Welcome to the Forum Archive!

Years of conversation fill a ton of digital pages, and we've kept all of it accessible to browse or copy over. Whether you're looking for reveal articles for older champions, or the first time that Rammus rolled into an "OK" thread, or anything in between, you can find it here. When you're finished, check out the boards to join in the latest League of Legends discussions.


Poppy: Runes, Masteries, and Build Advice Welcome

Comment below rating threshold, click here to show it.


Senior Member


Hi all, just looking for advice on Poppy in general. She has been my main since I started playing; I really enjoy her survivability and tower-diving capabilities, but since I've reached the higher levels she seems much less viable, so I come to the wisdom of the forums for suggestions.

For runes, I have attack speed marks, scaling hp/5 seals, and scaling ap glyphs, with movespeed quints. These used to work out very well, but recently they have been lackluster. The marks were sort of a filler; I bought them for Xin and put them on Poppy because, frankly, I don't really know what to use for her marks, though I was thinking magic pen for her mighty hammer. The seals are for laning and stack with her passive quite nicely, but it seems to me she gets bursted down too quickly, especially lately with the advent of deathcap. The scaling AP is working out well and the movespeed is for diving like a boss; I typically try to get up in the 450-500 movespeed area with her build.

For masteries, I go 1/24/3. That's right, I'm not level 30. I put one point in improved Exhaust to catch runners, and three into utility to improve my regeneration. Regen is pretty big for me; I rune it, mastery it, and build for it, but I think that has to change. At any rate, down the defense tree I grab improved Fortify and most of the other high-profile masteries. And yes, I do run Fortify and Exhaust 99% of the time.

For my build, I start with a Philo Stone before 5 minutes, then shoes, typically going with boots of quickness. After that, I grab an Emblem of Valor, then Sheen, then Stark's Fervor. Why Stark's, you may ask? The aura is really nice, and it grants regeneration and attack speed which I like, though it seems less important of late; I think a change is in order here. Next, I grab Quicksilver Sash for the Mresist and Cleanse on a stick, and lastly I upgrade to Lich Bane and Shurelya's Reverie. If there is time left over, my last item is Deathcap nowadays.

My general problem is lack of survivability these days. Poppy's passive works better when she is lower on health, but that puts her at higher risk of dying; a conflict of interest, I suppose. Suggestions for changes would be greatly appreciated.

Comment below rating threshold, click here to show it.




I've never tried to play an attack speed build on Poppy. Her abilities, most especially her Q, rely on a lot of up front damage. Poppy was designed to be a burst champion with her one-two punch, so I tend to focus more on AP. My build typically is a Phiostone, Sheen, DFG. Anything past that is gravy and up to you. But I would focus on more up front damage than speed.

To help with survivability, don't stack health. Health/5 is a good way to go I've discovered, but you need to know how to dip in and out of fights.

I really don't understand your summoner spell choice in fortify. Long cooldown for a few seconds of immunity on towers, and you don't really need that 9 extra damage to minions. Run with Ghost, Ignite, or Flash (though I personally despise this spell).

I hope this helps.

Comment below rating threshold, click here to show it.

Arizona Ranger

Junior Member


I found a build on here where I would get wiggles lantern, kill drag at level 6 and farm min. I then get Merc treads, trinity force and then whatever depending on how you're doing

Comment below rating threshold, click here to show it.


Senior Member


Greetings Fellow Poppy Player.

The concept of having low Maximum health on Poppy and relying on her passive to mitigate damage is not sound thinking.

And this is because her passive has nothing to do with Her current MAXIMUM health, it has to do with her CURRENT health (it's real time ever changing health that affects her passive). As Poppy's health goes down she gets better damage mitigation - but this is no reason not to let her start with high health in the first place. In Fact, Stacking Health on Poppy WORKS very well - on the contrary to what most people will tell you.

It is also important to understand fully the mechanics behind her passive. The way it reads could be confusing to some people. At first Glance it seems to suggest that if you have 1000 hit points and you get hit by a 500 pt spell, that you will only take 250 points of damage, but in truth, you will take 100 plus half of the rest (400/2) for a total of 300. If you had 2000 HP you would take s total of 350 damage and if you had 3000 HP, you would take a total of 400 damage..

So yes, you take less damage with lower hit points BUT again, this damage is not based on your MAXIMUM health, it is based on your CURRENT health.

The best way to use Poppy's passive is to get in the face of the enemy nuker and soak it up. I won't go over a blow by blow scenario with you. But, consider at 2000 health, if you take a 700 point crit, it will do 450 to you. at 2500 health it would do 475 damage to you. IF you were deliberately keeping your health low (for increased passive activation), you would save all of 25 health in that attack. Building Poppy around saving small amounts of health when nuked or crit spanked might sound clever in theory, but it just doesn't work.

It is also for this reason that Health Regen vs. Flat Health is the wrong Path for our beloved Poppy. If you must have Health Regen, it is only for the early Laning Phase. Put it in your quints over movement and get a Regen Bead to start eventually building into a Randuins or Starks. It' cheaper, and allows you to buy desperately needed potions. Health Regen is nearly useless late game, even though it can rock in the early game. Thus a little bit is good but a lot is going to get your killed quick later on.

Fortify? Ah, no. Simply put, Fortify is useless (except maybe on Heimerdinger). You need EXHAUST and FLASH. Trust me. I even have my flash on my space bar, its that good. There are some specialist builds where other summoner spells are workable but these are your bread and butter.

Philo STONE? No, horrible (I know some people swear by it) First, if you absolutely need the cheap gold, Get Kages Lucky Pick if you are AP Poppy or Heart of Gold if you are AD Poppy. But it's always better to think offensively for your gold vs. defensively and the best route for building your treasury is Madreds (see my guide http://www.leagueoflegends.com/board/showthread.php?t=416544 )

Once you get to level 30 your masteries should be 9/21 (you want to get the 15% magic penetration on the offense tree).

To recap and some general thoughts.

Do Not buy a Regrowth Pendant to start. Buy a Regen Bead or Doran's Sheild.
Do Not go for Philo Stone. Its not good and neither is the upgrade to Shurelyas
Do not purposefully keep your health low. Choose Flat health over health Regen.
Do Not build to overkill your movement speed. Get MERC Treads or Ninja Tabi. (Assuming you want to actually not die every time you get near the enemy).
Do get a cooldown item or two. (Glacial Shroud is awesome). There is not enough in your mix.

Let me know how it goes.