

Poppy Champion Guide





Overview
- •P has Cooldown. Once ready: next Basic Attack is
On-Hit
Fires a Projectile for Magic Damage, creates a Drops.
Pick it up for a Shield.
- •Q creates AoE Physical Damage and a
Slow Zone.
Zone deals the same damage again.
- •W's Passive Bonus increases

AR+MR ↑ by a %.
Doubled when below 40% HP. - •W creates an
MS ↑ and Anti-Dash Aura.
Targets blocked from Dashing are
Airborne,
Grounded,
Slowed, and take Magic Damage.
Detailed rulings are covered per champion in the interaction box.
- •E Dashes to a Targeted enemy for Physical Damage and
Knockback.
On Wall Collision, adds
Stun and bonus Physical Damage.
- •While Charged, Poppy is
MS ↓.
R has different effects when tapped or charged.
R (Tap)
R deals AoE
Airborne and half Physical Damage.
R (Charged)
Releasing it fires a Minion Pierce Projectile.
AoE Physical Damage around the champion hit.
Also makes the target Untargetable and
Knockbacks them,
toward the enemy nexus — distance scales with Charged duration.
Cancels if held too long without releasing.
Triggers a 30 second Cooldown.
TMI
- •EF cannot InSec Kick.
- •P has Level Cooldown.
Once ready, the next Basic Attack gains
Range↑ of 350.
Fires a Projectile for Magic Damage and creates a Drops.
Picking it up grants a Shield.
If the target is killed, no Drops is created and the effect triggers instantly. - •Q applies a continuous
Slow. - •RF only works with the tapped R.
- •When blocked by W's Anti-Dash,
if the bodies are already overlapping, various effects are ruled as having triggered.
Ex) If Renekton dashes into Poppy with E, the skill activates and E gets
CDR.
Then he's blocked by Poppy W's Anti-Dash, applying
Airborne and
Grounded.
If Renekton then uses
Cleanse, his E becomes usable again. - •Poppy's E has one of the highest interrupt priorities among Dashes.

































