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[Champion] Poppy - Page 5

Forum Index > LoL Strategy
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Ryuu314
Profile Joined October 2009
United States12679 Posts
February 01 2012 23:11 GMT
#81
I'm pretty sure it's only HP not HP+shields. Shields are treated as HP in terms of damage calculation, but don't affect what your current/max HP is at. For example, if you're at exactly at 49% hp, WW's blood scent will trigger. If you get shielded for 2% of your max health, you will still trigger blood scent. So unless I'm mistaken, Poppy's passive will only take into account your actual HP for the 10% limit, not HP+Shields.
starfries
Profile Blog Joined July 2009
Canada3508 Posts
February 01 2012 23:26 GMT
#82
If that's really the case, I need to start trying Poppy Karma. And that would make the iron locket pretty good too.
DJ – do you like ramen, Savior? Savior – not really. Bisu – I eat it often. Flash – I’m a maniac! | Foxer Fighting!
BaconSoup
Profile Joined January 2012
New Zealand60 Posts
February 06 2012 22:25 GMT
#83
Recently on reddit, SpamHappy posted an AMA : link

What he runs top: 32 armor, 8.5mpen runes. 9/21/0 masteries, ignite/ghost.

Apparently he does well vs bruisers (best match-up being GP/Riven), I'd like to test this out myself - need to save up for the armor blues/quints first :|
Win lane, Win game.
nojok
Profile Joined May 2011
France15846 Posts
Last Edited: 2012-02-07 21:48:17
February 07 2012 21:45 GMT
#84
I tried the build around 1300 elo and it's op! 34 5 25 in 3 games! I first met a wukong who fed me hard. Then I faced a gp who took the red of our jungle when they stole it so the beginning was a bit hard but once I reached 6 I killed him then proceeded to get fed. Then I faced a Morde so I picked ful mres page instead of full armor. I zoned him out because he went ap and I dived him succcesfuly 4 times during laning phase, but he was terribad (he felt zoned when I was oom).
On the down side I did not remember she was so awful at clearing waves or taking down towers but she keeps her lane unpushed very well. Therefore it's harder to roam.

Besides it's really nice to be able to negate the fed guy of the lane which failed, like oh shit their graves is 4 0 we lose blablaabla.

Thank you for sharing the guide because it's a champ I like and I was fed up of gp/5 support bot lane so I stopped playing her months ago.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
ShoreT
Profile Joined August 2008
United States489 Posts
February 07 2012 21:51 GMT
#85
Is it just me or does Poppy have one of the best attack animations in the game?
Derp
petered
Profile Joined February 2010
United States1817 Posts
February 07 2012 23:24 GMT
#86
On February 08 2012 06:51 ShoreT wrote:
Is it just me or does Poppy have one of the best attack animations in the game?


I always thought it was a little bit weird/clumsy, but it never gave me significant problems.

I checked out SpamHappy's build. Item build is exactly how I have been building her except sometimes I get wriggles for sustain. Probably not worth it, idk.

Don't really get why you would go 21 in defense, though, since poppy doesn't really benefit much from more health and she has a lot to gain from extra points in offense tree. he has played a ton of poppy though, so he probably has his reasons.
This, my friends, is the power of the Shikyo Memorial for QQ therapy thread. We make the world a better place, one chainsaw massacre prevention at a time.
FuzzyLord
Profile Joined September 2010
253 Posts
February 07 2012 23:41 GMT
#87
On February 08 2012 08:24 petered wrote:
Show nested quote +
On February 08 2012 06:51 ShoreT wrote:
Is it just me or does Poppy have one of the best attack animations in the game?


I always thought it was a little bit weird/clumsy, but it never gave me significant problems.

I checked out SpamHappy's build. Item build is exactly how I have been building her except sometimes I get wriggles for sustain. Probably not worth it, idk.

Don't really get why you would go 21 in defense, though, since poppy doesn't really benefit much from more health and she has a lot to gain from extra points in offense tree. he has played a ton of poppy though, so he probably has his reasons.


My guess is percentage health Q makes offense tree kind of pointless. Plus, if you want to stay in top lane, you have to have some kind of sustainability, otherwise you'll just get pushed out by other bruisers like Yorick, Vlad, etc.
FuzzyLord
Profile Joined September 2010
253 Posts
Last Edited: 2012-02-08 21:39:42
February 08 2012 00:25 GMT
#88
Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to.

