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Poppy, The Iron Ambassador
Basic purpose of this guide is to give to the best of my knowledge a background on 2 different builds that I find effective on Poppy in different situations and aid others in learning one of the most efficient anti-carries in the game.
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AP Poppy
Summoner Skills: Flash/Ghost (While ignite + poppy ult is nice AP Poppy is reliant on positioning for maximum burst but ignite/flash ignite/ghost can suffice) Masteries: 9/0/21 Runes: Quints: HP (Movespeed, AP are fine) Red: Mpen Yellow: Manaregen/lvl (dodge, hp/lvl, ap/lvl are fine) Blue: Ap/lvl
Skill Order: E,Q,W,E,E,R, Q (Note: Don't lvl Q past 2 until you have to since its scaling is awful and the bonus damage cap will not be used)
Item Build: Doran's Shield Boots Sheen Sorc/Merc (CDR boots not that great on hero with majority of damage reliant on initial burst) Deathfire Lich Bane Deathcap
Playstyle/Tips: -Pick Poppy when you have a strong lane partner, don't just blindly pick her when you know you are laning with someone who is weak as well. Best lane partners for Poppy (and lots of heroes -_-) would be Janna, Taric, Alistar. -Learn to be patient in lane with Poppy, you don't need alot of farm just take what you can get and watch map for opportunities. -Don't go too overboard on chasing if you can't guarantee the kill you want to stay in fight if possible -Let your team initiate fights dont just blow summoners and run in first to ult their carry just to have them flash/ghost away. You want to wait for opportunities to use your team's cc if possible. -Their carry will hate you with a passion enjoy it
Trinity Poppy
Summoner Skills: Flash/Ghost Masteries: 9/0/21 Runes: Quints: HP Red: Mpen Yellow: Manaregen/lvl Blue: CDR/lvl (goal of build is to stack cdr and be super annoying tank magic resist is fine as well)
Skill Order: Same as AP
Item Build: Doran's Shield or HP Pendant Philo Stone Merc Treads (CDR boots or boots3 can be fine if they lack cc for some reason) Sheen - Tri Force FoN (if game still going on..) Shurelya's Reverie Randuins Omen/Veil/situational tank item etc. Madred's Bloodrazer
Playstyle/Tips: -I use this build over AP when the other team has alot of support (Shen, Janna, Zilean are a AP Poppy's worst nightmare) and I want to focus on having strong sustained damage with cdr and tankiness. You can play much more ballsy with this build. -Your MS will be insane, chasing is easy mode. -Don't ult right away make them put some focus on you first then bust out your ult when you have a position to E their carry into wall or ult a tank and leave fight if it's a lost cause.
My first guide on here let me know what else you'd like to see!
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Looks great, Spud. More or less exactly how I play Poppy.
I've always wondered if there is some way to work Rylai's into either her AP or maybe a hybrid Poppy build: at level 5 Q you would get a permanent slow on the target of your choice, and the extra health synergizes well with her passive.
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Do you think Poppy could be viable as a tank? If so, how would you build her?
I recently bought Poppy and I really like playing a tanky kind of style (yes, I am a noob).
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I like 9/6/15 masteries on Poppy for the MPen, 2 SoS, 3 MSpd. I don't think she needs the higher ranks in utility all that much. For runes I go MPen/Armor/MResL/MSpd. You have to manage your mana with these runes, but usually it works out just fine for me.
I go EQEW, R>E>Q>W simply because you still get the lower Q cooldown.
I find Poppy to be really strong with just about any lane partner (except for supports who think they can just stay back and occasionally heal/shield, which sadly is like 95% of the supports on EU). Best choices are obviously people with stuns, burst or strong skillshots.
Key concepts to laning Poppy: - Keep the lane at a point where your enemies have to move close to a wall to lasthit. This basically is the job of your ally because you will be camping the brush most of the time. - If you camp the brush and an enemy comes to facecheck on you, you can't knock him into the wall on the other side. You want to move out of the brush and knock him into the wall next to the brush. However when you move out, you lose vision and might not be able to target your enemy. It happens quite a lot that you E someone and he ends up in a brush while you are outside, at least in my experience. To fix this, your ally should move into the brush when you move out of it to E the enemy. I occasionally even use wards in the brush.
How do you guys deal with Banshee's Veil on carries as Poppy? Unless someone else pops it for me it really messes me up. I don't want to use either of DFG, Ignite, R to pop it, I can't really use Q because it's melee, E seems to bug out (doesn't pop Veil reliably it seems) plus I won't be able to chase/kill properly with E on cooldown.
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I think Poppy can be skilled in many ways, recently I've been playing Poppy as more of a roaming/counterjungling character using the Trinity build and I've been maxing W first (EQWWWR. R>W>E/Q). +35 damage/armor and 25% movespeed is is ridiculous for roaming (it also helps out her farm for those farming lulls).
Also I like the super lame 2 philostone->trinity build for mad regen.
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Ok - here is my opinion on this guide:
AP - the best AP Poppy build goes for DFG asap, not sheen or any other items. Build is usually: Dorans Kages pick DFG Boots Sheen Another AP item (depends on game) Lich Bane
AD/Triforce - You are delaying sheen way too much with this build, no wonder you feel Q is lackluster. Any AD you build add a LOT to your damage I have been building IE a lot lately as Poppy dosn't benefit as much as you would think from madreds.
Skill order - E-Q-Q-W-Q-R. Then favor R>Q>W>E. Only reason to get more than one level in E is if you are super aggressive and need the CDR (You rarely get to use more than one in a fight, even with full CDR).
Runes - Great, but consider using speed quints, as health is one of the worst stats to get on Poppy. (They are still great for early game)
Defensive items - Poppys passive keeps her alive from most damage, and mitigates the effectiveness of all resists. MR is important though, and FoN is a great choise on Poppy. If you need armor, Thornmail is awesome (passive works with her ult). POPPY IS NOT A TANK
Now for my Poppy build:
Runes: Magic pen/damage marks, Mana per 5/level seals, CDR blues (per level or flat), Speed quints.
Masteries: 1/8/21 going for SoS and exhaust mastery.
Item build: Rejuv bead (only if you REALLY know your Poppy - else dorans shield) Sheen/merc threads (only boots first if you are low on money) Merc threads/Sheen Infinity edge/Defensive Item (Depending on game state) Defensive item/Infinity edge
If the game goes on, I build whatever I need most, usually getting ghostblade at some point.
Skill order: E first then R>Q>W>E
I might post later with some insight to how Poppy should be played.
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Well when I do play poppy as AP I go: regrowth pendant + 1 pot faerie charm, kages pick, faerie charm, boots of choice, sheen, dfg, lichbane, shurelias.
After this I go for something like rylai, FoN or deathcap. with AD/tank I open regrowth + pot faerie charm, (Hog x2 depends if its gonna be a slugfest, if its gonna be action noone stop from start ill skip em), boots1, sheen, boots of choice, triforce, FoN, rhanduins, ghostblade/shurelias/abyssal ??
I dont really play poppy that much anymore.. So idk if my builds work or not.
Just a note; poppys E scales 1,2 if you hit the wall, and 0,6 if you dont.
Also you need to add blitz for best lane partners with poppy, that lane is sooo fun ! <3
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Poppys E scales 0.8 if you hit the wall, 0.4 if you don't...
The general build for Poppy is: AP - Rush DFG, AD - Rush Sheen, Tank - POPPY IS NOT A TANK.
Everything else is more stylistic, but rushing DFG or Sheen is the most effective way of playing Poppy. Getting G/5 items is ok as Poppy is a horrible farmer, but not before DFG/Sheen.
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On January 16 2011 21:11 Zaphod Beeblebrox wrote: AP - the best AP Poppy build goes for DFG asap, not sheen or any other items. Sheen gives you the much needed mana pool and sustained damage behind q. I'd rather not wait for 3k gold to start doing anything 1260 will do.
On January 16 2011 21:11 Zaphod Beeblebrox wrote: AD/Triforce - You are delaying sheen way too much with this build, no wonder you feel Q is lackluster. Philo boots sheen isn't delayed at all
On January 16 2011 21:11 Zaphod Beeblebrox wrote: Any AD you build add a LOT to your damage I have been building IE a lot lately as Poppy dosn't benefit as much as you would think from madreds.
Skill order - E-Q-Q-W-Q-R. Then favor R>Q>W>E. Only reason to get more than one level in E is if you are super aggressive and need the CDR (You rarely get to use more than one in a fight, even with full CDR). The point of Madred's is it's a great item to buy when you want it as a sole dps item along with tank items. Going AD would be pretty dumb at that point when I have 0 armor pen to back it up
5 sec cd with full cdr will get uses. Q gains 20 dmg per lvl and 1 sec less on the cd. In most cases I'll need the E to keep going with a chase or provide the opportunity for more Q's so I find lvling it's better scaling damage and less cd is more useful.
On January 16 2011 21:11 Zaphod Beeblebrox wrote: POPPY IS NOT A TANK The idea is to use the magic dmg from the trinity procs on the Q to the fullest by investing in tank cdr items.
On January 16 2011 21:11 Zaphod Beeblebrox wrote: Now for my Poppy build:
Runes: Magic pen/damage marks, Mana per 5/level seals, CDR blues (per level or flat), Speed quints.
Masteries: 1/8/21 going for SoS and exhaust mastery.
Item build: Rejuv bead (only if you REALLY know your Poppy - else dorans shield) Sheen/merc threads (only boots first if you are low on money) Merc threads/Sheen Infinity edge/Defensive Item (Depending on game state) Defensive item/Infinity edge
The reason why this build won't work is because if you are going to go down the AD route Poppy will need a ghostblade/ie to start hitting that insane burst from the crits. You won't be going sheen or rushing ie first. That is just dumb with poppy's base attack speed. You will need the ghostblade first.
AD Poppy build would be more Ghostblade/Boots - zeal - IE - Last Whisper - Phantom Dancer
No reason to go sheen since you won't be using Q because your auto attacks will start to hit harder since they are backed by armor pen.
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On January 17 2011 02:33 mrgerry wrote:Sheen gives you the much needed mana pool and sustained damage behind q. I'd rather not wait for 3k gold to start doing anything 1260 will do. The point of AP Poppy is not sustained damage - its burst, and DFG gives you CDR in addition to everything else.Philo boots sheen isn't delayed at all Yes it is - I get Shen on my first B (unless I'm underfarmed from harassment)The point of Madred's is it's a great item to buy when you want it as a sole dps item along with tank items. Going AD would be pretty dumb at that point when I have 0 armor pen to back it up I see your point - I'm just making sure that people don't see madreds as the end-of-all damage item for Poppy. It really only makes sense to buy it agains tanks, as Poppy doesn't have an aspd stereoid. I used the madreds build a lot about 6 months ago, so I know its potent5 sec cd with full cdr will get uses. Q gains 20 dmg per lvl and 1 sec less on the cd. In most cases I'll need the E to keep going with a chase or provide the opportunity for more Q's so I find lvling it's better scaling damage and less cd is more useful. Look again - leveling Q reduces cooldown and increases damage by some 40-50 per level (can't remember exactly). I know the base damage only gets 20 more, but the max damage gets buffed quite good as well, and I stand by my point that you rarely get to use E 2 times in the same fight, unless you are hardcore chasing.The idea is to use the magic dmg from the trinity procs on the Q to the fullest by investing in tank cdr items. I'm just saying that you should back off on the beefyness. Poppy's passive makes defensive items a bit meh to buy, as they have diminishing returns. You still need them, but that build just seems too tanky.The reason why this build won't work is because if you are going to go down the AD route Poppy will need a ghostblade/ie to start hitting that insane burst from the crits. You won't be going sheen or rushing ie first. That is just dumb with poppy's base attack speed. You will need the ghostblade first. I was surprised the first time I looked at Poppys aspd at lvl 12ish - Its actually higher than you would think (given her horrible base aspd). Shen IS A MUST on AD poppy. I think the only reason you think its bad is because you view Q is bad. IE + Shen gives a mean Q at lvl 14-16 (Possible time to get both in a good game), outdamaging even lichbane procs on AP poppy.AD Poppy build would be more Ghostblade/Boots - zeal - IE - Last Whisper - Phantom Dancer AD Poppy focusses on splitting damage between physical and magical damage. I might consider getting Ghostblade before IE in the future. It semms easier to get as its components are cheaper, and the active is just sweet on Poppy.No reason to go sheen since you won't be using Q because your auto attacks will start to hit harder since they are backed by armor pen. Wrong - sorry. On AD Poppy your Q is basically a double damage hit, doing magic damage, punishes health stacking and resets your autoattacks as a bonus.
