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Poppy
Keeper of the Hammer

Poppy

Passive · Iron Ambassador

Poppy throws her buckler; picking it up shields her and her next attack gains range and bonus damage.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage6
  • Durability7
  • Magic2
  • Difficulty6
  • Mobility8
  • CC8
Counters by laneEach lane has counters + tips
Top

How to play as Poppy

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Poppy

Top: punish wave-states and ward river/jungle to dodge ganks.

Jungle
Primary

How to play as Poppy

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Poppy

Jungle: ward objectives, never walk blind into brush.

Mid

How to play as Poppy

Mid: shove wave fast and roam to side lanes.

How to beat Poppy

Mid: watch for roams and save Flash for the next gank.

ADC

How to play as Poppy

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Poppy

ADC: stay behind minions and focus the enemy ADC in fights.

Strong against

No data yet

Weak against

No data yet

Support
Primary

How to play as Poppy

Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.

How to beat Poppy

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Abilities

Iron Ambassador

PC
Passive

Innate: Periodically, Poppy's next basic attack is empowered to throw her buckler, gaining 350 bonus range and dealing 20 to 180% bonus magic damage. After it hits, the buckler then falls to a location near the target over 1 second, landing and remaining there for up to 4 seconds.

Poppy can move over the buckler to retrieve it, gaining a shield for % of her maximum health for 3 seconds. If the buckler kills the target, or if the target is already dead when the buckler hits it, the buckler will bounce back to Poppy instead of falling. Enemy champion can move over the buckler to destroy it.

Hammer Shock

PC
Q

Active: Poppy smashes the area in the target direction, dealing physical damage to enemies hit. Against monsters, the damage based on their health ratio is capped.

The impact creates a field for 1 second that slow enemies within, which then ruptures to deal the same physical damage.

Cooldown8 to 4Range460 / -120

Steadfast Presence

PC
W

Passive: Poppy increases her total armor and total magic resistance by 12%, doubled to 24% while she is below 40% maximum health.

Active: Poppy gains 40% bonus movement speed and creates an aura around herself for 2 seconds, causing all enemies who attempt to dash into or within it to be dealt magic damage and airborne for 0.5 seconds. If a target was successfully interrupted, they become grounded and slow by 25% for 2 seconds.

Steadfast Presence can only block a single dash per enemy per cast.

Cooldown20 to 12

Heroic Charge

PC
E

Active: Poppy dashes to the target enemy's location. If they are in range upon arrival, she deals physical damage and airborne them along with her for up to 400 units.

If the target hits terrain, she stops to deal the same physical damage again and stun them for a duration.

Cooldown14 to 10

Keeper's Verdict

PC
Ultimate

Active: Poppy channels while being slow by 15% for up to 4 seconds to increase Keeper's Verdict's range and airborne distance over 0.5 seconds after the first 0.5 seconds of the channel. Keeper's Verdict can be recast within the duration.

Recast: Poppy releases the charge to launch her hammer upwards, dealing physical damage to enemies nearby and in an area in front of her and airborne for 1 second.

If Keeper's Verdict was charged for at least 0.5 seconds, it deals 100% increased damage and enemies hit are airborne up-to 3400 units toward the enemy team's fountain. Additionally, if no enemies are hit in front of Poppy, she sends a shockwave that travels in the target direction until it collides with an enemy champion, which causes a hammer to erupt. Targets hit by the shockwave or the eruption receive the charged effects.

Cooldown140 to 100Range500 / type=channel time%