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Poppy
Keeper of the Hammer

Poppy

Passiva · Iron Ambassador

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

DanoDurabilidadeMagiaDificuldadeMobilidadeCC
Perfil do campeão (Riot)
  • Dano6
  • Durabilidade7
  • Magia2
  • Dificuldade6
  • Mobilidade8
  • CC8
Counters por laneCada lane tem counters + dicas
Top

Como jogar de Poppy

Top: segura o CS, leva TP ou Ghost dependendo do matchup.

Como vencer Poppy

Top: pune wave-states e warda river/jungle pra desviar de ganks.

Selva
Principal

Como jogar de Poppy

Jungle: trackeia o Scuttle, ganka lanes fracas e escala pros objectives.

Como vencer Poppy

Jungle: warda objectives e nunca entra no mato sem visão.

Meio

Como jogar de Poppy

Mid: empurra a wave rápido e roma pras side lanes.

Como vencer Poppy

Mid: fica de olho nos roams e guarda Flash pro próximo gank.

ADC

Como jogar de Poppy

ADC: kita a frontline, bate no tank mais perto e depois nas carries.

Como vencer Poppy

ADC: fica atrás dos minions e foca no ADC inimigo nas team fights.

Forte contra

Sem dados ainda

Fraco contra

Sem dados ainda

Suporte
Principal

Como jogar de Poppy

Support: mantém visão + peel pro ADC, sobe Locket Enchant + Knight's Vow.

Como vencer Poppy

Support: desvia de hooks/engages e compra Mikael's contra muito CC.

Habilidades

Iron Ambassador

PC
Passiva

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.

Recarga8 to 4Alcance460 / -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.

Recarga20 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.

Recarga14 to 10

Keeper's Verdict

PC
Ulti

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.

Recarga140 to 100Alcance500 / type=channel time%