Some basic reasoning for my arguments. You seem to vastly underestimate Q, and as a result your entire take on Poppy is quite loopsided. Q is the main source of damage for Poppy, and is the first thing you max. 20+ damage is only the base damage on the skill, add the very nifty increase to max damage and the numbers start looking better. E may add more damage in base numbers, but the increased max damage makes Q deal more damage in all situations (noone has low enough health at level 9 to prefer E over Q for damage).
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Sheen.
Shen is a champion, not an item. Damnit.
On January 17 2011 03:32 Zaphod Beeblebrox wrote: The point of AP Poppy is not sustained damage - its burst, and DFG gives you CDR in addition to everything else. CDR has nothing to do with burst at all.
The damage cap on Q is usually higher than the actual bonus damage you get from the 8%. If you get rank 2 Q you're good until enemies break the 2k HP mark, which is quite late into the game (tanks are not your targets, and even if they are, rank 3 Q deals with anything but lategame Vlad/Cho). Q is primarily leveled for the cooldown.
Poppy has bad scaling with crit. Most of her combat tactics revolve around positioning for E and Q. Q doesn't crit (and also doesn't apply Razor Procs, wtf). Poppy has decent ASpd yes, but IE gains most of its strength from the fact that it scales so incredibly well with other offensive items. On a champ like Poppy who has huge farming issues you can't get the followup items to IE in an average game.
Why would you play DPS Poppy over Tryndamere/Olaf anyways?
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I'm thinking about picking up poppy, killing people in 2 seconds while their team cant really do anything to you sounds super fun.
I'm kind of pumped for this thread because it might bait a nony post.
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Sorry - was going to edit the point about max damage, but TL forums just freaked out... Additional points in Q reduces cooldown a lot, and the fact that it is quite spammable makes up for the slightly worse scaling. Whats more, you want that CDR on Q more than anything, as it is your main source of damage (E is too unreliable as a damaging spell). Sheen procs are everything on Poppy, and more levels in Q means more sheen procs.
Its true that the CDR on DFG have nothing to do with burst, but it is still a great stat on AP Poppy. Getting sheen first is not bad on AP Poppy either, rushing DFG just seems more effective overall.
Poppys scaling with crit is fine. Contrary to what most people thing Q DOES crit - but only the base attack part (with IE and sheen Q crits for about 900). Whats more, she has (mediocre) AD sterioid, making crit a fairly good stat.
The reason to pick Poppy over Tryndamere is the immunity to stun and the fact that she got a better early and midgame. Olaf - well Olaf got no good gap closer or stun, but their role is pretty much the same (I play Olaf too).
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On January 17 2011 04:16 Zaphod Beeblebrox wrote: Sorry - was going to edit the point about max damage, but TL forums just freaked out... Additional points in Q reduces cooldown a lot, and the fact that it is quite spammable makes up for the slightly worse scaling. Whats more, you want that CDR on Q more than anything, as it is your main source of damage (E is too unreliable as a damaging spell). Sheen procs are everything on Poppy, and more levels in Q means more sheen procs.
Its true that the CDR on DFG have nothing to do with burst, but it is still a great stat on AP Poppy. Getting sheen first is not bad on AP Poppy either, rushing DFG just seems more effective overall.
Poppys scaling with crit is fine. Contrary to what most people thing Q DOES crit - but only the base attack part (with IE and sheen Q crits for about 900). Whats more, she has (mediocre) AD sterioid, making crit a fairly good stat.
The reason to pick Poppy over Tryndamere is the immunity to stun and the fact that she got a better early and midgame. Olaf - well Olaf got no good gap closer or stun, but their role is pretty much the same (I play Olaf too). I know it's terribly off topic, but I've never seen you before and, literally 5 minutes ago, I just finished reading the Hitchhiker's Guide to the Galaxy for the second time.
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I've been a bit passive on the LoL forum, untill I saw the Poppy thread. She is my main, and I have been playing her since her release, so I thought I would have a few things to say about her.
But yea, HHGTTG FTW
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You didn't really respond to his concerns on crit completely. As he said, if you go an IE route to get its full effect you will need other dps items along with it and poppy tends to never finish more than 2 high tier items in an average game.
My basic concerns with going AD is basically you are trying to do the same thing AP Poppy does with more expensive items. AD you aren't that tank to really do much other than try to burst down the carry during the duration of your ult then have to leave fight.
As for E v Q, the damage scalings are pretty similar between the two with E coming out ahead. I just feel a shorter cd on E will be more useful then Q in a majority of cases. Having a shorter cd on q will only be useful in a straight up fight if they are not running while E will provide you the opportunity to have more chances to Q the enemy and allow your teammate to use the stun/push as well.
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By the way, since the IE nerf, GB/B (Ghostblade + Brutalizer) yields more DPS than IE in some interesting cases. First of all, obviously during the time until you finish the item(s). GB/B parts are awesome on their own, IE is rather weak before you finish it. Then, when you finish those items around lvl 12-16 and have APen runes, you (almost) deal true damage to squishies without armor items. At this point GB/B comes out ahead by a few %. However, this is all ignoring the CDR and the GB active! While the active is on, you can get something like 30% more DPS than with IE. Not too shabby on a champ that revolves around an 8 second ultimate.
Poppy scales well with CDR and the GB active is good on her. She rarely gets enough money to buy more items (GB/B scales worse than IE with additional items). The APen applies to Sheen procs. Therefore I would always get GB/B over IE on her. And if you go the AD path, get those APen runes instead of MPen. They are so much stronger. Actually I think I'll start using APen marks on Poppy as well, even though I go Sheen>DFG>game is over.
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Pretty much sums up the E vs Q concern there. After having seen the number through, I think E is better for AP whereas Q is better for AD (E adds to burst, Q adds to overall damage).
And AD is NOT about doing the same as AP. AD is less burst but more sustained damage (the reason why Q is better for AD).
The point of AD is to get 6-8 seconds to wreck havoc on the opposing team in a teamfight uncontested, and be usefull in cleanup. The point of AP is to obliterate the carry, removing the main source of damage from the opposing team, and then be useless for a few seconds.
Different roles - AD is played very different from AP. I play AD because it suits my playstyle more.
Oh and if you use you ult on their carry, and then burst him/her as AD Poppy as a standart, you are quite simply an idiot (Thast what AP Poppy does). You need to use the full duration of her ult as AD, as the inability to be CC'ed or damaged is much more valuable in almost every teamfight when you go AD. My tactic is usually to ult my second or third target (supports anyone?). That way I can still get the +40% damage when the first target is dead, and you go for the guy you ult'ed.
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as Poppy IMO is far more about positioning and playstyle than items, I thought I would add this to the guide.
Playing as Poppy.
Poppy relies on positioning, speed and quick reactions to get her job done. In contrast to many other damage dealers, she needs surprisingly few items to do her job. Many new Poppy players will quickly learn how to do the infamous "wall smash", but learning the depth of Poppy takes experience with the character.
AP Poppy
When playing AP Poppy your goal in teamfights is simple: Find the Carry, and blow him/her up. To do this however, you need a good position. Usually you need to be ambushing the carry to get close fast, or if that is not a possibility, try to aviod the early cc in the teamfight (entering a bit later) and save your ult for when you are close enough to your target. This late ult allows you to conceal who your target is, or switch targets if the carry runs. Do not switch targets after you have placed you ult unless you absolutely have to - indecision is punished hard when you play AP.
I have not played AP Poppy myself, so I cannot give any specific tricks to useage of DFQ, or burst improvement.
AD Poppy
AD Poppy is quite a different champion to play, simply because of the differnt way the damage output is distributed. When playing AP, you have one and only one goal in teamfights, but as AD your goals are more situational. Quick switches of targets, saving charge to disrupt important enemies and general damage dealing duties are among the things AD Poppy do for the team that AP cannot (or rather, doing this would be gimping AP Poppy's burst).
As AD Poppy you will be one of the first persons to enter battle, come from an unexpected angle, mess up the opposing teams positioning or do whatever else might be usefull. There are no strict goals in team battles, as you do not nessesarily have one predifined goal to destroy. The tactics are many, but here are some general tactics to follow: - Go for the carry. Yes this is a legit tactic, just remember that if that is your only purpose in battle, you are better suited playing AP. - Use DI on someone else than your primary target. AP focusses on the damage increase, AD tries to make use of the 6-8 second invincibility. The better you get at estimating battles, the better you are at choosing who to ult, and who to target. - Placing ultimate on chars with low damage, no hard cc or who have expended thier cc is a great tactic for staying alive in a slugfest. - If your team has a primary target on the enemy team, try to avoid using DI on this target - if he/she dies in 2 seconds, you have just wasted 6 seconds of shielding, and the potential to do more damage in battle. You can still focus the target, but remember that an ultimate could be wasted. - Delay DI untill an enemy overcommits. You may or may not want to target this enemy, but being out of position and having a Poppy ult pop can make even the most organized teams panic.
Tanky Poppy
Poppy is not a tank.
But she can have her uses as a secondary tank (Mundo style). The reasons for doing this could be that your team needs more beef, or that the opposing team is scared of you and focus you in every engagement (happens more often than you think). Whatever the reason, you should now focus on soaking damage, so try to delay your ult untill it has a clear purpose (initiating with R->E is an exeption).
When playing tanky Poppy, you should remember that her passive mitigates the effectiveness of most defensive stats (base magic resist is only 30, so this is an exeption). From this simple fact you realise that you should try to get the items for their passives rather than their stats. FoN is a great item on Poppy, as more speed is never bad on her (and health regen is not a bad stat on Poppy). Thornmail is godly against a hard physical carry (works with ult). Guardian angels revive is actually a free 1up on Poppy because of her passive (increases the effective health gain).
Usually the tanky build is more a diversion from the normal damage builds, and you should still get the core damage item(s).
This was not meant as a secondary guide to Poppy, but as an addition to the playstyle section.
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On January 17 2011 03:56 spinesheath wrote:Sh een. Shen is a champion, not an item. Damnit. Show nested quote +On January 17 2011 03:32 Zaphod Beeblebrox wrote: The point of AP Poppy is not sustained damage - its burst, and DFG gives you CDR in addition to everything else. CDR has nothing to do with burst at all. The damage cap on Q is usually higher than the actual bonus damage you get from the 8%. If you get rank 2 Q you're good until enemies break the 2k HP mark, which is quite late into the game (tanks are not your targets, and even if they are, rank 3 Q deals with anything but lategame Vlad/Cho). Q is primarily leveled for the cooldown. Poppy has bad scaling with crit. Most of her combat tactics revolve around positioning for E and Q. Q doesn't crit (and also doesn't apply Razor Procs, wtf). Poppy has decent ASpd yes, but IE gains most of its strength from the fact that it scales so incredibly well with other offensive items. On a champ like Poppy who has huge farming issues you can't get the followup items to IE in an average game. Why would you play DPS Poppy over Tryndamere/Olaf anyways?
Poppys Q do crit afaik. The bonus damage doesn't crit. But the normal blow can crit. AD Poppys benefit from crit. While I always play AP, Im inclined to think that sheen - IE could be useful for AD Poppys.
