CD is still fairly average with 5 points into it. It's worth while to max this second so we can Heroic Charge a lot in the mid-late game, however.

poppyparagonofdemacia.png = Last but not least!

Mastering this ability takes strong game knowledge, situational awareness and sometimes even reaction time.  This ability is really only useful for the dash interruption mechanic that it provides, making it a one-point-wonder kind of ability. Max it last.

Items Back to Top

Starting Items

    Against most laners
    Against strong ranged or strong all-ins such as Riven and Wukong.
    Still pretty strong. Especially nice against characters like Teemo and Kayle.
    Rush this if you have Grasp!

Core Items

    Core -tank- build Change order as needed, but Iceborn Gauntlet should never be your first item.
    Bami's Cinder is a must! More info below
    The Go-to Magic resist item for most tanks, Poppy is no exception.

Situational Items

    Amazing if they have an enemy Yasuo/champions who build a good amount of crit.
    great if you need to round off your cdr and they have a bit of magic damage
    Against Full Ad teams this can serve very useful. Make sure you have health to back up it's passive, however
    (Bruiser) If you still want the bami's passive late game! Pretty much standard if you're going full tank though
    Zz'rot is love, Zz'rot is life! Not a great item all the time, but if you're ahead it's definitely not a bad pickup on Full Tank Poppy.
    This item can be good versus some pick comps and high damage CC comps. I rarely build this item anymore due to how much better Spirit Visage is in almost every situation, but there are times where this item really shines.
    Not a bad item at all, can really help your roam potential with the added movement speed and slow with your next auto attack.

jason-chan-poppy-comic-page07 (2).jpg


Two Effective Ways to Build Poppy

Riot has largely gotten rid of Poppy's oldschool assassin playstyle by preventing her Q to critically strike and revamping her ultimate. Her kit embodies a mobile tank who's deadliest when she can stick on opponents.

poppyw.png Tank dot-pattern.png

The rock. The stalwart protector. The...yordle?

We might have lived to see a day where bruiser Poppy was the bee's knees and everyone's special crush. But more and more, we've been reminded where Poppy's origins lie. Poppy was born a tank, and she's best utilized as just that.


3068.png Sunfire Cape is the bread and butter. This item compliments Poppy so well that when this item gets nerfed, Poppy suffers HEAVILY from it. It's our baby. Build it first on most occasions. It's stronger the earlier you build it.

3065.png Spirit Visage is the most efficient MR tank item in the game. For it's cost, the amount of resistances this item gives us is undeniable. We can't utilize the extra healing passive as well as we'd like to, but that doesn't matter much. Build this earlier if you're against an AP laner who's giving you a rough time.

3025.png Mana. Cooldown Reduction. Armor. Crowd Control. And... Sheen! It's a must buy for any pig-tailed yordles.


poppyq.png Bruiser dot-pattern.png

"Careful, this packs a wallop."

Poppy is best played as a tank, but if given the right circumstances and with the right amount of courage, Bruiser Poppy can be a highly effective playstyle that will threaten to close out games in the mid game.

3071.png Black Cleaver is a powerhouse. It provides enough Health to be notable, as well as a hearty amount of Attack Damage. The armor shred is a solid part of this item. Poppy can't fully stack the passive of this item QUICKLY. But she can stack it consistently with her ability to stick on an opponent.

3748.png As Poppy is always naturally building tankier items that provide HP, the cleave that this item provides will scale very well with her. Activating this item causes a large burst AoE, useful for clearing entire minion waves or chunking health bars.

3053.png Working as a last line of defense, this item provides a lot of longevity in those heated teamfights, allowing you to lay down a little more pressure and damage before you're reduced down to critical health levels. It increases your base damage, buffing Sheen effects and providing simply more damage at your disposal.


Notable Mentions

3194.png Solid against recurrent magical damage or poke.

3075.png Invaluable against high-attack damage team compositions. 

3143.png Best against team compositions filled with auto attackers who build some crit items. 

3193.png Highly potent teamfighting item. Provides a huge burst of survivability when needed.

3190.png Amazing team-oriented item. Yes, top laners can build support items if needed!


Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Aatrox
  • Akali
  • Camille
  • Cho'Gath
  • Darius
  • Dr. Mundo
  • Fiora
  • Gangplank
  • Garen
  • Gnar
  • Hecarim
  • Illaoi
  • Irelia
  • Jarvan IV
  • Jax
  • Jayce
  • Kassadin
  • Kayle
  • Kennen
  • Kled
  • Malphite
  • Maokai
  • Olaf
  • Pantheon
  • Poppy
  • Riven
  • Teemo
  • Trundle
  • Yasuo
  • Yorick





But really, he can't do much to you. Before your first tank item, he can definitely kill you, so don't do anything stupid before you get a bit tanky. Other than that, he's easy pickings.

2033.png for starters.

7.8: Even with all the buffs he's been receiving, he still gets rolled in this matchup. I don't really know what it is, but he just can't lane against Poppy.




Biggest name of the game when it comes to facing any snowbally assassin - it is better to overestimate their damage than to underestimate it.

Have you ever been surprised at how much damage a Rengar/Akali/Katarina has done to you?
It's because you don't respect them enough.

Assassins DEMAND respect.
Respect them, and you'll outsmart them.

Your poppyw.png nullifies her akalishadowdance.png
Remember the mini-blink integrated in her akalismokebomb.png

2033.pngfor starters.




camillee.png  + poppyw.png = DEAD CAMILLE LMAO

camiller.png  + poppye.png or poppyr.png = SHIT ULTIMATE

champ is garbage rofl

2033.png for starting items.




Poppy doesn't like silence at all, and Cho'Gath has a pretty meaty one with his feralscream.png.

Also, Poppy's resistance passive means nothing against his Ultimate feast.png.

If you keep these two things in mind, Cho'Gath isn't too bad. It's easily a passive lane, you don't have to die at any point. Just stay save and ward well, because Cho is great at setting up good ganks with his jungler.

2033.png for the sustain and synergy with 12.png.




Darius is a LANE BULLY.

Keeping that in mind is your first step in coming out of the laning phase in one piece.

Don't get pulled by his E.
Don't get sliced by his Q (or at least make sure you get hit by the handle and not the blade part)
His true damage Ultimate laughs at your resistance passive and WILL kill you.

1029.png2003.png  if you're not comfortable. 2033.png otherwise.


Dr. Mundo


Your poppydevastatingblow.png will shred all that HP he's going to be stacking and if you play it correctly, you won't get hit by more than a few of his cleaver's during laning phase. He's immobile without his ult, making him an easy target for a poppyheroiccharge.pngpoppydevastatingblow.pngpoppydiplomaticimmunity.pngpoppydevastatingblow.png combo.




Fiora is no doubt the hardest matchup I've had to endure through as Poppy.

Fiora countered Poppy before the rework and she still does post-rework.

Your poppyparagonofdemacia.png doesn't do much to stop her Qs because they often go right through your bubble BEFORE she gets knocked up. 

Fiora's fiorariposte.png basically means you can't all in her unless you want to risk being stunned.
You CAN bait this ability out of a bad fiora by playing aggressive with your poppydevastatingblow.png, but a good Fiora simply won't use her W until you either poppyheroiccharge.png her or poppydiplomaticimmunity.png her.

Fiora is an Attack Damage Carry that does true damage, making itemization against this b*tch a really big chore.

My first thought was "Okay, I'll rush Iceborn and continue on with my Core after that. No worries."
What I found is that Iceborn simply doesn't do much to Fiora's onslaught. Fiora is mostly true damage in the laning phase. She pokes you with true damage with her fioraq.png and when she goes all in she ults you, dealing the most %HP True Damage the game by far.

TL;DR, just farm. Take what you can get, ask politely for a gank or two. Build armor and health (A combination of components from BC and Iceborn, but never a full Iceborn first) and don't expect to come out of this lane in one piece.




Gangplank's Qparley.png hits SUPER hard now that people are running Grasp of the Undying on him. He's going to do a lot of poke damage during the course of the laning phase.

Never catch yourself sitting in one of this barrels as he detonates them - they do crazy damage and their pierce armor. 

If you stun him against the wall, he can just removescurvy.pngW out of it, and theres no dashes we can blow with our W. Overall, this is a lane that we mostly have to play passive. Just try to come out of lane without a fed Gangplank.