Runes:
AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints.
Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2
Skill Order: W, E, W, Q, W, R
R>W>E>Q
Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red


RUNES
AS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but takes longer to get your passive up. Without blue, your jungle speed is greatly reduced because of the mana cost of W.
Armor Yellows: Duh
MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds
AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them.
NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy.

MASTERIES
9 in offense mainly for the armor pen and the AS
21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster.

SKILL ORDER
Get W first for increased damage/armor.
E next for the stun and bonus burst damage
1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru.

PATH
1) Start wolves, get help from team to clear it before blue.
2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy.
3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer.
4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight

SUMMONERS
Smite: A must-have for ALL junglers.
Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks.
Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle.
Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless.
Ghost: No, you already have a ghost in W.
Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you.

ITEMS
Cloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine.
Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important.

Mid-Game Goals
Wriggles
Boots (Merc or Ninja)
Phage

Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry)
TANKY DPS
Frozen Mallet
Boots (Merc or Ninja)
Atmas Impaler
Randuins Omen
Banshees Veil
GA

Bursty Anti-Carry
Trinity Force
Boots (Merc or Ninja)
Bloodthirster or IE
Warmogs
Atmas
GA

Why don't you build AP Poppy?
The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane.

MATCHUPS
Lee Sin: Hard matchup. If you have Exhaust, should be an easy fight.
Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___-
Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway.
Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run.
Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that.
Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear.
Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle.
Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp.
Rammus: Permabanned.
Shaco: Permabanned.
Maokai: Easy win. His early level skills dont do enough damage to out DPS you.
Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though.
Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr.


Last Comments
Give it a try, i'd love to hear some feedback to improve on it :D.
nojok
Profile Joined May 2011
France15846 Posts
February 08 2012 08:39 GMT
#89
On February 08 2012 08:24 petered wrote:
Show nested quote +
On February 08 2012 06:51 ShoreT wrote:
Is it just me or does Poppy have one of the best attack animations in the game?


I always thought it was a little bit weird/clumsy, but it never gave me significant problems.

I checked out SpamHappy's build. Item build is exactly how I have been building her except sometimes I get wriggles for sustain. Probably not worth it, idk.

Don't really get why you would go 21 in defense, though, since poppy doesn't really benefit much from more health and she has a lot to gain from extra points in offense tree. he has played a ton of poppy though, so he probably has his reasons.

It takes a lot of time to farm as she has no farming ability and you're very vulnerable to harass when doing so and I've often found myself having huge minions waves even in early levels so taking the aggro of all minions really hurts if you have to Q so they go back. Then her damage after 6 are great with ulti + sheen so you don't really need the extra damage from offensive tree. Besides the 10% CC reduction and the 3% MS are good to chase.
I've tried flash and ghost and it's true ghost is better because they tend to flee when you ulti and as you can tower dive easily ghost is better.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
Hidden_MotiveS
Profile Blog Joined February 2010
Canada2562 Posts
Last Edited: 2012-02-09 02:23:10
February 08 2012 08:52 GMT
#90
On February 08 2012 09:25 FuzzyLord wrote:
+ Show Spoiler +
Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to.

Runes:
AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints.
Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2
Skill Order: W, E, W, Q, W, R
R>W>E>Q
Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red


RUNES
AS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but,
Armor Yellows: Duh
MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds
AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them.
NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy.

MASTERIES
9 in offense mainly for the armor pen and the AS
21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster.

SKILL ORDER
Get W first for increased damage/armor.
E next for the stun and bonus burst damage
1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru.

PATH
1) Start wolves, get help from team to clear it before blue.
2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy.
3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer.
4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight

SUMMONERS
Smite: A must-have for ALL junglers.
Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks.
Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle.
Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless.
Ghost: No, you already have a ghost in W.
Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you.

ITEMS
Cloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine.
Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important.

Mid-Game Goals
Wriggles
Boots (Merc or Ninja)
Phage

Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry)
TANKY DPS
Frozen Mallet
Boots (Merc or Ninja)
Atmas Impaler
Randuins Omen
Banshees Veil
GA

Bursty Anti-Carry
Trinity Force
Boots (Merc or Ninja)
Bloodthirster or IE
Warmogs
Atmas
GA

Why don't you build AP Poppy?
The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane.

