Hello everyone and welcome to my first champion guide (gulp). The preseason patch brought a lot of changes to the game, at which builds were kind of needed to be redone, a current switch between who is viable and who isn't, yadda yadda. So this guide is to get you started with something.
Poppy is one of my favorite champions that I have been playing since I was about level 10 in the game. She has the pretty nasty hurdle of a balls bad early game, but the reward for getting through it is so amazing that I couldn't stop playing her. She is one of those underplayed champs that really has a lot of potential in the right hands, and not to mention S3 brought a lot of options for her build, which I will present to you further down.
I am going to do more than show a new potential build for Poppy, though. I am going to go into some depth as to how to play her, since that seems to be everyone's problem here.
WHO'S YOUR POOPY, AND WHAT DOES SHE POOP?
Poppy is a Fighter Assassin. That is, she has relatively good defensive scaling while at the same time has powerful burst damage and a means of locking into a key target. She has among the strongest late game of any champion, next to Nasus and AD Sion, at the cost of a sub-par early game, which means she really benefits from a protective team. Poppy's kit is very adept to killing off a single target in a short time, though struggles a little against multiple targets. One of her saving graces, in addition to killing off key targets quickly, is her ability to displace the enemy with her E: Heroic Charge. This can actually make her a pretty big deal in teamfights as it is difficult to escape once she's charged you towards her team. As far as difficulty is concerned, Poppy is around medium to high skill cap. She is reliant on positioning in order to be the most effective and takes some practice to use, especially for farming.
Passive: Valiant Fighter
Im confused about her passive. The way you said it makes it WORSE with armor/MR. Say you have 1000 health left, and you get nuked for 1k with someones Ult.
With 0 MR, you would eat 10% of the damage (100), plus half of the remainder (900/2 = 450). eating 550.
With 100 MR, you would only eat 500 damage normally, so you eat 100 (10% of your health), then half of the remainder (400/2= 200) = 300 eaten.
Your passive is actually more effective in the first scenario (450 reduced), vs the second (200 reduced). Hence, most people only get just enough survival to avoid getting insta-gibbed when they engage.
I agree that Triforce has been the gold standard and was one of the new non-nerfed items. Gauntlet is more defensive in nature and doesnt give the extremely useful Movespeed bonus (plus all the other offensive stats).
Think of it this way: armor & MR do less for Poppy than they do for other champs, while HP does more for Poppy than other champs.
E.g., with the example from the wiki, if she had enough additional resistances to take 380 (after resistances) instead of 400..
On a normal champion, that extra resistance reduced the damage by 20.
On Poppy, with the same health, 280 of that damage exceeds 10% of health, so she takes half of that (140), plus the 100 that didn't exceed 10% of her health, for 240 total.
Without that extra resistance, she took 250 total.
So, that extra resistance only reduced 10 damage, instead of 20.
It still reduces damage though.
We can say that at BEST, Poppy gets the same reduction as other champions from Armor/MR (when taking hits that are <10% of her current health, after reduction).
All other times, Poppy receives less benefit from the armor/MR than a different champion would.
And actually, health is more valuable on Poppy.
Why not bad? Well, sure, if you had say 2000 hp instead of 1000 when you get hit, you would end up taking an extra 50 damage.
But, consider hits required to burst you down.
Lets say you have 2k hp total. How many 400 damage hits would it take to kill you?
The first does 300 (10% of 2k hp is 200, 400 damage, 200 is halved, for 300 total)
Next hit does 285 (300 less hp, 170 is 10%, so 230 is halved, and you take 170 + 115 = 285)
Next hit does 271
Then 257, 244, 232, 220, 209 (kills you)
2030 hp gets you to 9 hits. (Was almost there anyway)
2347 gets you to 10 hits.
2681 gets you to 11 hits.
What do we see? On a normal champion, it would take 400 hp to survive an extra hit.
On Poppy, it takes less than 400 (though the more hits you can take, the closer to 400 it will require...)
To take 10 instead of 9, you need 317 extra hp.
To take 11 instead of 10, you need 334 extra hp.
What if the hits were <= 10% of your current health? Then at worst, HP on Poppy is AS GOOD as it would be on other champions.
All other times, HP is worth more on Poppy than it would be on another champion.
More Armor/MR will mean you take less damage, but not as much damage is prevented vs a normal champion. Armor/MR is worth LESS on poppy than on other champions, but isn't bad per se.
At best, it is worth the same as on other champs (if all damage taken is <= 10% of Poppy's current health)
Other times, it is worse than on other champs (but still reduces overall damage taken, compared with not having the extra armor/MR).
More HP on Poppy means you can survive longer than normal champions--HP is worth MORE on poppy than on other champions.
At worst, Poppy's extra HP is worth just as much as it would be on a normal champion (when taking <=10% of current health on all hits)
Other times, it is worth more.
Similarly, HP regen is worth more on Poppy than on other champs.
EDIT: If you are going to downvote me, at least post why.
© 2013 Riot Games, Inc. All rights reserved. Riot Games, League of Legends and PvP.net are trademarks, services marks, or registered trademarks of Riot Games, Inc.