I like to grab 2033.png or 1054.png in this matchup. Both work well.
Go Doran's if you plan on playing very passive.




Garen's garenjustice.pngR is true damage, which is a big middle finger to our resistance passive on our poppyparagonofdemacia.pngW. Also, his silence on his garenslash3.pngQ is a demon. Poppy doesn't do well against silence. Overall, it's not too bad, though. You can easily win early trades if Garen stands in both of your poppydevastatingblow.pngQ fissures.

2033.png so you can keep throwing out Qs.




Gnar pops like a balloon - seriously, if you manage to stun him, he's completely screwed.

A good Gnar will make this really hard for you however.
This is a melee vs. ranged matchup, so on paper you are supposed to lose this matchup.
If you rush Bami's and he tried to fight you in Mega Gnar form, most of the time you win that fight/trade, your Q and E just does a lot more damage than most of his Mega Gnar abilities early game.

Also, if you manage to block his leap gnarE.png with your W poppyparagonofdemacia.png, he'll be punished VERY hard. Capitalize on his mistakes, and this lane will be a cake walk.

Overall this lane is an easy one to come out of with good farm/KD.

1054.png if you want to ruin his day.




His hecarimramp.pngE does nothing against your poppyparagonofdemacia.png.

After his sheen, though, he gets a bit scary in extended trades.

Laning against him isn't a luxury, but late game you can potentially give him a really hard time by properly peeling your carries with your poppyparagonofdemacia.pngW.

2033.png Don't need to do anything fancy. Make sure you build some armor early though.




A LOT of Illaoi players want to trade and fight near walls becasue that's where their tentacles spawn.

Seriously, some of the easiest lanes I've ever had in my life facing against this champion.
Punish her positioning, all a good Illaoi will do is play passively and try to land their illaoiE.pngE on you.

Her illaoiR.pngR hurts like hell no matter what though, do NOT try to fight her in her zone unless you think you can win the fight if you stun her.

2033.png for the sustain, you'll need it for all the poppyheroiccharge.pngE's you'll land on her.




Her ireliagatotsu.pngQ is a joke against your poppyparagonofdemacia.png if you time it right.

Her ireliahitenstyle.pngW does some true damage. Don't catch her in extended trades.
She's not too tanky though, so your poppydevastatingblow.png will hurt.
It's important to pressure her. Throw Qs at her frequently, and ask for ganks. If you get to give her a hard time in the early game, her mid-game power spike will be a lot less severe.

2033.png for the sustain.


Jarvan IV

jarvanivdemacianstandard.pngjarvanivdragonstrike.png combo is completely negated by out lovely poppyw.png.

Also, if he jarvanivcataclysm.png ults you, the fissure that he creates acts as a wall, meaning he can instantly be stunned against his own ultimate.

2033.png for starters.




Jax is crazy strong and super cheesy mid-late game.

Before that he's a liiiittle bit of a wuss.
His leap jaxleapstrike.png is easily blockable by your poppyparagonofdemacia.png, which is a great perk if you want to sit through this lane passively and just farm up.

I generally wouldn't try to fight him unless you get help by a jungler.
If you ever consider fighting him, do it Pre-6. His ult gives him a crazy amount of damage and tankiness. 

If you manage to fight him and win, it's HUGE! Jax can have trouble catching up if he gets behind early.

Try to ask for ganks. If none come, don't fret. Find a nice opening where he's used his leap already (or his jaxcounterstrike.pngE) and try to stun him. Even a nicely placed poppydevastatingblow.png after you block his leap jaxleapstrike.png with your poppyparagonofdemacia.png will be enough to start giving you presence in lane.

2033.png if you're comfortable with the matchup, 1029.png2003.png if you're a bit unsure.




If you let him chuck Qs at you all day with his jayceR.png, you'll have a bad day.

He's squishy, though, so getting ignite 14.png and a well timed poppyheroiccharge.pngpoppydevastatingblow.pngpoppydiplomaticimmunity.png combo can spell doom for him.

2033.png for the sustain.




Unless he's running Ignite, he doesn't have any crazy ways to push a ton of damage onto you at once in the early game.