MATCHUPS
Lee Sin: Hard matchup. If you have Exhaust, should be an easy fight.
Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___-
Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway.
Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run.
Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that.
Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear.
Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle.
Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp.
Rammus: Permabanned.
Shaco: Permabanned.
Maokai: Easy win. His early level skills dont do enough damage to out DPS you.
Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though.
Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr.


Last Comments
Give it a try, i'd love to hear some feedback to improve on it :D.

How are her ganks?

Also most people level poppy's Q first since it reduces the cooldown to 3 at level 5. I saw the reason in that and started doing the same thing.
FuzzyLord
Profile Joined September 2010
253 Posts
February 08 2012 14:42 GMT
#91
On February 08 2012 17:52 Hidden_MotiveS wrote:
Show nested quote +
On February 08 2012 09:25 FuzzyLord wrote:
Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to.

Runes:
AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints.
Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2
Skill Order: W, E, W, Q, W, R
R>W>E>Q
Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red


RUNES
AS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but,
Armor Yellows: Duh
MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds
AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them.
NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy.

MASTERIES
9 in offense mainly for the armor pen and the AS
21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster.

SKILL ORDER
Get W first for increased damage/armor.
E next for the stun and bonus burst damage
1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru.

PATH
1) Start wolves, get help from team to clear it before blue.
2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy.
3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer.
4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight

SUMMONERS
Smite: A must-have for ALL junglers.
Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks.
Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle.
Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless.
Ghost: No, you already have a ghost in W.
Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you.

ITEMS
Cloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine.
Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important.

Mid-Game Goals
Wriggles
Boots (Merc or Ninja)
Phage

Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry)
TANKY DPS
Frozen Mallet
Boots (Merc or Ninja)
Atmas Impaler
Randuins Omen
Banshees Veil
GA

Bursty Anti-Carry
Trinity Force
Boots (Merc or Ninja)
Bloodthirster or IE
Warmogs
Atmas
GA

Why don't you build AP Poppy?
The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane.

MATCHUPS
Lee Sin: Hard matchup. If you have Exhaust, should be an easy fight.
Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___-
Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway.
Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run.
Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that.
Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear.
Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle.
Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp.
Rammus: Permabanned.
Shaco: Permabanned.
Maokai: Easy win. His early level skills dont do enough damage to out DPS you.
Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though.
Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr.


Last Comments
Give it a try, i'd love to hear some feedback to improve on it :D.

How are her ganks?

Also most people level poppy's Q first since it reduces the cooldown to 3 at level 5. I saw the reason in that and started doing the same thing.



Once you get boots 2, you can 100% stun them because of the character model bug. Plus the bonus movement speed makes it hard to escape from you. IF you want to go for a more gank-oriented build, however, you should max E first instead of W.
On the point of leveling your Q, its pointless in the early phases of the game. Leveling it only increases the bonus damage threshold and, because no one has any health early game, you get more DPS out of leveling your W. the bonus armor that your W gives you also lets you take a LOT more damage than the enemy jungler.
Brockster
Profile Joined June 2010
Germany82 Posts
February 08 2012 15:14 GMT
#92
could you please explain the conditions where you can stun with poppy whenever you please? whats the so called character model bug?
FuzzyLord
Profile Joined September 2010
253 Posts
February 08 2012 18:57 GMT
#93
On February 09 2012 00:14 Brockster wrote:
could you please explain the conditions where you can stun with poppy whenever you please? whats the so called character model bug?


Its a bug where, once you get enough movement speed, when you dash towards them, your character model moves too fast and goes past them, creating a "wall" that stuns them.
Hidden_MotiveS
Profile Blog Joined February 2010
Canada2562 Posts
Last Edited: 2012-02-09 02:22:10
February 09 2012 02:21 GMT
#94
That's incredible! A displacement stun... followed by exhaust slow, and poppy's burst... I have to try this!

