Poppy·Top Guide

Power Spike

Iron AmbassadorP
Hammer ShockQ
Steadfast PresenceW
Heroic ChargeE
Keeper's VerdictR
Get everything you need for Poppy Top build! The highest win rate Poppy runes, items, skill order and summoner spells in patch 13.1.
Win rate51.5%-
Pick rate0.7%-
Ban rate0.6%-
Matches29 368-
Poppy Top
Poppy Jungle
Poppy Mid
Poppy Bot
Poppy Support
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Poppy Strengths & Weaknesses

Very strong all-in potential with her Heroic ChargeE. This when combined with her Hammer ShockQ slow, can allow her to lock down an enemy for quite some time.

Her Steadfast PresenceW is the bane of any champion with dashes, especially all the carries who are reliant on their dashes.

Her Ultimate Keeper's VerdictR can allow her to turn the tide of a fight almost immediately as it can turn a 5 v 5 into a 5 v 2 easily. It also acts as a great source of disengage for her.


Can easily be kited by ranged carries even without using their dashes. Her Hammer ShockQ can easily be sidestepped as it has a very short range.

Can be killed easily if she overextends with her Heroic ChargeE. She also acts as a frontline so the enemy can flank her teammates before going for her.

Misuse of her Ultimate Keeper's VerdictR can land both her and her team in huge trouble. This is especially true if the enemy team has some sort of heavy engage which can get on her team’s carry.

Game plan
Early game
0 - 15 min
Poppy is Average

Your goal in the early game is to play safe, pick up gold and XP and avoid dying to the enemy laner. You are rather weak in the early game and need time to come online.

Once you have quite a few levels under your belt, you should look for short favourable trades. As you’re not strong in the early game, you may wish to wait for the enemy to waste an ability before playing aggressive.

Keep the minion wave closer to your side of the map in the early game. This will ensure safety and reduce your chances of dying in lane.

Mid game
15 - 25 min
Poppy is Average

Split push during the mid-game and try to secure side objectives. Avoid grouping if possible.

Use your strong duelling potential in the mid-game to fight and duel anyone who tries to stop you from split pushing.

Although you’re a really strong split pusher in the mid-game, be prepared to group with your team and fight 5v5. You should usually start grouping when there are no nearby objectives to take.

Late game
25+ min
Poppy is Average

Peel for your carries in late game team fights to increase the chances of your team winning the fight. If they die at the beginning, you will not be able to win the fight alone.

Stick with your team in the late game. Do not split up or walk away from them otherwise the enemy may try to pick you off or initiate a 4v5 fight when you’re away from your team.

Focus the nearest enemy champion to your carries and work as a team to take down the enemy one by one. If you focus the backline alone, you may be an easy target for the enemy and may die quickly. By focusing on the nearest champion, you will survive for longer and keep your carries alive.

Power Spikes
Early game0 - 15 min

Her early game is weak as she lacks a reliable range, and her kit relies on the enemy mispositioning in the lane. She will have to play it out safely and use her Passive extensively.

Level six is a pretty good spike as she can now disrupt fights with the ability. She may also prolong the CC to an enemy if need be or use it defensively in some instances.

The first item component will allow her to deal more damage and survive all-ins easily. It should increase her overall skirmishing power.

Mid game15 - 25 min

Level 11 is relatively lackluster as she only gets the cooldown on the ability reduced. When compared to other Junglers, it doesn't bring a lot to the table.

Poppy is extremely potent during this phase of the game as she can deal consistent damage and CC enemies for days. Her tankiness makes it impossible for the enemy team to kill her as well.

Level 9 is when her first ability will get maxed. This will let her deal a lot of damage to enemies she has managed to catch. It will also allow her to thwart escape attempts from the enemy.

Late game25+ min

Level 16 is dull because she won't be getting a lot except for a reduced cooldown on her Ultimate Keeper's VerdictR. It won't be as strong as other ultimates.

Her tankiness will be phenomenal during this phase of the game. She can keep soaking damage and act as a reliable frontline for her team in fights.

She will play a pivotal point during this phase of the game. It will make her tanky and will let her dive face-first into the enemy team. She will play a massive role in disrupting team fights for the enemy team.

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