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On January 17 2011 03:32 Zaphod Beeblebrox wrote:Show nested quote +On January 17 2011 02:33 mrgerry wrote:Sheen gives you the much needed mana pool and sustained damage behind q. I'd rather not wait for 3k gold to start doing anything 1260 will do. The point of AP Poppy is not sustained damage - its burst, and DFG gives you CDR in addition to everything else.Philo boots sheen isn't delayed at all Yes it is - I get Shen on my first B (unless I'm underfarmed from harassment)The point of Madred's is it's a great item to buy when you want it as a sole dps item along with tank items. Going AD would be pretty dumb at that point when I have 0 armor pen to back it up I see your point - I'm just making sure that people don't see madreds as the end-of-all damage item for Poppy. It really only makes sense to buy it agains tanks, as Poppy doesn't have an aspd stereoid. I used the madreds build a lot about 6 months ago, so I know its potent5 sec cd with full cdr will get uses. Q gains 20 dmg per lvl and 1 sec less on the cd. In most cases I'll need the E to keep going with a chase or provide the opportunity for more Q's so I find lvling it's better scaling damage and less cd is more useful. Look again - leveling Q reduces cooldown and increases damage by some 40-50 per level (can't remember exactly). I know the base damage only gets 20 more, but the max damage gets buffed quite good as well, and I stand by my point that you rarely get to use E 2 times in the same fight, unless you are hardcore chasing.On January 16 2011 21:11 Zaphod Beeblebrox wrote: POPPY IS NOT A TANK The idea is to use the magic dmg from the trinity procs on the Q to the fullest by investing in tank cdr items. I'm just saying that you should back off on the beefyness. Poppy's passive makes defensive items a bit meh to buy, as they have diminishing returns. You still need them, but that build just seems too tanky.The reason why this build won't work is because if you are going to go down the AD route Poppy will need a ghostblade/ie to start hitting that insane burst from the crits. You won't be going sheen or rushing ie first. That is just dumb with poppy's base attack speed. You will need the ghostblade first. I was surprised the first time I looked at Poppys aspd at lvl 12ish - Its actually higher than you would think (given her horrible base aspd). Shen IS A MUST on AD poppy. I think the only reason you think its bad is because you view Q is bad. IE + Shen gives a mean Q at lvl 14-16 (Possible time to get both in a good game), outdamaging even lichbane procs on AP poppy.AD Poppy build would be more Ghostblade/Boots - zeal - IE - Last Whisper - Phantom Dancer AD Poppy focusses on splitting damage between physical and magical damage. I might consider getting Ghostblade before IE in the future. It semms easier to get as its components are cheaper, and the active is just sweet on Poppy.No reason to go sheen since you won't be using Q because your auto attacks will start to hit harder since they are backed by armor pen. Wrong - sorry. On AD Poppy your Q is basically a double damage hit, doing magic damage, punishes health stacking and resets your autoattacks as a bonus. Some basic reasoning for my arguments. You seem to vastly underestimate Q, and as a result your entire take on Poppy is quite loopsided. Q is the main source of damage for Poppy, and is the first thing you max. 20+ damage is only the base damage on the skill, add the very nifty increase to max damage and the numbers start looking better. E may add more damage in base numbers, but the increased max damage makes Q deal more damage in all situations (noone has low enough health at level 9 to prefer E over Q for damage). You realize that mrgerry is spudboy and he's ranked in the top 100 right?
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Like, I'm pretty sure he'd shit all over you with every champ.
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Also you're hella wrong about Q and sheen lol
max w, abuse sheen proc
I know most players think E but I love me some paragon of demacia
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Zerg, even if he would 'shit all over him with every champ' that doesn't make his builds perfect. Wouldn't hurt to be more constructive.
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I don't have to be more constructive. Spud fucking laid out how he plays poppy, and as far as I'm concerned that's the best way to play poppy.
User was warned for this post
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That doesn't help anyone. There's nothing wrong with having a good discussion about the pros and cons of certain builds; both sides are explaining their points, and while they might not convince each other, anyone else reading the posts can use it to help themselves.
Going "LOL HE'S TOP 100 THEREFORE YOU'RE WRONG" is just a waste of time. (Especially if you make a post right after that saying how your build differs from Spud's when you claim his is the best. )
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Marshall Islands3404 Posts
you guys forget the most important part of playing poppy, get E at level 1 and zerg their jungler at his blue, once you get the timing down you can fuck up a lot of junglers and even outright kill some at blue level one. (rammus, warwick, amumu, couple others)
really easy way to get FB and demoralize the other team
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On February 25 2011 03:13 Brees wrote: you guys forget the most important part of playing poppy, get E at level 1 and zerg their jungler at his blue, once you get the timing down you can fuck up a lot of junglers and even outright kill some at blue level one. (rammus, warwick, amumu, couple others)
really easy way to get FB and demoralize the other team alternatively if they are well guarded at blue, you can do this at wraiths
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Also, there's literally no point to arguing with zaphod. he openly stated he hasn't done AP before, and thus has 0 clue what he's even talking about until he does.
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It's like Michael Jordan telling you how he shoots free throws and then some high school kid comes along telling Michael Jordan he's wrong and I'm Charles Barkley telling you that I shoot free throws differently but stfu and listen to Michael.
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On February 25 2011 14:19 ZERG_RUSSIAN wrote: It's like Michael Jordan telling you how he shoots free throws and then some high school kid comes along telling Michael Jordan he's wrong and I'm Charles Barkley telling you that I shoot free throws differently but stfu and listen to Michael. I guess you have heard of High Jump. At first, people would use a technique called scissors. That's what all the pros did. Then there was this Dick Fosbury guy who said that this vastly different technique he uses would be better. Everyone laughed at him. It's now the standard, because it simply is a superior technique. Physics tells us that the Fosbury Flop is better than the Scissors Jump, and I would assume that Fosbury verified that before he actually went to try it out.
Long story short: Just because someone is currently one of the best at something, it doesn't mean that his opinion should be followed blindly. And even if you are not one of the best at something, you can still make valid and good suggestions.
(might not be 100% historically correct because I don't really care about High Jump)
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On February 25 2011 20:07 spinesheath wrote:Show nested quote +On February 25 2011 14:19 ZERG_RUSSIAN wrote: It's like Michael Jordan telling you how he shoots free throws and then some high school kid comes along telling Michael Jordan he's wrong and I'm Charles Barkley telling you that I shoot free throws differently but stfu and listen to Michael. I guess you have heard of High Jump. At first, people would use a technique called scissors. That's what all the pros did. Then there was this Dick Fosbury guy who said that this vastly different technique he uses would be better. Everyone laughed at him. It's now the standard, because it simply is a superior technique. Physics tells us that the Fosbury Flop is better than the Scissors Jump, and I would assume that Fosbury verified that before he actually went to try it out. Long story short: Just because someone is currently one of the best at something, it doesn't mean that his opinion should be followed blindly. And even if you are not one of the best at something, you can still make valid and good suggestions. (might not be 100% historically correct because I don't really care about High Jump) you make a good point but u argue for the sake of arguing too much. this is one of the few things ill agree on. In other news, You still give terrible champion advice and i grimace nearly every time i read a strategy post from you.
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On February 25 2011 22:30 HeavOnEarth wrote:Show nested quote +On February 25 2011 20:07 spinesheath wrote:On February 25 2011 14:19 ZERG_RUSSIAN wrote: It's like Michael Jordan telling you how he shoots free throws and then some high school kid comes along telling Michael Jordan he's wrong and I'm Charles Barkley telling you that I shoot free throws differently but stfu and listen to Michael. I guess you have heard of High Jump. At first, people would use a technique called scissors. That's what all the pros did. Then there was this Dick Fosbury guy who said that this vastly different technique he uses would be better. Everyone laughed at him. It's now the standard, because it simply is a superior technique. Physics tells us that the Fosbury Flop is better than the Scissors Jump, and I would assume that Fosbury verified that before he actually went to try it out. Long story short: Just because someone is currently one of the best at something, it doesn't mean that his opinion should be followed blindly. And even if you are not one of the best at something, you can still make valid and good suggestions. (might not be 100% historically correct because I don't really care about High Jump) you make a good point but u argue for the sake of arguing too much. this is one of the few things ill agree on. In other news, You still give terrible champion advice and i grimace nearly every time i read a strategy post from you. Did I piss you off because I expected you to crush me harder in mid?
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Oh shit somebody E them both into a wall before the fight breaks out!
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No need, Spinseath has full cdr so his arrow will be up before the fight ends.
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Just for the record: I am not looking for a fight.
5HIT suggested to follow Spud's Poppy guide for one of the worst reasons possible. I explained why it is a bad reason. I do that because when I play with TL I want to play with thinking people, not with sheep.
Notice that I'm not saying that you should not follow Spud's guide. I play Poppy in a very similar way.
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Actually everyone agrees with your point ezpz is just hating on you.
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I agree. If spud went lichbane ashe 5hit would call it viable cuz Mr.Gerry is spudboy and a top 100 player.
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I don't think rushing Philo Stone poppy is good. The philo stone playstyle just suits SpudBoy's play better. Others using philo stone poppy might find it less efficient.
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Don't hate on me cause I'm not Top 100
I play causually, and don't even try to get high in rankings. Whats more - I never critizised his AP build beyond mentioning that DFG might be better to get before sheen (And actually learned myself that E has better scaling).
Instead I stated a build that I find a valid alternative to AP Poppy. Just because 90% of poeple do a build, does not make it the "right" build to do for you. I go AD on Poppy because it suits my playstyle.
To be honest tho, I firmly believe that you can build whatever you want on Poppy, as long as you get sheen. Almost anything works on her (apart from health stacking) - you just build whatever works for your playstyle and/or adapt to the situation.
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On February 26 2011 02:11 0123456789 wrote: I don't think rushing Philo Stone poppy is good. The philo stone playstyle just suits SpudBoy's play better. Others using philo stone poppy might find it less efficient.
I'm sort of confused. What does Spuddington do that makes it more efficient for him as opposed to others?
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Imo Philo is better if you roam a lot; you still get money, and you can easily regen while you travel between lanes. If you mostly stay in the duo lane, Philo means that you have less flat HP to surviv burst. Stuff like that definitely plays a role when you have to decide what items to buy (and of course Spud might camp the duo lane all day long and have a different reason for Philo, I don't know).
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poppy isn't scared of burst with her imba passives
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Philo stone #1 roaming iten.
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I think 1 or 2 philo stones on a solo top poppy would make sense, she is one of the scariest heroes in game if farmed because she's next to impossible to kill with that OP passive and ult. AFK farm in lane, E->Q anyone who comes close
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On February 26 2011 01:35 spinesheath wrote: Just for the record: I am not looking for a fight.
5HIT suggested to follow Spud's Poppy guide for one of the worst reasons possible. I explained why it is a bad reason. I do that because when I play with TL I want to play with thinking people, not with sheep.
Notice that I'm not saying that you should not follow Spud's guide. I play Poppy in a very similar way. Ur hella dumb if you think that I'm supporting Spud BLINDLY. I build Poppy the exact same way and always have because that's how you fucking build AP Poppy. I'm not blindly following his advice because he's good, but I recognize the irony in the situation of some unranked guy telling Spud that he "doesn't understand Poppy's Q".
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Like, is that your opinion of me? An unthinking sheep? Jesus Christ you're retarded.
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Better an unthinking sheep than csheep I always say.
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On February 26 2011 09:28 Odds wrote: I think 1 or 2 philo stones on a solo top poppy would make sense, she is one of the scariest heroes in game if farmed because she's next to impossible to kill with that OP passive and ult. AFK farm in lane, E->Q anyone who comes close Poppy is actually pretty good in some matchups top lane. Especially if you got a #1 best friend jungler backin ya up.
On February 26 2011 02:11 0123456789 wrote: I don't think rushing Philo Stone poppy is good. The philo stone playstyle just suits SpudBoy's play better. Others using philo stone poppy might find it less efficient. I don't run manaregen runes on many heroes and if you try to even play remotely aggresive with poppy your manapool gets wrecked. On AP, I really don't find philo that great since my goals are different and probably wont be roaming as willingly.
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Spud, spud,
Poppy babysat by Anivia botlane, viable?
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On February 26 2011 09:44 ZERG_RUSSIAN wrote: Like, is that your opinion of me? An unthinking sheep? Jesus Christ you're retarded. Could you stop the insults and read again? As far as I know I did not flame you.
Basically your posts suggested that people should follow Spud's advice simply because he's good. And the ONLY problem I have with that is that they should follow (and reflect upon) his advice because it's good advice. So when a 5HIT fanboi comes across your posts and learns that he should blindly follow top rated player's builds then I get mad. Worst case: He follows Wickd's builds.