let's not tell anyone else. We don't want any fixes to this
FraCuS
Profile Blog Joined January 2010
United States1072 Posts
February 09 2012 05:42 GMT
#95
Just played 3 games with her, only won 2 out of 3. Early ganks are awesome but she depends heavily on the blue buff. Farming was a problem with her since, she is slow clearing 1 or 2 groups of minion waves. When I encounter junglers like lee or gp. She tends to cripple them at first but slowly gets owned right back. Late game was kinda hard for me =\ with your build.
Apink/Girl's Day/miss A/IU/Crayon Pop/Sistar/Exo K :D l Kpop and Kdrama Enthusiast
mOnion
Profile Blog Joined August 2009
United States5657 Posts
February 09 2012 09:43 GMT
#96
On February 08 2012 23:42 FuzzyLord wrote:
Show nested quote +
On February 08 2012 17:52 Hidden_MotiveS wrote:
On February 08 2012 09:25 FuzzyLord wrote:
Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to.

Runes:
AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints.
Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2
Skill Order: W, E, W, Q, W, R
R>W>E>Q
Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red


RUNES
AS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but,
Armor Yellows: Duh
MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds
AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them.
NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy.

MASTERIES
9 in offense mainly for the armor pen and the AS
21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster.

SKILL ORDER
Get W first for increased damage/armor.
E next for the stun and bonus burst damage
1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru.

PATH
1) Start wolves, get help from team to clear it before blue.
2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy.
3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer.
4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight

SUMMONERS
Smite: A must-have for ALL junglers.
Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks.
Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle.
Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless.
Ghost: No, you already have a ghost in W.
Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you.

ITEMS
Cloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine.
Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important.

Mid-Game Goals
Wriggles
Boots (Merc or Ninja)
Phage

Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry)
TANKY DPS
Frozen Mallet
Boots (Merc or Ninja)
Atmas Impaler
Randuins Omen
Banshees Veil
GA

Bursty Anti-Carry
Trinity Force
Boots (Merc or Ninja)
Bloodthirster or IE
Warmogs
Atmas
GA

Why don't you build AP Poppy?
The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane.

MATCHUPS
Lee Sin: Hard matchup. If you have Exhaust, should be an easy fight.
Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___-
Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway.
Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run.
Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that.
Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear.
Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle.
Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp.
Rammus: Permabanned.
Shaco: Permabanned.
Maokai: Easy win. His early level skills dont do enough damage to out DPS you.
Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though.
Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr.


Last Comments
Give it a try, i'd love to hear some feedback to improve on it :D.

How are her ganks?

Also most people level poppy's Q first since it reduces the cooldown to 3 at level 5. I saw the reason in that and started doing the same thing.



Once you get boots 2, you can 100% stun them because of the character model bug. Plus the bonus movement speed makes it hard to escape from you. IF you want to go for a more gank-oriented build, however, you should max E first instead of W.
On the point of leveling your Q, its pointless in the early phases of the game. Leveling it only increases the bonus damage threshold and, because no one has any health early game, you get more DPS out of leveling your W. the bonus armor that your W gives you also lets you take a LOT more damage than the enemy jungler.


where does it stun them? at what point in the drag? the end? b/c I believe there's no velocity, so one would assume that if there was an invisible wall upon breaking the speed barrier then it would disable movement at the beginning of the E, correct?
☆★☆ 7486!!! Join the Ban mOnion Anti-Trolling Initiative! - Caller | "on a scale of machine to 10, how bad is that Zerg?" - LZgamer | you are the new tl.net bonjwa monion, congrats - Rekrul | "Cheeseburgers dynamite lilacs" - Chill
FuzzyLord
Profile Joined September 2010
253 Posts
February 09 2012 13:31 GMT
#97
On February 09 2012 18:43 mOnion wrote:
Show nested quote +
On February 08 2012 23:42 FuzzyLord wrote:
On February 08 2012 17:52 Hidden_MotiveS wrote:
On February 08 2012 09:25 FuzzyLord wrote:
Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to.

Runes:
AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints.
Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2
Skill Order: W, E, W, Q, W, R
R>W>E>Q
Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red


RUNES
AS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but,
Armor Yellows: Duh
MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds
AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them.
NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy.

MASTERIES
9 in offense mainly for the armor pen and the AS
21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster.

SKILL ORDER
Get W first for increased damage/armor.
E next for the stun and bonus burst damage
1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru.