His pattern is pretty predictable. Farm creeps, nulllance.png Null Sphere you, farm, forcepulse.png Force Pulse you and the wave once it's stacked, repeat.

His riftwalk.png isn't blockable with your poppyw.png, of course. Remember that.
You'll be able to get 3065.png before's able to scare you, most of the time.

2033.pngfor starters.




Lord have mercy on you, this lane is brutal.

She outranges you in every possible way.

Grab the farm you can, ask for a gank or two.

1054.png or 2033.png for starters.




Poppy has trouble against ranged matchups, and Kennen is no exception. 

Positioning yourself behind minions prevents you from being poked by his kennenshurikenhurlmissile1.pngshuriken.
Maintaining the amount of the Marks of Storm he has a applied to you is the name of the game. Allowing him to trigger a stun on you is a bad news, and will allow him to apply a significant amount of pressure to you.

He runs on energy, so he doesn't struggle with the mana problems that other champions have. He won't run out of steam.

He's a glass cannon, allowing you to reliably kill him if he oversteps in the early game or if you're fortunate enough to receive a gank from your jungler.

2033.png for starters.




Holy moly, Kled does surprising damage. Don't let it surprise you. His kledw.png hurts.

His klede.png, his main way of gap closing other than his kledq.png Bear Trap on a Rope, can be blocked by your poppyw.png. It's also VERY telegraphed, making it an easy ability to stop.

2033.pngfor starters.




The problem with Malphite is that he pretty much walks all over you in lane. Poppy hates armor, and he builds a lot of it. So really this lane is just a farm matchup.

But Malphite honestly scales a bit harder than you do, so you WANT to deny him farm...but you'll often find that you just can't. If he catches you in his landslide.pngE, your trade will fail. His ultimate is crazy good in lane, and just crazy good in general. 

Just remember that Malphite is a very gimmicky champion. (no offense Malphite players.)
He relies on like 3 things - His fool-proof ultimate, his high armor, and his attack speed slow with his landslide.png.

You have a lot more tools that are better for team utility - late game, if you ultilize them well, you'll be a lot cooler than a Malphite ever will be.

2033.png For the sustain in lane.




His maokaiunstablegrowth.png can't be blocked by your poppyw.png, which sucks.

He's tankier than you with less items, but only slightly.
You do more damage than him with your poppyq.png than he ever will with maokaitrunkline.png.

2033.png for starters.




Olaf is a back and forth matchup. His ult olafragnarok.png is a CC-Break and a CC protection, allowing him to break your combos. He gains resistances in this state and Attack Damage as well.

Moral? Don't dive him. It'll likely fail and you'll look like an idiot.

2033.png for starters.




Pantheon's main strat in lane is to start with a Corrupting Potion and spam pantheonq.png until you're at a range where he can pantheonw.pngpantheone.pngpantheonq.png14.png you to death.

Your W does block his pantheonw.png, though. Which is pretty tight.

1029.png2003.png or 2033.png. Whichever you like better.




This matchup is annoying. If she wants to charge, press W.

If you want to charge and she doesn't have W up, proceed. If she has W up, don't charge because it won't go through. Durr.

Don't stand in her Q's for either fissures, or if you can't avoid it, only one.
Build armor, items like 3742.png3068.png3025.png.

Start 2033.png and chug it before trades after level 2.




I used to think this matchup was easy wins 100% of the time - but it honestly is a skill matchup.

If the Riven doesn't know how to properly trade with her Q and she's just not a great player, you'll win everytime because your poppyparagonofdemacia.png blocks half her whole kit.

If the Riven is pretty good and understands the matchup, she'll play really passive and try to lure you into advantageous trades.

DON'T FALL FOR THAT SH*T. Just farm and look for openings where she gets a little too cocky next to a juicy wall that you can tackle her into.

1029.png2031.png or 1029.png2003.png usually.




It's the standard melee vs Teemo matchup, really.

You'll eventually get so tanky that his laning will fall off and you'll be able to make something happen with a jungler, easily.

This matchup is hard if you're not familar with it, but it's a very simple matchup to learn.