And to further clarify: I have quite a bit of respect for you (and ezpz).
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On EU, I have played almost exclusively AP Poppy, and I was at least somewhat successful with it. On US, I played a few Poppy games just to try this roaming business out (I never really roamed all that much), and for that I kinda felt like Philo -> Triforce might be a better idea. But that's like 3 games on a <lvl 20 acc, lol.
I don't think I've ever debated against Spud's Poppy guide. I prefer a slight variation in runes/masteries, but that's pretty much it. Why would I argue against a Poppy guide that describes what I do too?
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Yeah, if you have annie questions or want to debate about someone's annie play take it to the general discussion thread or annie thread please, who wants to read about how to play annie in a poppy thread? I certainly didn't...
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A lot of derpin' going on here.....
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bump for Poppy. I see high levels players play her on stream and she looks amazing.
This is a newb question, but as an AP Poppy when R and DFG is on cooldown what should she do in team fights? I'm also assuming Q is not very good as AP since it's AD based. Please let's continue this discussion on this champ!
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Straight outta Johto18973 Posts
On May 21 2011 12:02 broz0rs wrote: bump for Poppy. I see high levels players play her on stream and she looks amazing.
This is a newb question, but as an AP Poppy when R and DFG is on cooldown what should she do in team fights? I'm also assuming Q is not very good as AP since it's AD based. Please let's continue this discussion on this champ! Q and E have AP ratios. I'm not too sure what you mean buy how it's "not very good". Lichbane procs from Q will also be consumed on the next autoattack.
AP Poppy plays like a typical anti-carry. Run into a teamfight, blow up the carry, run out again. She can still do a lot of damage with her spells even without her ult so you can always run back in once they are off their 4 sec CD (I think?) and damage/kill someone else.
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I picked up poppy recently. She is a lot of fun. I pretty much always open 2x philo stone, mercs, and sheen. After that there are two builds I use
first is the DFG/lichbane AP build similar to the OP. second is to go straight to triforce then build a gunblade then tank items like FoN and GA (not too much health since that works against your passive).
the second build is more noob friendly imo, so I use it more often. The AP build requires more patience and good use of DFG which I always mistime and waste, and it is much easier to feed if you get out of position. Also whether you go AD or AP it is good to get a voidstaff late game since your Q is magic damage.
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my error in research. for some reason I thought the bonus damage of Q was AD based. I see that its 60% AP and 8% target max health.
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I still think both AD and AP are viable.
If the opposing team has a lot of squishes, AP is great for insta-nuking them. IF you team already has a lot of burst then AD might be the better choice.
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I think poppy is an unexplored counterpick to, well, just about every teamcomp O.O
If you have a combo that works in lane and she can farm 100-200 CS she's just beastly.
I guess her weakness is poke/harass/kiting. Udyr pretty good at dpsing her because he hits in so many small segments, but I'm still shit scared of her because she just Q E's you in 1 bad position and you lose most of your HP.
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On May 21 2011 22:25 Slayer91 wrote: I think poppy is an unexplored counterpick to, well, just about every teamcomp O.O
If you have a combo that works in lane and she can farm 100-200 CS she's just beastly.
I guess her weakness is poke/harass/kiting. Udyr pretty good at dpsing her because he hits in so many small segments, but I'm still shit scared of her because she just Q E's you in 1 bad position and you lose most of your HP.
I don't think poke / harass is really that big of a deal with Poppy. I always tend to stay away from the lanes before a fight starts and come in from the side and hit my REQ Combo.
Also, How do you kite a poppy?
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Hey, thanks very much for the two guides - I've tried both with varying degrees of success.
Early game can be tough against certain lanes, but I think that's just generally the case with Poppy.
The only thing I don't understand is the masteries. I'm aware this is a noobish question, but why would the utility masteries be better for her than the offensive masteries? I understand them for junglers or characters who suffer from a lot of mana problems, but it feels like an assassin would benefit more from offence.
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On May 25 2011 22:53 Tal wrote: Hey, thanks very much for the two guides - I've tried both with varying degrees of success.
Early game can be tough against certain lanes, but I think that's just generally the case with Poppy.
The only thing I don't understand is the masteries. I'm aware this is a noobish question, but why would the utility masteries be better for her than the offensive masteries? I understand them for junglers or characters who suffer from a lot of mana problems, but it feels like an assassin would benefit more from offence. Poppy needs the Movespeed, the Manaregen helps quite a bit, the cooldowns are really good, and the summoner spell cooldown reduction is really good on her. Greed is helpful too. On offense, you only really want the 15% MPen, the cooldowns, 2% crit chance for some lucky crits, and the 4% extra damage. 10% crit damage is useless, the 3 AD and 6 APen are not very important.
So with 9/0/21 you get most of the good stuff, while say 21/0/9 makes you miss out on lots of helpful masteries.
And Poppy doesn't need more damage, she 1-shots everyone anyways.
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Russian Federation4235 Posts
9 in offense is really good, otherwise, not. APen is worthless on her since you're not building any other APen and it's only good when you have a lot of it. Flat damage is meh, crit masteries are only good if you build AD and even then by the time it kicks in the game is usually decided (probably in your favor since a Poppy with Triforce AND IE is kind of unstoppable, but that is like around 50'ish minute). On the utility tree you get CDR which is nice with her abilities and MS which is generally nice with her. Summoner spell CD reduction is also great since you will use your summoners alot (ignite is a major thing in her kit since its damage is boosted by her ult, so is flash because of the positioning issues).
Utility tree is good on almost everyone tbh, offense is generally worth maxing only on champs who rely on autoattacks alot and do physical damage with everything.
Hell, even direct comparison by rune slots reveals that Utility > Offense on an overwhelming majority of champions. Compare how many runes you need for the XP mastery or MS mastery and how many runes you need for 6 APen or 3 AD.
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On May 25 2011 22:53 Tal wrote: Hey, thanks very much for the two guides - I've tried both with varying degrees of success.
Early game can be tough against certain lanes, but I think that's just generally the case with Poppy.
The only thing I don't understand is the masteries. I'm aware this is a noobish question, but why would the utility masteries be better for her than the offensive masteries? I understand them for junglers or characters who suffer from a lot of mana problems, but it feels like an assassin would benefit more from offence.
Open up with the life regen pendant (forgot the name) and build into a phillo stone, maybe even build into 2 phillo stones if you can get em fast enough. With just 1 stone you will be breezing through the lane. You can be as crazy as you want to be and regen that life back like crazy.
I really feel that Poppy isn't played much because of her looks but sooner or later there is gonna be a turning point where suddenly a lot of people start to realize just how strong she is and then a nerf will follow. Being able to literally spike a target without defensive items from 100 > 0% is just insane.
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On May 25 2011 23:48 zalz wrote:Show nested quote +On May 25 2011 22:53 Tal wrote: Hey, thanks very much for the two guides - I've tried both with varying degrees of success.
Early game can be tough against certain lanes, but I think that's just generally the case with Poppy.
The only thing I don't understand is the masteries. I'm aware this is a noobish question, but why would the utility masteries be better for her than the offensive masteries? I understand them for junglers or characters who suffer from a lot of mana problems, but it feels like an assassin would benefit more from offence. I really feel that Poppy isn't played much because of her looks but sooner or later there is gonna be a turning point where suddenly a lot of people start to realize just how strong she is and then a nerf will follow. Being able to literally spike a target without defensive items from 100 > 0% is just insane.
I don't think so, I mean she has been the same for literally ages. I mean of course she can be insane but if she doesn't get farm or fed earlygame she just doesn't take off.
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On May 26 2011 00:22 Woony wrote:Show nested quote +On May 25 2011 23:48 zalz wrote:On May 25 2011 22:53 Tal wrote: Hey, thanks very much for the two guides - I've tried both with varying degrees of success.
Early game can be tough against certain lanes, but I think that's just generally the case with Poppy.
The only thing I don't understand is the masteries. I'm aware this is a noobish question, but why would the utility masteries be better for her than the offensive masteries? I understand them for junglers or characters who suffer from a lot of mana problems, but it feels like an assassin would benefit more from offence. I really feel that Poppy isn't played much because of her looks but sooner or later there is gonna be a turning point where suddenly a lot of people start to realize just how strong she is and then a nerf will follow. Being able to literally spike a target without defensive items from 100 > 0% is just insane. I don't think so, I mean she has been the same for literally ages. I mean of course she can be insane but if she doesn't get farm or fed earlygame she just doesn't take off.
So has Annie but she got a change aswell this patch.
I actually don't think that Poppy needs all that much gold to get rolling. You just need a single item to up that Q (trinity or the magic one (forgot name)) and you are mostly golden. The new recipe for phillo allows you to take the magic pen shoes without any troubles.
Her job is to kill specific targets and she will always be good at that. You can dive pretty hard as Poppy regardless of items. If you have a bad start you can just forsake defensive items entirely because your ultimate can let you do crazy stuff like that just fine.
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Ok, thanks, that helps clear it up. Comparing masteries vs runes helps put the differences in perspective. Kind of sounds like they should nerf utility...
And yeah, early philosophers stones do help a lot with staying in lane. I guess my laning difficulties are more that both harassing/dealing with harassment and last hitting are harder than I'm used to.
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I've been playing purely AP carries lately (annie), and I want to try a different champion that also based on AP (no runes for AD T_T). Is AP poppy still viable now? What lane do you put her? She has no farming skills at all.
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viable on dominion, not really on SR
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Meta is terrible for poppy right now.Loads of tankyness and no solid place for her to farm without getting severely outlaned. Shame since poppy's a super fun champ to play.
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She can lane top decently vs a few popular bruisers, otherwise there's no place to put her. Unless maybe with another stun at bot, but that's not too realistic in 5s.
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On October 22 2011 04:38 zulu_nation8 wrote: She can lane top decently vs a few popular bruisers, otherwise there's no place to put her. Unless maybe with another stun at bot, but that's not too realistic in 5s. Can you give me a the list about what champions Poppy is good.
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On October 22 2011 06:53 ExoFun wrote:Show nested quote +On October 22 2011 04:38 zulu_nation8 wrote: She can lane top decently vs a few popular bruisers, otherwise there's no place to put her. Unless maybe with another stun at bot, but that's not too realistic in 5s. Can you give me a the list about what champions Poppy is good.
On bottom lane Poppy does well with any champ that can stop the enemies from moving for a bit (taric, alistr, cho, jenna etc). Your partner stuns them in a good position and you slap them with a E-Q.
On top with Poppy, i have only tried fighting Warwick and Gragas and it wasnt horrible. You will probably need to scare them a bit early on. If you can catch you opponent with a good E-Q they will most likely give you a bit more space. Poppy can do top but it's very depended on who you are facing.
Poppy can apperantly also jungle... but i wouldn't recomment it. It's painfully slow =/
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Does anyone know how Poppy's passive interacts with shields? I guess shields behave like HP in most ways, so I'm guessing her passive uses 10% of her (HP + shield), but it'd be nice to know for sure.
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I'm pretty sure it's only HP not HP+shields. Shields are treated as HP in terms of damage calculation, but don't affect what your current/max HP is at. For example, if you're at exactly at 49% hp, WW's blood scent will trigger. If you get shielded for 2% of your max health, you will still trigger blood scent. So unless I'm mistaken, Poppy's passive will only take into account your actual HP for the 10% limit, not HP+Shields.
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If that's really the case, I need to start trying Poppy Karma. And that would make the iron locket pretty good too.
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Recently on reddit, SpamHappy posted an AMA : link
What he runs top: 32 armor, 8.5mpen runes. 9/21/0 masteries, ignite/ghost.
Apparently he does well vs bruisers (best match-up being GP/Riven), I'd like to test this out myself - need to save up for the armor blues/quints first :|
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I tried the build around 1300 elo and it's op! 34 5 25 in 3 games! I first met a wukong who fed me hard. Then I faced a gp who took the red of our jungle when they stole it so the beginning was a bit hard but once I reached 6 I killed him then proceeded to get fed. Then I faced a Morde so I picked ful mres page instead of full armor. I zoned him out because he went ap and I dived him succcesfuly 4 times during laning phase, but he was terribad (he felt zoned when I was oom). On the down side I did not remember she was so awful at clearing waves or taking down towers but she keeps her lane unpushed very well. Therefore it's harder to roam.