PATH
1) Start wolves, get help from team to clear it before blue.
2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy.
3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer.
4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight

SUMMONERS
Smite: A must-have for ALL junglers.
Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks.
Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle.
Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless.
Ghost: No, you already have a ghost in W.
Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you.

ITEMS
Cloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine.
Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important.

Mid-Game Goals
Wriggles
Boots (Merc or Ninja)
Phage

Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry)
TANKY DPS
Frozen Mallet
Boots (Merc or Ninja)
Atmas Impaler
Randuins Omen
Banshees Veil
GA

Bursty Anti-Carry
Trinity Force
Boots (Merc or Ninja)
Bloodthirster or IE
Warmogs
Atmas
GA

Why don't you build AP Poppy?
The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane.

MATCHUPS
Lee Sin: Hard matchup. If you have Exhaust, should be an easy fight.
Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___-
Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway.
Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run.
Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that.
Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear.
Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle.
Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp.
Rammus: Permabanned.
Shaco: Permabanned.
Maokai: Easy win. His early level skills dont do enough damage to out DPS you.
Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though.
Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr.


Last Comments
Give it a try, i'd love to hear some feedback to improve on it :D.

How are her ganks?

Also most people level poppy's Q first since it reduces the cooldown to 3 at level 5. I saw the reason in that and started doing the same thing.



Once you get boots 2, you can 100% stun them because of the character model bug. Plus the bonus movement speed makes it hard to escape from you. IF you want to go for a more gank-oriented build, however, you should max E first instead of W.
On the point of leveling your Q, its pointless in the early phases of the game. Leveling it only increases the bonus damage threshold and, because no one has any health early game, you get more DPS out of leveling your W. the bonus armor that your W gives you also lets you take a LOT more damage than the enemy jungler.


where does it stun them? at what point in the drag? the end? b/c I believe there's no velocity, so one would assume that if there was an invisible wall upon breaking the speed barrier then it would disable movement at the beginning of the E, correct?


It doesnt happen 100% of the time. Its a glitch. It CAN happen, but not always.
mOnion
Profile Blog Joined August 2009
United States5657 Posts
February 09 2012 13:42 GMT
#98
On February 09 2012 22:31 FuzzyLord wrote:
Show nested quote +
On February 09 2012 18:43 mOnion wrote:
On February 08 2012 23:42 FuzzyLord wrote:
On February 08 2012 17:52 Hidden_MotiveS wrote:
On February 08 2012 09:25 FuzzyLord wrote:
Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to.

Runes:
AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints.
Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2
Skill Order: W, E, W, Q, W, R
R>W>E>Q
Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red


RUNES
AS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but,
Armor Yellows: Duh
MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds
AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them.
NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy.

MASTERIES
9 in offense mainly for the armor pen and the AS
21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster.

SKILL ORDER
Get W first for increased damage/armor.
E next for the stun and bonus burst damage
1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru.

PATH
1) Start wolves, get help from team to clear it before blue.
2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy.
3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer.
4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight

SUMMONERS
Smite: A must-have for ALL junglers.
Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks.
Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle.
Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless.
Ghost: No, you already have a ghost in W.
Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you.

ITEMS
Cloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine.
Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important.

Mid-Game Goals
Wriggles
Boots (Merc or Ninja)
Phage

Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry)
TANKY DPS
Frozen Mallet
Boots (Merc or Ninja)
Atmas Impaler
Randuins Omen
Banshees Veil
GA

Bursty Anti-Carry
Trinity Force
Boots (Merc or Ninja)
Bloodthirster or IE
Warmogs
Atmas
GA

Why don't you build AP Poppy?
The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane.

MATCHUPS
Lee Sin: Hard matchup. If you have Exhaust, should be an easy fight.
Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___-
Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway.
Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run.
Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that.
Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear.
Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle.
Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp.
Rammus: Permabanned.
Shaco: Permabanned.
Maokai: Easy win. His early level skills dont do enough damage to out DPS you.
Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though.
Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr.


Last Comments
Give it a try, i'd love to hear some feedback to improve on it :D.

How are her ganks?

Also most people level poppy's Q first since it reduces the cooldown to 3 at level 5. I saw the reason in that and started doing the same thing.