Poke in and out, grab a cs or two, walk out. Wait a while for your potions to heal you up a little bit, repeat. Ask for a gank. Pre-6 Teemo can't do much against ganks.

You'll be able to snowball of a successful gank by building 3065.png as your first item.





If you're lucky, you can catch him being too cocky and slam him into a wall with a well timed poppyheroiccharge.png, but other than that, don't try anything ambitious. Q him here or there if you can, but there's a point in the game where Trundle will simply do more damage than you and be tankier than you in raw 1v1s. That point comes around level 6.

1029.png2003.png if you're scared. 2033.png if you're familiar with the matchup.




If played correctly, this is also an easy lane.

But you have to be able to grab that 3751.png Bami's Cinder on your First back in order to really have some space in lane.

Starting with 1029.png and 4 potions certainly helps, but you'll still struggle to win trades until you grab some more health.

Throw out Q's when you can, and use poppyparagonofdemacia.png whenever he attempts to poke at you. It might even open up an opportunity for an easy poppyheroiccharge.png into a wall.




If Yorick commands his ghouls to jump at you by hitting you with his yoricke.png Mourning Mist, using your poppyw.png W while the ghouls are mid-air will actually KILL them, severely mitigating one of his key laning tools ENTIRELY.

Shoutout to u/Rathe6 for his post about it on r/PoppyMains.

2033.png for starters.

Mastering Poppy Back to Top


Mastering Poppy

Table of Contents:
  • Introduction
  • Laning Phase
  • Optimizing the Kit
  • Late Game


The moment Poppy's rework hit the PBE was the moment I started playing her. From the start, I've recognized her as a utility tank through and through - and this the first thing that you must learn if you want to master this champion. It's very hard to lose a game if you successfully utilize the incredible utility that Poppy brings to the table. You could ignore doing damage and just focus on CC and peeling and you'd find nothing but great results.
A great Poppy player will not only utilize her utility, but also her ability to be an absolute bully.
The enemy team will hate you, and it's not uncommon to end up tilting your lane opponent with clean plays.


Laning Phase

Your goal pre level 3-4 is to initiate favorable trades using the chunky shield that you gain from using your passive. This can be done by last hitting a minion with your buckler then moving close to the enemy laner to Q > Auto them.
It's favorable that you extend the trade long enough to proc your Grasp of the Undying. If you feel like you can't win an extended trade, a Q will do just fine. Repeat this until level 2 or 3. Think about maybe stunning them with your E. If you're level 3, it's best if you ward your river bush before trying for longer trades/first bloods.

Junglers love to gank for an aggressive Poppy. If you ask for a gank, you'll most likely get one. If you don't, it's okay! Poppy has incredible laning on her own.

Backing with 1100+ Gold is the goal. 3751.png Bami's Cinder will make you trading god in lane. Not only that, but your Grasp will pretty much have 100% uptime. Go for extended trades, don't be afraid to lose a good chunk of life. Heal up with pots and trade more. Eventually, you'll force them out of lane or you can try for a kill, sometimes even under their tower if you charge them into it.

At this point, I usually tell my jungler that I'm strong and that we can pretty much guarantee a kill. If they gank, it's pretty much a won lane after that.


Optimizing The Kit


poppypassive.png This applies on-hit effect. The dynamics of your Buckler changes with the items you build. For example, if you built a Sheen item such as 3025.png Iceborn Gauntlet, your Buckler will mainly be used for the damage and the possible slow. If you built mostly Health and Tank items, your main goal with the Buckler is to have a shield before the fight even starts. There honestly isn't much else to say about this ability, as I've already covered a lot. Remember that this skill was implemented to boost Poppy's early laning phase, so make sure you make good use of it there.

poppydevastatingblow.png You should always be planning ahead when you use Hammer Shock. It has two phases - the initial burst, then the fissure afterwards. You need to position the AoE in a way that the enemy will waddle over it and get hit by BOTH of the bursts. This can be tricky against slippier opponents, but there's almost always a way. Learn how to Orb Walk, trying to chase with this ability can be tricky and often not work it. Your Q is an easy way to proc sheen items as well, so remember that if you built one. Using this is the core of your laning alongside your poppypassive.png buckler. Use it often - it has a very low mana cost.