Besides it's really nice to be able to negate the fed guy of the lane which failed, like oh shit their graves is 4 0 we lose blablaabla.
Thank you for sharing the guide because it's a champ I like and I was fed up of gp/5 support bot lane so I stopped playing her months ago.
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Is it just me or does Poppy have one of the best attack animations in the game?
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On February 08 2012 06:51 ShoreT wrote: Is it just me or does Poppy have one of the best attack animations in the game?
I always thought it was a little bit weird/clumsy, but it never gave me significant problems.
I checked out SpamHappy's build. Item build is exactly how I have been building her except sometimes I get wriggles for sustain. Probably not worth it, idk.
Don't really get why you would go 21 in defense, though, since poppy doesn't really benefit much from more health and she has a lot to gain from extra points in offense tree. he has played a ton of poppy though, so he probably has his reasons.
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On February 08 2012 08:24 petered wrote:Show nested quote +On February 08 2012 06:51 ShoreT wrote: Is it just me or does Poppy have one of the best attack animations in the game? I always thought it was a little bit weird/clumsy, but it never gave me significant problems. I checked out SpamHappy's build. Item build is exactly how I have been building her except sometimes I get wriggles for sustain. Probably not worth it, idk. Don't really get why you would go 21 in defense, though, since poppy doesn't really benefit much from more health and she has a lot to gain from extra points in offense tree. he has played a ton of poppy though, so he probably has his reasons.
My guess is percentage health Q makes offense tree kind of pointless. Plus, if you want to stay in top lane, you have to have some kind of sustainability, otherwise you'll just get pushed out by other bruisers like Yorick, Vlad, etc.
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Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to.
Runes: AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints. Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2 Skill Order: W, E, W, Q, W, R R>W>E>Q Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red
RUNES AS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but takes longer to get your passive up. Without blue, your jungle speed is greatly reduced because of the mana cost of W. Armor Yellows: Duh MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them. NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy.
MASTERIES 9 in offense mainly for the armor pen and the AS 21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster.
SKILL ORDER Get W first for increased damage/armor. E next for the stun and bonus burst damage 1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru.
PATH 1) Start wolves, get help from team to clear it before blue. 2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy. 3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer. 4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight
SUMMONERS Smite: A must-have for ALL junglers. Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks. Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle. Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless. Ghost: No, you already have a ghost in W. Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you.
ITEMS Cloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine. Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important.
Mid-Game Goals Wriggles Boots (Merc or Ninja) Phage
Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry) TANKY DPS Frozen Mallet Boots (Merc or Ninja) Atmas Impaler Randuins Omen Banshees Veil GA
Bursty Anti-Carry Trinity Force Boots (Merc or Ninja) Bloodthirster or IE Warmogs Atmas GA
Why don't you build AP Poppy? The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane.
MATCHUPS Lee Sin: Hard matchup. If you have Exhaust, should be an easy fight. Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___- Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway. Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run. Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that. Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear. Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle. Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp. Rammus: Permabanned. Shaco: Permabanned. Maokai: Easy win. His early level skills dont do enough damage to out DPS you. Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though. Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr.
Last Comments Give it a try, i'd love to hear some feedback to improve on it :D.
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On February 08 2012 08:24 petered wrote:Show nested quote +On February 08 2012 06:51 ShoreT wrote: Is it just me or does Poppy have one of the best attack animations in the game? I always thought it was a little bit weird/clumsy, but it never gave me significant problems. I checked out SpamHappy's build. Item build is exactly how I have been building her except sometimes I get wriggles for sustain. Probably not worth it, idk. Don't really get why you would go 21 in defense, though, since poppy doesn't really benefit much from more health and she has a lot to gain from extra points in offense tree. he has played a ton of poppy though, so he probably has his reasons. It takes a lot of time to farm as she has no farming ability and you're very vulnerable to harass when doing so and I've often found myself having huge minions waves even in early levels so taking the aggro of all minions really hurts if you have to Q so they go back. Then her damage after 6 are great with ulti + sheen so you don't really need the extra damage from offensive tree. Besides the 10% CC reduction and the 3% MS are good to chase. I've tried flash and ghost and it's true ghost is better because they tend to flee when you ulti and as you can tower dive easily ghost is better.
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On February 08 2012 09:25 FuzzyLord wrote:+ Show Spoiler +Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to. Runes: AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints. Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2Skill Order: W, E, W, Q, W, R R>W>E>Q Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red RUNESAS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but, Armor Yellows: Duh MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them. NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy. MASTERIES9 in offense mainly for the armor pen and the AS 21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster. SKILL ORDERGet W first for increased damage/armor. E next for the stun and bonus burst damage 1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru. PATH1) Start wolves, get help from team to clear it before blue. 2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy. 3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer. 4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight SUMMONERS Smite: A must-have for ALL junglers. Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks. Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle. Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless. Ghost: No, you already have a ghost in W. Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you. ITEMSCloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine. Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important. Mid-Game GoalsWriggles Boots (Merc or Ninja) Phage Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry) TANKY DPS Frozen Mallet Boots (Merc or Ninja) Atmas Impaler Randuins Omen Banshees Veil GA Bursty Anti-CarryTrinity Force Boots (Merc or Ninja) Bloodthirster or IE Warmogs Atmas GA Why don't you build AP Poppy?The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane. MATCHUPSLee Sin: Hard matchup. If you have Exhaust, should be an easy fight. Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___- Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway. Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run. Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that. Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear. Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle. Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp. Rammus: Permabanned. Shaco: Permabanned. Maokai: Easy win. His early level skills dont do enough damage to out DPS you. Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though. Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr. Last CommentsGive it a try, i'd love to hear some feedback to improve on it :D. How are her ganks?
Also most people level poppy's Q first since it reduces the cooldown to 3 at level 5. I saw the reason in that and started doing the same thing.
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On February 08 2012 17:52 Hidden_MotiveS wrote:Show nested quote +On February 08 2012 09:25 FuzzyLord wrote:Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to. Runes: AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints. Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2Skill Order: W, E, W, Q, W, R R>W>E>Q Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red RUNESAS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but, Armor Yellows: Duh MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them. NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy. MASTERIES9 in offense mainly for the armor pen and the AS 21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster. SKILL ORDERGet W first for increased damage/armor. E next for the stun and bonus burst damage 1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru. PATH1) Start wolves, get help from team to clear it before blue. 2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy. 3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer. 4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight SUMMONERS Smite: A must-have for ALL junglers. Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks. Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle. Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless. Ghost: No, you already have a ghost in W. Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you. ITEMSCloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine. Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important. Mid-Game GoalsWriggles Boots (Merc or Ninja) Phage Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry) TANKY DPS Frozen Mallet Boots (Merc or Ninja) Atmas Impaler Randuins Omen Banshees Veil GA Bursty Anti-CarryTrinity Force Boots (Merc or Ninja) Bloodthirster or IE Warmogs Atmas GA Why don't you build AP Poppy?The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane. MATCHUPSLee Sin: Hard matchup. If you have Exhaust, should be an easy fight. Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___- Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway. Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run. Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that. Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear. Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle. Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp. Rammus: Permabanned. Shaco: Permabanned. Maokai: Easy win. His early level skills dont do enough damage to out DPS you. Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though. Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr. Last CommentsGive it a try, i'd love to hear some feedback to improve on it :D. How are her ganks? Also most people level poppy's Q first since it reduces the cooldown to 3 at level 5. I saw the reason in that and started doing the same thing.
Once you get boots 2, you can 100% stun them because of the character model bug. Plus the bonus movement speed makes it hard to escape from you. IF you want to go for a more gank-oriented build, however, you should max E first instead of W. On the point of leveling your Q, its pointless in the early phases of the game. Leveling it only increases the bonus damage threshold and, because no one has any health early game, you get more DPS out of leveling your W. the bonus armor that your W gives you also lets you take a LOT more damage than the enemy jungler.
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could you please explain the conditions where you can stun with poppy whenever you please? whats the so called character model bug?
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On February 09 2012 00:14 Brockster wrote: could you please explain the conditions where you can stun with poppy whenever you please? whats the so called character model bug?
Its a bug where, once you get enough movement speed, when you dash towards them, your character model moves too fast and goes past them, creating a "wall" that stuns them.
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That's incredible! A displacement stun... followed by exhaust slow, and poppy's burst... I have to try this!
let's not tell anyone else. We don't want any fixes to this
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Just played 3 games with her, only won 2 out of 3. Early ganks are awesome but she depends heavily on the blue buff. Farming was a problem with her since, she is slow clearing 1 or 2 groups of minion waves. When I encounter junglers like lee or gp. She tends to cripple them at first but slowly gets owned right back. Late game was kinda hard for me =\ with your build.
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On February 08 2012 23:42 FuzzyLord wrote:Show nested quote +On February 08 2012 17:52 Hidden_MotiveS wrote:On February 08 2012 09:25 FuzzyLord wrote:Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to. Runes: AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints. Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2Skill Order: W, E, W, Q, W, R R>W>E>Q Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red RUNESAS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but, Armor Yellows: Duh MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them. NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy. MASTERIES9 in offense mainly for the armor pen and the AS 21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster. SKILL ORDERGet W first for increased damage/armor. E next for the stun and bonus burst damage 1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru. PATH1) Start wolves, get help from team to clear it before blue. 2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy. 3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer. 4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight SUMMONERS Smite: A must-have for ALL junglers. Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks. Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle. Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless. Ghost: No, you already have a ghost in W. Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you. ITEMSCloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine. Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important. Mid-Game GoalsWriggles Boots (Merc or Ninja) Phage Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry) TANKY DPS Frozen Mallet Boots (Merc or Ninja) Atmas Impaler Randuins Omen Banshees Veil GA Bursty Anti-CarryTrinity Force Boots (Merc or Ninja) Bloodthirster or IE Warmogs Atmas GA Why don't you build AP Poppy?The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane. MATCHUPSLee Sin: Hard matchup. If you have Exhaust, should be an easy fight. Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___- Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway. Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run. Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that. Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear. Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle. Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp. Rammus: Permabanned. Shaco: Permabanned. Maokai: Easy win. His early level skills dont do enough damage to out DPS you. Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though. Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr. Last CommentsGive it a try, i'd love to hear some feedback to improve on it :D. How are her ganks? Also most people level poppy's Q first since it reduces the cooldown to 3 at level 5. I saw the reason in that and started doing the same thing. Once you get boots 2, you can 100% stun them because of the character model bug. Plus the bonus movement speed makes it hard to escape from you. IF you want to go for a more gank-oriented build, however, you should max E first instead of W. On the point of leveling your Q, its pointless in the early phases of the game. Leveling it only increases the bonus damage threshold and, because no one has any health early game, you get more DPS out of leveling your W. the bonus armor that your W gives you also lets you take a LOT more damage than the enemy jungler.
where does it stun them? at what point in the drag? the end? b/c I believe there's no velocity, so one would assume that if there was an invisible wall upon breaking the speed barrier then it would disable movement at the beginning of the E, correct?