Once you get boots 2, you can 100% stun them because of the character model bug. Plus the bonus movement speed makes it hard to escape from you. IF you want to go for a more gank-oriented build, however, you should max E first instead of W.
On the point of leveling your Q, its pointless in the early phases of the game. Leveling it only increases the bonus damage threshold and, because no one has any health early game, you get more DPS out of leveling your W. the bonus armor that your W gives you also lets you take a LOT more damage than the enemy jungler.


where does it stun them? at what point in the drag? the end? b/c I believe there's no velocity, so one would assume that if there was an invisible wall upon breaking the speed barrier then it would disable movement at the beginning of the E, correct?


It doesnt happen 100% of the time. Its a glitch. It CAN happen, but not always.

On February 08 2012 23:42 FuzzyLord wrote:
Show nested quote +
On February 08 2012 17:52 Hidden_MotiveS wrote:
On February 08 2012 09:25 FuzzyLord wrote:
Been trying out jungle poppy, and it actually works pretty well :D. She's such a great counterjungler, since there's so many walls that you can stun them on to.

Runes:
AS Reds, Armor Yellows, MR blues or AS Blues, Movement speed Quints or AS Quints.
Masteries: http://www.mobafire.com/league-of-legends/mastery-tree-planner#&tree1=1-3-0-0-4-0-0-0-1-0-0-0-0-0-0-0-0&tree2=1-2-3-2-4-3-0-1-0-1-0-3-0-0-0-1&tree3=0-0-0-0-0-0-0-0-0-0-0-0-0-0-0-0&v=2
Skill Order: W, E, W, Q, W, R
R>W>E>Q
Start: Wolves-->Blue (without smite w/ help of your team)---> Enemy Red


RUNES
AS Reds or AR Pen Reds: Get your maximum bonus from your W faster w/o blowing mana, plus lets you really abuse the damage bonus from your W. Armor Pen lets you get more damage but,
Armor Yellows: Duh
MR Blues or AS Blues: MR against AP heavy team or AP jungler (fiddlesticks), AS for the same reason for Reds
AS Quints or Move Quints: I'd prefer Movement speed quints, since they let you get to the enemy camps much faster, letting you counterjungle a lot more safely. AS Quints could also work, since then even if you duel the enemy jungler, your bonus armor and bonus damage from your W should allow you to outdamage them.
NOTE: If you run with the Move Quints, your W + boots2 + Quints allow you to do the poppy wall bug. Poppy will move so fast that when you E, her character model acts as a wall, and will stun the enemy.

MASTERIES
9 in offense mainly for the armor pen and the AS
21 in defense, getting minion damage return for faster clear and Movement speed buff to run faster.

SKILL ORDER
Get W first for increased damage/armor.
E next for the stun and bonus burst damage
1 level of Q at 4 just for the percentage health, but leveling it is not advised since its scaling is super horribru.

PATH
1) Start wolves, get help from team to clear it before blue.
2) Take your blue, preferably w/o smite. Have your team hard leash it so you can stay healthy.
3) IMMEDIATELY go to their red and take it. Wall stun it, and hit it as fast as your stubby little arm can swing that hammer.
4) Stay at bush near red. The second you see the enemy jungler near a wall, wall stun them and fight

SUMMONERS
Smite: A must-have for ALL junglers.
Flash: Meh, maybe if you were laning, because positioning is so important on poppy. In the jungle, however, you can easily position yourself for the stun. Good for escaping, though your W active + mastery + Quints + boots should give you enough speed to get away from any early ganks.
Exhaust: Yes. yes yes yes yes yes yes yes. GREAT spell for counterjungling. Really shuts down enemy junglers HARD. This is what makes you able to beat many good duelists (Lee Sin, Shyvanna, etc.) in the jungle.
Heal: I've tried it before, but not a big fan. Good for the fights, since it heals for an unbelievably stupid amount of health, but later on it's just kinda useless.
Ghost: No, you already have a ghost in W.
Ignite: VERY situational, only use against WW or Volibear, since their heals will out-sustain you.

ITEMS
Cloth + 5 pots: Standard start, nothing fancy. Preferred start in most games. Lets you stay healthy, plus the bonus armor from your W really makes the cloth armor shine.
Boots + 3pots: Situational start, mainly use this against AP junglers. Lets you roam around their jungle faster, position yourself faster, etc. Especially against champions like Fiddlesticks, where armor really doesnt help you, getting into position to stun him is super important.