poppyparagonofdemacia.png This ability has two core uses - Movement Speed and a Dash Interrupt. It's favorable to use it as a dash interrupt if possible. If you catch 2+ dashes in it's field, it'll often lead to a really awkward fight for the enemies. Good dashes to interrupt with this ability include (But are not limited to):

xenzhaosweep.png Xin Zhao E
headbutt.png Alistar Headbutt
carpetbomb.png Corki's W (But it can NOT be blocked if he has package. Thanks u/Pyrofiend4.)
blindmonkqone.pngblindmonkwone.png Lee Sin Q or W (Getting ganked by Lee isn't scary because of this)
bushwhack.png Nidalee's Pounce (Great if you were hunted before she tried to jump on you)
jarvanivdemacianstandard.pngjarvanivdragonstrike.png J4 EQ Combo
eliseR.png It's possible to stop Elise's Spider Form Q!
gragasbodyslam.png Gragas' E
pantheon_leapbash.png Pantheon Stun
riventricleave.pngrivenfeint.png Riven's whole kit
ahritumble.png Ahri's Ultimate
gravesmove.png Graves E and Ultimate (Damage still goes through)
rengarpassive.png Rengar pounce! (Really strong)
khazixE.png Kha'zix leap (Also very strong)
zacE.png Zac initiations
yasuoE.png Yasuo E
lucianE.png Lucian E

Remember! poppyparagonofdemacia.png Steadfast Presence can only block on dash per champion with each cast. 
Example, you wouldn't be able to block Renekton's Slice AND his Dice.


How To poppydiplomaticimmunity.png Keeper's Verdict

Keeper's Verdict is probably the most misused ultimate in the game. I see countless Poppies (whenever someone grabs her before I do!) completely ruin teamfights and anger their teammates with this ability.

To use your ultimate properly, just like any other ability, you have to understand what it does and understand what it entails.

  1. It's has the average CD that most ultimates share.
  2. It's damage is low, considering the base damage is low-average and it's only flat physical damage. Meaning against an opponent with even a sliver of Armor stacking, it does virtually no damage.
  3. It is a knockup but it is not a traditional knockup like a Cho'Gath Q with a lot of range.
  4. Give Poppy time to charge her ult, and it sends the victims flying towards their fountain. (Aka the spawn)
  5. Tap your ultimate for 1> second and instead of knocking opponents off towards their nexus, it instead knocks them straight up for 1 second.

The most important thing to know is this - victims of Keeper's Verdict are UNTARGETABLE for the duration of the knockup. 

There are a few ways I like to use my ultimate.

  1. Disengage/An Escape - Probably the easiest way to use this ability.
  2. Snap-Cast it to buy some time for my allies to catch up - Very useful if your team isn't great at initiating.
  3. Snap-Cast it in my damage rotation in lane to try for a kill - Be careful not to knock them AWAY with it.
  4. Before/At the start of a 5v5 skirmish, knock away key threats and rely on another ally to initiate with a CC Ability - VERY hard to do, but if you practice long enough, it'll be a very handy trick up your sleeve.
  5. Pushing towers that are very low already - A little wonky to use your ult in this way, but it can serve to be effective.
  6. Halting/Stalling tower pushes - if you manage to catch the minion wave AND a few champs in your ult, it can be hilariously powerful.
  7. Or if the stars align, use it as an execute. *shiver*

Late Game

Late game, you specialize in being one of the tankiest bruisers, if not THE tankiest bruiser in the game.
You're still able to provide insane damage with your 14% health physical damage from your Hammer Shock.

There a few pieces that we want to take note of when we think about Late Game Poppy.

She can push lanes pretty well.

Sunfire Cape 3068.png, combined with our poppyq.png provides very solid pushing. The Sunfire Cape will melt the minions while you Q them every 3 seconds with 40% CDR. Not only that, but if opposition comes your way, you have ways to escape using your poppyw.png and your poppyr.png.

She's a top-of-the-line peeler.

This is where Poppy truely shines in the late game. She is amazing at protecting your hard carries. EVERYTHING in her kit supports peeling, and in a high pressure situation, you are EXPECTED to be the yordle between your enemies and your carries. Be the protector they need.