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On February 09 2012 18:43 mOnion wrote:Show nested quote +On February 08 2012 23:42 FuzzyLord wrote:On February 08 2012 17:52 Hidden_MotiveS wrote:On February 08 2012 09:25 FuzzyLord wrote:Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to. Runes: AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints. Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2Skill Order: W, E, W, Q, W, R R>W>E>Q Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red RUNESAS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but, Armor Yellows: Duh MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them. NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy. MASTERIES9 in offense mainly for the armor pen and the AS 21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster. SKILL ORDERGet W first for increased damage/armor. E next for the stun and bonus burst damage 1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru. PATH1) Start wolves, get help from team to clear it before blue. 2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy. 3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer. 4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight SUMMONERS Smite: A must-have for ALL junglers. Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks. Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle. Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless. Ghost: No, you already have a ghost in W. Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you. ITEMSCloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine. Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important. Mid-Game GoalsWriggles Boots (Merc or Ninja) Phage Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry) TANKY DPS Frozen Mallet Boots (Merc or Ninja) Atmas Impaler Randuins Omen Banshees Veil GA Bursty Anti-CarryTrinity Force Boots (Merc or Ninja) Bloodthirster or IE Warmogs Atmas GA Why don't you build AP Poppy?The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane. MATCHUPSLee Sin: Hard matchup. If you have Exhaust, should be an easy fight. Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___- Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway. Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run. Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that. Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear. Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle. Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp. Rammus: Permabanned. Shaco: Permabanned. Maokai: Easy win. His early level skills dont do enough damage to out DPS you. Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though. Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr. Last CommentsGive it a try, i'd love to hear some feedback to improve on it :D. How are her ganks? Also most people level poppy's Q first since it reduces the cooldown to 3 at level 5. I saw the reason in that and started doing the same thing. Once you get boots 2, you can 100% stun them because of the character model bug. Plus the bonus movement speed makes it hard to escape from you. IF you want to go for a more gank-oriented build, however, you should max E first instead of W. On the point of leveling your Q, its pointless in the early phases of the game. Leveling it only increases the bonus damage threshold and, because no one has any health early game, you get more DPS out of leveling your W. the bonus armor that your W gives you also lets you take a LOT more damage than the enemy jungler. where does it stun them? at what point in the drag? the end? b/c I believe there's no velocity, so one would assume that if there was an invisible wall upon breaking the speed barrier then it would disable movement at the beginning of the E, correct?
It doesnt happen 100% of the time. Its a glitch. It CAN happen, but not always.
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On February 09 2012 22:31 FuzzyLord wrote:Show nested quote +On February 09 2012 18:43 mOnion wrote:On February 08 2012 23:42 FuzzyLord wrote:On February 08 2012 17:52 Hidden_MotiveS wrote:On February 08 2012 09:25 FuzzyLord wrote:Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to. Runes: AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints. Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2Skill Order: W, E, W, Q, W, R R>W>E>Q Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red RUNESAS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but, Armor Yellows: Duh MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them. NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy. MASTERIES9 in offense mainly for the armor pen and the AS 21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster. SKILL ORDERGet W first for increased damage/armor. E next for the stun and bonus burst damage 1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru. PATH1) Start wolves, get help from team to clear it before blue. 2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy. 3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer. 4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight SUMMONERS Smite: A must-have for ALL junglers. Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks. Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle. Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless. Ghost: No, you already have a ghost in W. Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you. ITEMSCloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine. Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important. Mid-Game GoalsWriggles Boots (Merc or Ninja) Phage Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry) TANKY DPS Frozen Mallet Boots (Merc or Ninja) Atmas Impaler Randuins Omen Banshees Veil GA Bursty Anti-CarryTrinity Force Boots (Merc or Ninja) Bloodthirster or IE Warmogs Atmas GA Why don't you build AP Poppy?The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane. MATCHUPSLee Sin: Hard matchup. If you have Exhaust, should be an easy fight. Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___- Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway. Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run. Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that. Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear. Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle. Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp. Rammus: Permabanned. Shaco: Permabanned. Maokai: Easy win. His early level skills dont do enough damage to out DPS you. Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though. Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr. Last CommentsGive it a try, i'd love to hear some feedback to improve on it :D. How are her ganks? Also most people level poppy's Q first since it reduces the cooldown to 3 at level 5. I saw the reason in that and started doing the same thing. Once you get boots 2, you can 100% stun them because of the character model bug. Plus the bonus movement speed makes it hard to escape from you. IF you want to go for a more gank-oriented build, however, you should max E first instead of W. On the point of leveling your Q, its pointless in the early phases of the game. Leveling it only increases the bonus damage threshold and, because no one has any health early game, you get more DPS out of leveling your W. the bonus armor that your W gives you also lets you take a LOT more damage than the enemy jungler. where does it stun them? at what point in the drag? the end? b/c I believe there's no velocity, so one would assume that if there was an invisible wall upon breaking the speed barrier then it would disable movement at the beginning of the E, correct? It doesnt happen 100% of the time. Its a glitch. It CAN happen, but not always.
On February 08 2012 23:42 FuzzyLord wrote:Show nested quote +On February 08 2012 17:52 Hidden_MotiveS wrote:On February 08 2012 09:25 FuzzyLord wrote:Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to. Runes: AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints. Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2Skill Order: W, E, W, Q, W, R R>W>E>Q Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red RUNESAS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but, Armor Yellows: Duh MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them. NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy. MASTERIES9 in offense mainly for the armor pen and the AS 21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster. SKILL ORDERGet W first for increased damage/armor. E next for the stun and bonus burst damage 1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru. PATH1) Start wolves, get help from team to clear it before blue. 2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy. 3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer. 4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight SUMMONERS Smite: A must-have for ALL junglers. Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks. Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle. Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless. Ghost: No, you already have a ghost in W. Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you. ITEMSCloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine. Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important. Mid-Game GoalsWriggles Boots (Merc or Ninja) Phage Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry) TANKY DPS Frozen Mallet Boots (Merc or Ninja) Atmas Impaler Randuins Omen Banshees Veil GA Bursty Anti-CarryTrinity Force Boots (Merc or Ninja) Bloodthirster or IE Warmogs Atmas GA Why don't you build AP Poppy?The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane. MATCHUPSLee Sin: Hard matchup. If you have Exhaust, should be an easy fight. Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___- Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway. Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run. Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that. Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear. Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle. Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp. Rammus: Permabanned. Shaco: Permabanned. Maokai: Easy win. His early level skills dont do enough damage to out DPS you. Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though. Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr. Last CommentsGive it a try, i'd love to hear some feedback to improve on it :D. How are her ganks? Also most people level poppy's Q first since it reduces the cooldown to 3 at level 5. I saw the reason in that and started doing the same thing. 100%
lol. still interesting regardless.
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On February 09 2012 14:42 FraCuS wrote: Just played 3 games with her, only won 2 out of 3. Early ganks are awesome but she depends heavily on the blue buff. Farming was a problem with her since, she is slow clearing 1 or 2 groups of minion waves. When I encounter junglers like lee or gp. She tends to cripple them at first but slowly gets owned right back. Late game was kinda hard for me =\ with your build.
Yeah she is really dependent on blue. What i do every game is ward their blue at about 6:00. at about 7:00 ish, you need to watch the map. If they are ganking a lane, steal their blue. If you dont see them when blue spawns, just camp in bushes across from blue. Smite steal it. This way you get blue and gives your mid blue buff as well. Lee should be an easy win. Im trying a new mastery page atm, so the guide will probably change. Against lee, your ignite plus your armor buff, also with your passive, should mitigate a lot of the damage from his q. Gp is hard because he has a self heal. Other most gp's go EQEW, so early exhaust should give you the advantage. He scales a lot better w/ farm than poppy, however, so later on it gets harder.
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On February 09 2012 14:42 FraCuS wrote: Just played 3 games with her, only won 2 out of 3. Early ganks are awesome but she depends heavily on the blue buff. Farming was a problem with her since, she is slow clearing 1 or 2 groups of minion waves. When I encounter junglers like lee or gp. She tends to cripple them at first but slowly gets owned right back. Late game was kinda hard for me =\ with your build.
I like using the dps build. Your main goal in teamfights: kill the carry. Ult the person with the least cc (typically the ad carry) and run in.
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Yeah basically go for the carries.
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On February 08 2012 23:42 FuzzyLord wrote:Show nested quote +On February 08 2012 17:52 Hidden_MotiveS wrote:On February 08 2012 09:25 FuzzyLord wrote:Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to. Runes: AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints. Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2Skill Order: W, E, W, Q, W, R R>W>E>Q Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red RUNESAS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but, Armor Yellows: Duh MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them. NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy. MASTERIES9 in offense mainly for the armor pen and the AS 21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster. SKILL ORDERGet W first for increased damage/armor. E next for the stun and bonus burst damage 1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru. PATH1) Start wolves, get help from team to clear it before blue. 2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy. 3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer. 4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight SUMMONERS Smite: A must-have for ALL junglers. Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks. Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle. Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless. Ghost: No, you already have a ghost in W. Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you. ITEMSCloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine. Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important. Mid-Game GoalsWriggles Boots (Merc or Ninja) Phage Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry) TANKY DPS Frozen Mallet Boots (Merc or Ninja) Atmas Impaler Randuins Omen Banshees Veil GA Bursty Anti-CarryTrinity Force Boots (Merc or Ninja) Bloodthirster or IE Warmogs Atmas GA Why don't you build AP Poppy?The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane. MATCHUPSLee Sin: Hard matchup. If you have Exhaust, should be an easy fight. Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___- Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway. Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run. Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that. Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear. Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle. Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp. Rammus: Permabanned. Shaco: Permabanned. Maokai: Easy win. His early level skills dont do enough damage to out DPS you. Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though. Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr. Last CommentsGive it a try, i'd love to hear some feedback to improve on it :D. How are her ganks? Also most people level poppy's Q first since it reduces the cooldown to 3 at level 5. I saw the reason in that and started doing the same thing. Once you get boots 2, you can 100% stun them because of the character model bug. Plus the bonus movement speed makes it hard to escape from you. IF you want to go for a more gank-oriented build, however, you should max E first instead of W. On the point of leveling your Q, its pointless in the early phases of the game. Leveling it only increases the bonus damage threshold and, because no one has any health early game, you get more DPS out of leveling your W. the bonus armor that your W gives you also lets you take a LOT more damage than the enemy jungler.
Uhh dude, you really shouldn't be spreading around mis-information like this, the threshold gets bigger which is somewhat relevant especially jungling as Creeps have more then enough HP to make use of it, the CD gets -1 at every level which is huge and it also gets +20 damage per rank which is also fairly huge compared to the 5 damage you'll get per level from W, skilling on poppy should generally always be R>Q>E>W
Also with 9/21/0 you should be taking Ghost master, +3 AD, CDR and Magic Pen as your Q actually converts ALL the damage into Magic which is relevant because no matter what you build on Poppy a Sheen HAS to be in there somewhere.
A generally better jungling start is to open Regrowth+Pot which also lets you build into your early Philo which + Sheen actually gives you a workable mana pool and the GP10 helps supplement Poppies poor farming abilities.
I'm writing up a quick guide on her at the moment and will post it later.
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Lemme clear up ALL misunderstandings regarding Poppys skills (including my own):
You max Q first if you want a reliable damage output. You max W first if you want survivability. You max E first for more burst.
Q gives most damage for levels because of the cooldown reduction. W gives extra damage too, but not as much as the other skills. E gives the greatest damage increase, but only if you hit the stun, and in fights that last more than 2 seconds levels in Q gives more damage. In short, leveling depends on how you play Poppy, and what you need in the game, NOT on a predetermined ordering.
On a related note, I have been experimenting with building a ghostblade on her. Basically doing Philo-boots-sheen-boots2-brutalizer then finishing triforce before gunblade (getting other items if needed). Any thoughts on using ghostblade?
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Poppy top so stronk.
I'm starting to use her as a counterpick to GP and Nasus.
Couldn't manage to get her to work vs Riven yet (I assume that must be my fault), gonna report back when I crush more toplanes. <3
Edit: Ghostblade kinda makes not a lot of sense, a lot (aka most) of your damage still comes as magic, especially since Poppy converts Sheen procs into magic damage with her Q.
Most games I'm completely fine with Boots/Philo -> Triforce -> Gunblade/Shurelyas/FH/FoN.
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On February 16 2012 10:55 Yttrasil wrote: Yes seriously, why don't people ever play Poppy top. It's disgustingly strong at laning phase and lategame, seriously I think I should start abusing her as well. Just sick stronk!!!
Talon as well, don't know why people stopped playing him, he's still great like before and works almost everywhere always.
Then I'd say Olaf, why don't people play him top more? He stomps on so many so hard and is overall really good.
Last Malzahar, what happened with him? He was played so much then people stop, he's still sick good
But mainly, why don't people play Poppy SO GOD DAMN GOOD!!!
I've been running 9/21/0 on her, armor/mr runes including reds, hp regen quints, and opening regrowth. I've run this setup a few times and I've absolutely crushed my lane every time - I'm talking hard zoning them - including vs a gp who picked up first blood in the level one jungle fight and got repeated shyvana ganks.