Mid-Game Goals
Wriggles
Boots (Merc or Ninja)
Phage

Late Game (It depends on what you want, a tanky DPS or a bursty anti-carry)
TANKY DPS
Frozen Mallet
Boots (Merc or Ninja)
Atmas Impaler
Randuins Omen
Banshees Veil
GA

Bursty Anti-Carry
Trinity Force
Boots (Merc or Ninja)
Bloodthirster or IE
Warmogs
Atmas
GA

Why don't you build AP Poppy?
The build for AP Poppy is way too out sync with everything, including masteries, item order, runes, etc. AP Poppy should only be played in lane.

MATCHUPS
Lee Sin: Hard matchup. If you have Exhaust, should be an easy fight.
Shyvanna: Hard, even with exhaust. Her AoE does so much damage early game -___-
Sejuani: Percentage Health magic damage AoE. Stupid. Against her go WQWE, early Q damage will really help, and stunning her doesnt stop her AoE anyway.
Volibear: Don't even bother fighting, his passive is retarded. Just take his shit and run.
Fiddlesticks: Start boots + 3 pots. Once you start fighting, MAKE SURE HE HAS A WALL BEHIND HIM. The second he starts draining, stun him. Easymode after that.
Warwick: Mebbe? Haven't gotten to try it against him. Probably not going to work, he heals too much from his Q and passive. Same idea as Volibear.
Mundo: Any respectable Jungle Mundo will just be taking your shit. Have your mid ward wraith entrance early, bot/top (whether your blue or purple) to ward tribush, and just gank him when he goes into your jungle.
Nocturne: Early on you beat him easy. Since most nocs go QWQE, by the time he gets to red he'll be level 2~3, so he won't have his fear. Just exhaust him and beat him to a pulp.
Rammus: Permabanned.
Shaco: Permabanned.
Maokai: Easy win. His early level skills dont do enough damage to out DPS you.
Olaf: Haven't played against one yet. Early levels are probably good for you, later on his true damage starts to out DPS you though.
Udyr: Really depends. Phoenix Udyr should be fine if you have exhaust. Same with Tiger Udyr.


Last Comments
Give it a try, i'd love to hear some feedback to improve on it :D.

How are her ganks?

Also most people level poppy's Q first since it reduces the cooldown to 3 at level 5. I saw the reason in that and started doing the same thing.



100%


lol. still interesting regardless.
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FuzzyLord
Profile Joined September 2010
253 Posts
February 09 2012 14:45 GMT
#99
On February 09 2012 14:42 FraCuS wrote:
Just played 3 games with her, only won 2 out of 3. Early ganks are awesome but she depends heavily on the blue buff. Farming was a problem with her since, she is slow clearing 1 or 2 groups of minion waves. When I encounter junglers like lee or gp. She tends to cripple them at first but slowly gets owned right back. Late game was kinda hard for me =\ with your build.


Yeah she is really dependent on blue. What i do every game is ward their blue at about 6:00. at about 7:00 ish, you need to watch the map. If they are ganking a lane, steal their blue. If you dont see them when blue spawns, just camp in bushes across from blue. Smite steal it. This way you get blue and gives your mid blue buff as well.
Lee should be an easy win. Im trying a new mastery page atm, so the guide will probably change. Against lee, your ignite plus your armor buff, also with your passive, should mitigate a lot of the damage from his q.
Gp is hard because he has a self heal. Other most gp's go EQEW, so early exhaust should give you the advantage. He scales a lot better w/ farm than poppy, however, so later on it gets harder.
FuzzyLord
Profile Joined September 2010
253 Posts
February 09 2012 14:47 GMT
#100
On February 09 2012 14:42 FraCuS wrote:
Just played 3 games with her, only won 2 out of 3. Early ganks are awesome but she depends heavily on the blue buff. Farming was a problem with her since, she is slow clearing 1 or 2 groups of minion waves. When I encounter junglers like lee or gp. She tends to cripple them at first but slowly gets owned right back. Late game was kinda hard for me =\ with your build.


I like using the dps build. Your main goal in teamfights: kill the carry. Ult the person with the least cc (typically the ad carry) and run in.
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