Guide Poppy League of Legends S6

Valiant Fighter

(Innate): Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. This does not reduce damage from structures.

Tips :

If a burst deals you 30% of your current HP, this will deal 10% + (20/2) = 20%, so this reduces the damage taken by 30% to 20%.

It can be tricky to finish Poppy!

The pure damage goes through the passive! Ignite deals pure damage and goes through Poppy's passive.

Poppy's passive works well with Maw of Malmortius.


Devastating Blow (Q)

(Active): Poppy enhances her next auto attack so that it deals bonus flat amount and an additional 8% of the target's max health as magic damage. The damage based on 8% of the target's max health cannot exceed a threshold.

  • Cost: 55 mana
Tips :


Poppy strikes with her hammer.

Poppy's burst.

   A spell that depends on your opponent's max HP
Resets the attack-timer so you should preferably use it just after an attack to deal the max damage.

Between level 1 and level 5 the cooldown of the spell is reduced by half, this allows Poppy to become very powerful!

So this allows you to do some heavy damage in the lategame in the HP metagame!

The lifesteal is only applies to Poopy's base damage.

This spell procs the "on-hit" effects like Brillance and Trinity, inflicting some heavy damage on your opponent.


    Cooldown: 8 / 7 / 6 / 5 / 4 seconds

    Bonus Magic Damage: 20 / 40 / 60 / 80 / 100 (+0.6 per ability power) (+8% of target's max health)

    Threshold: 75 / 150 / 225 / 300 / 375

Paragon of Demacia (W)

(Passive): Upon being hit or attacking an enemy, Poppy's armour and damage are increased for 5 seconds. This effect can stack 10 times.

(Active): Poppy gains max stacks of Paragon of Demacia and her movement speed is increased for 5 seconds.

  • Cooldown: 12 seconds
Tips :


Poppy with her hammer and shield.

Some damage, armour and movespeedt.

   Effective against physical champions

The spell's aftive has a lot of uses, it is as good for a chase as it is for escaping a gank.

The passive itself lets Poppy hold up well against champions who don't do physical damage. The armour given by the passive is very high if Poppy manages to keep it permanently stacked. 

This means you must hit from time to time so that you don't lose the 10 stacks.

The spell's active will immediately give 10 stacks as well as the movespeed.

The active has no casting time.

If Poppy takes damage then it also restacks the spell's passive.

A level 5, the passive gives 35 armour and 35 damage, which represents a lot of gold! Careful, a physical champion can appear with a Sunfire Cape and do magic damage.    


    (Passive): Armor & Attack Damage: 1.5 / 2 / 2.5 / 3 / 3.5 per stack

    Max Armor & Attack Damage: 15 / 20 / 25 / 30 / 35

     

    (Active): Cost: 70 / 75 / 80 / 85 / 90 mana

    Movement Speed: 17 / 19 / 21 / 23 / 25 %

Heroic Charge (E)

(Active): Poppy charges at an enemy and carries them further. The initial impact deals a small amount of magic damage, and if they collide with terrain, her target will take a high amount of magic damage and be stunned for 1.5 seconds.

  • Range: 525
  • Carry Distance: 300 (estimate)
Tips :


Poppy strikes with her hammer.

A dash + potential stun.

   Some important damage for more burst
Lets you escape if you use it on the enemy minions.

Goes through walls if you have vision and your victim is close enough. It is therefore possible to place a ward and dash on a neutral jungle monster to escape persuers.

It is possible to stun: on a wall, turret, turret debris and the nexus. It is not possible to stun Anivia's wall or Jarvan IV's ultimate, nor Trundle's Pillar.

This spell doesn't have a casting time and lets you catch your opponent to hit him once again.

It is not possible to stun an opponent on an artifical wall.

This spell has a few bugs and it is sometimes possible to stun without hitting a solid object. Also as a bump it can cancel jumps, for example, if you cast the spell just before your opponent does. 


    Cost: 60 / 65 / 70 / 75 / 80 mana

    Cooldown: 12 / 11 / 10 / 9 / 8 seconds

    Magic Damage: 50 / 75 / 100 / 125 / 150 (+0.4 per ability power)

    Collision Magic Damage: 75 / 125 / 175 / 225 / 275 (+0.4 per ability power)

    Total Magic Damage: 125 / 200 / 275 / 350 / 425 (+0.8 per ability power)

Diplomatic Immunity (R)

(Active): Poppy focuses intensely on a single enemy champion, dealing increased damage to them, and becoming immune to any damage, disruptions, or abilities from any enemies other than her target (including tower damage). Damage increase also applies to summoner spells and items used by Poppy. The effect will end prematurely if her target dies.

  • Cost: 100 mana
  • Range: 900
Tips :


Poppy creates a link with the target.

Poppy becomes linked to her target and becomes immune to others.

   1 against 1 BRO!
Lets Poppy destroy her target, preferably a carry, by dealing him huge additional damage as a %, even with her ignite or her items.

Poppy can also cast her ultimate on the support if they do not have too much control, to charge an enemy carry that is too fed who could approach Poppy too quickly if she chooses to target it with her ultimate.

The ultimate prevents your from taking damage from the turrets, it is a monstrous tool to dive and tank the tower for you team.


    Cooldown: 140 / 120 / 100 seconds

    Duration: 6 / 7 / 8 seconds

    Increased Damage: 20 / 30 / 40 %

Pros

Can kill a carry very quickly, even in the middle of her team thanks to her ultimate.

A monstrous late game!

Doesn't fear teams with controls thanks to her ultimate.

Can dive easily thanks to the ultimate and her ability to chase with her Q.

The E goes through walls if you have vision.

Poppy's passive if really very strong and will prevent her enemy's burst!

Cons

Very weak in the early, so you must pay attention not to be denied! This can make it difficult to farm in the lane phase.

Lacks mana in the early game.

Very dependent on her ultimate!

Pure damage passes through the passive.