I've also lost every single game, it's too bad this hero actually requires skill so I can't carry with her.
^---- repost from gd
so I just saw this thread and therefore spamhappy's guide and I'm very surprised to see he has ghost over flash on her... but it makes so much sense. Ghost I think is a lot stronger for staying on a target during a teamfight. Other than ghost, reds and quints and the armor pen mastery over the magic pen, we are doing things exactly the same. I'm seriously considering picking her up as my default top because the setup seems pretty unfair if you really her know her ins and outs.
I'm also running mr mastery over honor guard and 2 points in vigor.
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On February 16 2012 18:19 UniversalSnip wrote:Show nested quote +On February 16 2012 10:55 Yttrasil wrote: Yes seriously, why don't people ever play Poppy top. It's disgustingly strong at laning phase and lategame, seriously I think I should start abusing her as well. Just sick stronk!!!
Talon as well, don't know why people stopped playing him, he's still great like before and works almost everywhere always.
Then I'd say Olaf, why don't people play him top more? He stomps on so many so hard and is overall really good.
Last Malzahar, what happened with him? He was played so much then people stop, he's still sick good
But mainly, why don't people play Poppy SO GOD DAMN GOOD!!! I've been running 9/21/0 on her, armor/mr runes including reds, hp regen quints, and opening regrowth. I've run this setup a few times and I've absolutely crushed my lane every time - I'm talking hard zoning them - including vs a gp who picked up first blood in the level one jungle fight and got repeated shyvana ganks. I've also lost every single game, it's too bad this hero actually requires skill so I can't carry with her. ^---- repost from gd so I just saw this thread and therefore spamhappy's guide and I'm very surprised to see he has ghost over flash on her... but it makes so much sense. Ghost I think is a lot stronger for staying on a target during a teamfight. Other than ghost, reds and quints and the armor pen mastery over the magic pen, we are doing things exactly the same. I'm seriously considering picking her up as my default top because the setup seems pretty unfair if you really her know her ins and outs. I'm also running mr mastery over honor guard and 2 points in vigor.
Agree with your defensive mastery choices, he doesn't make much sense there.
But why ArPen over MPen? your Q/E does magic damage and your sheen proc (!!) is converted to magic damage by Q as well. Basicly your entire burst is magic damage.
Have you run into any Rumble/Kennen yet? How did that go?
Did you manage to play properly vs an Irelia?
Like, I feel she's retardedly strong with the proper masteries/runes, but I don't see her doing well as a "default" top.
Carrying with poppy feels rather easy to me in teamfights.
If you think you can blow up one of their carries pretty much instantly, ulti the other one and deal with him next - (incl bonus dmg). 100% ideal case is you ulting the AP carry, E+Q nuking onto their AD to 20% or less. If that forces him out (flash/janna ult similar shit), turn around for the (still ultied) AP carry and rape him hard. Chasing someone who flashed/has solid protection from a support is usually not worth it, because poppy, unlike other divers, doesn't excel at this. Rather force one carry out and then turn around to make it a 5n4 without one of their carries, with you being about to bite the other one to hell and back.
If you think you'll get blown up by both of their carries before you can blow up them, ulti a support and charge into the scariest one, hoping your team can win a 4n4 without him and you there.
I find the hard part with playing poppy in deciding who to ulti when and why, and who to chase/not to chase. On the bright side I feel more confident with poppy than with any other champ if one lane lost pretty hard.
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i wasn't aware q turned the entire auto into magic damage, i thought it was the bonus. Magic pen pretty clearly better, than. I haven't played vs rumble although it seems workable on paper, kennen strikes me as unwinnable, irelia I hard zoned pretty much effortlessly. Play it vs her kinda like you play most matchups with gp, punish her with q when she goes for last hits and don't overcommit. When she pops her w just chill for a little bit and go back to pushing her off creeps when the true damage goes away.
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I can speak for Rumble, it's really scary to be up against a Poppy. Done it about 4 times I think, some just in normal queue where i stomp. However some at rather high elo as well, I was really surprised at the damage output poppy had and if I remember correctly I couldn't do much at all, maybe I played it wrong but again I was surprised of how manhandled I got everytime I went to fight, especially after she gets a sheen! Kennen should be a little of the same, except he has better escapability, last hitting power and such so suppose it depends on if Poppy can close the gap or not.
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On February 16 2012 23:18 r.Evo wrote:
If you think you can blow up one of their carries pretty much instantly, ulti the other one and deal with him next - (incl bonus dmg). 100% ideal case is you ulting the AP carry, E+Q nuking onto their AD to 20% or less. If that forces him out (flash/janna ult similar shit), turn around for the (still ultied) AP carry and rape him hard. Chasing someone who flashed/has solid protection from a support is usually not worth it, because poppy, unlike other divers, doesn't excel at this. Rather force one carry out and then turn around to make it a 5n4 without one of their carries, with you being about to bite the other one to hell and back.
If you think you'll get blown up by both of their carries before you can blow up them, ulti a support and charge into the scariest one, hoping your team can win a 4n4 without him and you there.
I find the hard part with playing poppy in deciding who to ulti when and why, and who to chase/not to chase. On the bright side I feel more confident with poppy than with any other champ if one lane lost pretty hard. Or ulti the no cc guy, blow up their ap carry & their ad carry and flee with W, you've won a 1v5! It's so fun to flee all around with W and trinity.
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Yesterday I played versus a Volibear top in rank (1400 elo) and I was amazed how much I could rape the guy with my poppy...We traded at lvl2 then I pretty much destroyed him until the end of laning phase...He ended the laning phase with 1-8 (1 kill from a tower dive he did on me with Udyr where I still managed to get a kill on Voli).
Poppy is amazing!
How does he stands against Renekton tho? anyone knows?
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his q does well against high hp hero because it deals a %hp damage.
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Sweden33719 Posts
FuzzyLord, do you think starting vamp scepter is just bad /w poppy because you need to be ganking? Also, I feel like I need a sheen on her to not run into insane mana problems (if mid needs blue especially)... (for jungle obviously)
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Started using poppy the last couple of days, must say she is pretty op when used correctly, I love the sheen synergy it is simply great.
Jinro I had never considered poppy a jungler but your mention of it has me intrigued, she would be blue buff dependant early game but could work at lower elo (i am off the theory craft now and look into this).
**no really this has me really interested now as I was looking for a bruiser who scales with my ap runes and the more i think about it the better it gets. Only issue is the initial clear time.
*** read some basic theory from solomid's site. Do not like the zeal before sheen but otherwise pretty standard (its just a typical ad jungler opening into a trinity force).
i will update with this as i find more stuff out about it
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On April 25 2012 16:00 Liquid`Jinro wrote: FuzzyLord, do you think starting vamp scepter is just bad /w poppy because you need to be ganking? Also, I feel like I need a sheen on her to not run into insane mana problems (if mid needs blue especially)... (for jungle obviously) Building philo + sheen on poppy is usually enough for the mana sustain
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On April 25 2012 16:36 Iplaythings wrote:Show nested quote +On April 25 2012 16:00 Liquid`Jinro wrote: FuzzyLord, do you think starting vamp scepter is just bad /w poppy because you need to be ganking? Also, I feel like I need a sheen on her to not run into insane mana problems (if mid needs blue especially)... (for jungle obviously) Building philo + sheen on poppy is usually enough for the mana sustain
yeah, build philo asap to get the mana regen needed to stay in lane, then T1 boots, then sheen, then +3 boots (imo).
after that, work your way to trinity then cutlass, zeal, gunblade, then phantom.
T3 boots +trinity lets you roam and gank at will, the speed lets you be very versatile.
I find that leveling WQWEQRQQEQREEWRWW works great. the first two levels of w really help at lower levels, particularly if you go 9/21/0 and stack armor.
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Poppy in jungle is really hard pressed to be viable because of her poor clearing speed. She does have a MEAN lvl 4 gank if you can make it work tho.
@BluePanther: I like the idea of early lvls of W to get armor. But why 2 lvls? Are there some bonus from these first levels or is more simply not needed past level 6? Also why PD? I see the use of it as a ultra late game item, but I find raw damage to be better on Poppy after gunblade is finished. Usually I will go for a BF sword item after TF and GB (IE is nasty on her as the auto attack part of Q can crit).
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On April 25 2012 21:36 Zaphod Beeblebrox wrote: Poppy in jungle is really hard pressed to be viable because of her poor clearing speed. She does have a MEAN lvl 4 gank if you can make it work tho.
@BluePanther: I like the idea of early lvls of W to get armor. But why 2 lvls? Are there some bonus from these first levels or is more simply not needed past level 6? Also why PD? I see the use of it as a ultra late game item, but I find raw damage to be better on Poppy after gunblade is finished. Usually I will go for a BF sword item after TF and GB (IE is nasty on her as the auto attack part of Q can crit).
the W gives 5 ad and 5 armor while the q gives 20 dmg. when you're exchanging hits at lvl 3, 5+5 for each hit both ways is going to be better than 20 flat if you're exchanging more than 2 hits (which as poppy early game and heavy armor you will want to be doing). The reason you don't level it past 2 is that by the time you hit 8 or so, you will likely have sheen, in which case you want to W-E-Q run away, and won't be exchanging blows back and forth.
PD is just preference (i get the zeal for speed, so it's cheaper than BF items). BF is fine though.
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On April 25 2012 21:36 Zaphod Beeblebrox wrote: Poppy in jungle is really hard pressed to be viable because of her poor clearing speed. She does have a MEAN lvl 4 gank if you can make it work tho.
@BluePanther: I like the idea of early lvls of W to get armor. But why 2 lvls? Are there some bonus from these first levels or is more simply not needed past level 6? Also why PD? I see the use of it as a ultra late game item, but I find raw damage to be better on Poppy after gunblade is finished. Usually I will go for a BF sword item after TF and GB (IE is nasty on her as the auto attack part of Q can crit).
the W gives 5 ad and 5 armor while the q gives 20 dmg. when you're exchanging hits at lvl 3, 5+5 for each hit both ways is going to be better than 20 flat if you're exchanging more than 2 hits (which as poppy early game and heavy armor you will want to be doing). The reason you don't level it past 2 is that by the time you hit 8 or so, you will likely have sheen, in which case you want to W-E-Q run away, and won't be exchanging blows back and forth. You want your q leveled up by this time.
PD is just preference (i get the zeal for speed, so it's cheaper than BF items). BF is fine though.
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i do poppy top, and i have no clue what to get after my TriForce. upgrade philo?
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The current trend is going for gunblade. I usually mix in a chainvest or a negatron after the cutlass. You could build shurelias after this, but chances are that someone else has it, and you are better off going for damage (BF sword item) or improved defense (upgrade chainvest/negatron).
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Philo->Sheen/Phage->Triforce->Cutlass->Gunblade
After that you get some tank items. The thing is tho, with Poppy, you don't really need that much survivability items early on due to your W, your ult, and your imba passive.
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I am just curious on about why Poppy isnt played more often (both in laning and teamfights). I am kinda interested in testing some builds out with her, tho i never played her before
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No sustain with high mana costs and no pushing power means she has a really hard laning phase. In teamfights she is good, her ult is absurd and she scales ridiculously well. It's just very hard to get her there.
I'm a goliath.
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"really hard laning phase" Depends on the enemy Top, if you're facing a Trynd, Gp, Rengar etc, then a good poppy will faceroll and snowball like no tomorrow. Armorrunepage op.
Against AP-champs she has a much harder time, laning against Rumble, Akali, Teemo, etc is absolutely no fun.
Most matchups are skillbased, my favourite Matchups are Olaf (you have to get a big lead very early or he will rape you), Kha (50/50) and Nasus (Farmfest aka who can carry harder lategame?)
Even in the current health-stacking meta a farmed Poppy is able to kill the enemy adc in 9 out of 10 teamfights. That Ult...
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How to learn poppy :|
Bots don't teach me anything, don't want to ruin ranked games with it, 2 of 5 people in normals spam TOP TOP TOP while 2 others instalock toplaners and all of them call me out for trolling when i pick poppy :|
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Could try her out on dominion, should at least get you familiar with her abilities and how to fight effectively on her. She's stronger on Dominion too, as it circumvents many of her weaknesses (mana, pushing power, farm)
Just don't run her as the bot "laner" on dominion.
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On March 26 2013 20:27 snow2.0 wrote: How to learn poppy :|
Bots don't teach me anything, don't want to ruin ranked games with it, 2 of 5 people in normals spam TOP TOP TOP while 2 others instalock toplaners and all of them call me out for trolling when i pick poppy :| Get some Friends to play normals with you, or get someone to play 1v1 customs until you feel confident enough to play rankeds. You're german, so i believe you are on EUW. Just add me (EdoftheDead) when you need someone to play with. (But i'm awful :D) Play 1-2 Botgames first, so you can get a feeling for her attackanimation, when you can safely towerdive, where to freeze the lane at your tower etc.
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On March 26 2013 23:18 Sareth wrote:Show nested quote +On March 26 2013 20:27 snow2.0 wrote: How to learn poppy :|
Bots don't teach me anything, don't want to ruin ranked games with it, 2 of 5 people in normals spam TOP TOP TOP while 2 others instalock toplaners and all of them call me out for trolling when i pick poppy :| Get some Friends to play normals with you, or get someone to play 1v1 customs until you feel confident enough to play rankeds. You're german, so i believe you are on EUW. Just add me (EdoftheDead) when you need someone to play with. (But i'm awful :D) Play 1-2 Botgames first, so you can get a feeling for her attackanimation, when you can safely towerdive, where to freeze the lane at your tower etc.
Better try dominion then playing botgames. Sure it's without laning part, but you get used to her skills, when and how to use them, then play normal.
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Just started playing Poppy a bit and have been having some pretty good times. What's good to build on her besides triforce and maybe philo stone?
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On April 30 2013 11:37 GolemMadness wrote: Just started playing Poppy a bit and have been having some pretty good times. What's good to build on her besides triforce and maybe philo stone? Gunblade/Bork can be nice as it gives you more sticking power. On the defensive side, FH is a decent pickup.
Generally speaking, you want 1-2 offensive items then just tank up. Between your passive+ult+tanky items you can literally 1v5 past a certain point.
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Zekent has pioneered a great top lane build with an early philo/health item depending on your lane building into sheen or phage and boots. Finish TF and build either cutlass or Shurelias depending on your needs for sticking power, disengage and infight sustain. Make sure you get both Shurelias and the upgraded cutlass if you get that much gold.
Basically: your preferred opening - philo/kindlegem/armor item - sheen/phage - phage/sheen - TF - Shurelias/cutlass - cutlass/Shurelias - GB/BoTRK/Defensive items
Some games you might be able to get an IE or similar to supercharge your damage after this build, but don't expect to get this far.
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OK I started playing poppy randomly on my smurf, and she feels so strong in some situations, and so garbage in others.
What should I use as a general build? Trinity/botrk, or should I go for gunblade? I've been running flash but ghost feels mandatory as I can't stick to people without it.
Good/bad matchups? I know she can struggle vs champs who do true damage but what others does she have? Is she good vs any of the current fotm?
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if you really want to be silly, run her dfg+lichbane and literally oneshot everyone
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Poppy also has problems against champs with DoTs, since those will mostly bypass her damage reduction. In particular, Singed and Teemo are absolutely terrible to face. Shyvana too. Poppy lanes best against high-burst champs, though she doesn't appreciate taking free autoattack harass and most mages are ranged.
Cleanse is an option to consider, as Poppy really hates ignite; the problem is Flash and Ghost are both really good as well. I think with DFG as it currently is, AP Poppy is the way to go, since you're guaranteed to truck at least one person before they can make a meaningful contribution to the fight. I think AD Poppy should get Tiamat/Hydra first for farming power, but I'm open to being disagreed with. Hybrid Poppy has been trashcans since the Sextech Funblade nerf..
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In the current meta Poppy is a bit of a difficult champion (as usual) to play in my opinion. I actually usually start 2bead/pots on her and my first item rush is either a cowl or a mail/shroud depending on whether Im against an AP, AD/bruiser or AD/autoattacker. My reasoning behind this is unless I'm a hard counter against someone, I'm not looking to trade or go for kills in lane phase, Im just looking to farm while taking as little harass as possible. The only time I'm looking to play SUPER aggressive or initiate anything is when the gank comes. I agree with Tooplark about building tiamat and hydra as first offensive weapon, and I'm for the ghost/ignite combo rather than flash. Second item should be a Trinity Force because she makes use of all of the stats it offers and makes her combo pack a solid punch. Then, depending on the stage the game is at, I like grabbing Banshees Veil if I got a Cowl(if teamfighting and objective securing is the focus at this point -- Poppy needs to stick to her targets and Veil makes this a lot easier), or an IBG, or IE for more damage if you're really getting fed somehow. I like Treads for boots in almost every situation unless they're running an AD jungle/mid, or both, in which case Tabi is sometimes better. From there, you can either pick up a Shiv (overkill with Hydra? depends on how far your lanes are pushed) or grab botrk which makes your dueling even better.
My two poppy cents.
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You can run her in the jungle, at least you will avoid her horrible horrible laning phase. She has more than decent ganks but meh clear but with the current jungle items anyone can clear decently after some point. Since you're poppy you don't really need to build tanky and can rush triforce which is really good on her.
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On February 06 2014 02:57 RouaF wrote: You can run her in the jungle, at least you will avoid her horrible horrible laning phase. She has more than decent ganks but meh clear but with the current jungle items anyone can clear decently after some point. Since you're poppy you don't really need to build tanky and can rush triforce which is really good on her. I've always found the problem with jungle Poppy is you can't afford all the items you need to be a real threat. You're really dependent on a few particular items (DFG Lichbane for AP, Hydra Triforce for AD) and even with boosted jungle farm you just can't afford it all in a reasonable timeframe.
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On February 06 2014 02:57 RouaF wrote: You can run her in the jungle, at least you will avoid her horrible horrible laning phase. She has more than decent ganks but meh clear but with the current jungle items anyone can clear decently after some point. Since you're poppy you don't really need to build tanky and can rush triforce which is really good on her.
I think some of you are missing the point with poppy. She is not a top or jungle champion, but mid. I went 20-5 or something with her as mid in diamond elo and it is a hundred times easier than trying to survive top (banning out ori when I could, the shield is annoying). Jungle isn't very good either due to several reasons, but some of them might have changed this season. And even if you build pure AD on poppy, her damage is about 70% magical so you're basically an AP carry anyway. You might say she gets bullied pre6 and yes she somewhat does, but her passive, w and the 440 shield is more than enough to stay in lane. As soon as you can afford sheen (sometimes hexd) and is lvl6, no ap mid champion can bully you anymore (if they have under 80% hp at any point they WILL die to one burst). I admit some games were won due to misjudgments where you run low and they 2v1 dive you and you get double kill, it happened mostly because people weren't used to playing against poppy. But even if those situations doesn't occur and their mid play defensive you will be relatively fat into mid game, and fat poppy midgame is almost autowin.
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Also I think Poppy's Q no longer converts triforce damage to be magic. I just tested it on krugs and I kept getting this red number and purple number when I attacked them.
Do you always target the support with your ult? I feel like I'm often wasting the 20-40% extra damage but when I ulted an Annie with like 80% life remaining on me, she bursted me down from full using ignite to get through my passive.
Also I'm not sure about like a frozen mallet rush. I feel like often there are people getting away from me after botrk/the catalyst item slow, but mallet lets me chase forever.
With regards to builds do you just always get armor or mr and not much of the other, so eg. you build armor, ult their ADC and then can only take damage from that ADC until your ult goes away?
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So I've finished my 10 ranked/normal games as Poppy and I have some notes I'd like to make at least from what I've learned. I know my playstyle is different, I'm bad, and even top players tend to disagree. The top 3 top lane poppy guides on lolking are from 2k elo + players and they disagree on things like matchups. There's always people who'll say "Tryn counters Teemo" or "Poppy vs Rumble ez lane for Poppy"
Playstyle
- R>Q>E>W. W might be better than E, but Idk, sometimes you can stun people a few times in a row. Get your first point in Q if you might trade. By level 3 you should have all your abilities. It's better harass than W even though W is 15 armor and AD at level 1.
- Poppy's regular abilities suck. Q literally scales by 20 damage. W by 5 damage/armor. If it stacks to full before you fight. E scales by 25 damage. But if people are stupid you can still outtrade them in lane by slamming them into walls or into your tower/tower range. Everyone says Poppy's Q is great since you can deal a ton of damage with it, it's only 8% of a target's health and on a 4 second cooldown + 100 damage. Malz W is 8%/second for 5 seconds. In an AOE. Jayce's melee E is a 20% max mana with a longer range and a knockback. And he doesn't even max that shit first. Sejuani does 12% of her own max health in an AoE on top of 160 damage. Even fucking Olaf can E a Poppy without getting in range for Poppy to Q him. And you'll see the Olaf matchup often because Poppy's passive doesn't block true damage. You'll often have to play safer in lane and wait for your opportunities.
- Poppy relies on her ult. Once she gets in teamfights I feel like she's a lot stronger.
- Because everyone knows what Poppy's passive does, or they looked up the matchup in a guide, they often run ignite vs Poppy. You can't reduce true damage. To play teleport vs ignite, you have to play around the ignite, back off before you're forced into an allin where you can die, then tp back to lane with more health than them. Abuse the fact you can split push often later game and still join fights with TP.
- Even if you can't E someone into a wall, you can use it to gapclose just to trade. Be mindful of minions. And in teamfights be mindful of pushing someone to safety.
- Try not to use your W in lane unless you absolutely have to. The active costs too much mana. Eventually once Poppy gets a mana item or her natural mana pool scales up she's fine. A mana pot early is great too.
Itemization
- Contrary to popular opinion, I don't think Triforce is necessary. It's great on champs that don't have much AD/AP scaling but have a little of both, need some mana, and can make use of the bonus movement speed. The bonus movement speed just isn't enough to stick to anyone. And Poppy's Q no longer converts triforce to magic. Her Q isn't even on that short of a cooldown. It's fine to get it as a first item every game. It's also fine to skip it.
- I think BotRK is just as good if not better. It gives more dps and I prefer slows to MS. Heck wit's is even defensible as a first item against AP for the extra dps for its cost and mpen.
- Shields from locket, and maw make sense on paper since you get low, pop a shield, and then are able to block a ton more damage with your passive since your passive works on health, and not shields, but the items don't seem that great because they don't let you stick to people. It makes more sense to get them if you're having trouble surviving magic burst or want to help your team. Heck I'm sure people have tried barrier Poppy.
- As shitty as Poppy's Q is compared to other champion's abilities, it's still at least a third of her damage (in end game charts), and getting CDR will help her use it and your E and R more often.
- Contrary to popular belief, I don't think poppy's useless built like a bruiser. I think she makes a terrible tank, but tank stats in lane can help her survive laning phase, and after her ulted target dies, she becomes vulnerable herself if she's too squishy. You've still got to contribute while your ult is down. Just because armor and health aren't synergistic with your passive doesn't mean you can't buy them. An early FH is great against physical poke, but the CDR definitely isn't much in terms of combat stats compared to like Sunfire. I haven't tried randuins. One great thing about poppy is that you can focus on one resist and just ult people who deal that type of damage.
- Always start flask. I've been running TP so I don't all in unless I severely outplay someone or they're running TP too and I think I can beat them.
Who to ult in teamfights
- You ult the lowest damage threat if you're worried about dying and just need to prevent damage. Their support can exhaust you but then they've blown exhaust.
- You ult the target you can kill for the extra damage if you think you can kill them 1v1. If they flash over a wall you probably can't chase them so just start hitting something else close by.
- Often time you'll ult your lane opponent because you've likely built to counter them. Eg. armor vs AD, or MR vs AP. If you built armor you can ult the enemy AD carry, if you built MR you can ult the enemy AP mid.
People are idiots and will hit you even when your ult is up on someone else.
- You can bait someone into throwing a skillshot at you, then eat it by ulting someone else just to remove that skill from the fight.
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