
Poppy
Keeper of the Hammer
- HP
- 660(+128)
- HP Regen(5s)
- 8(+0.8)
- MP
- 380(+40)
- MP Regen(5s)
- 15(+0.8)
- Damage
- 62(+4)
- Attack Speed
- 0.8(+2.2%)
- Armor
- 46(+4.5)
- Magic Resistance
- 36(+2)
- Attack Range
- 175
- Movement Speed
- 350
growth per level
Stats
As of 2026-08-09Last 7 days trend
Diamond| Tier | Win | Pick | Ban |
|---|---|---|---|
| Diamond | 51.4% | 1.8% | 0.3% |
| Master | 51.3% | 2.0% | 0.3% |
| Grandmaster | 51.5% | 2.5% | 0.4% |
| Challenger | 52.1% | 2.8% | 0.6% |
Combos · Poppy
Buckler Poke
BasicWhen Safely poking in lane with the passive buckler
- AutoBuckler basic attack
- Slow
- AutoFinisher
Tip When the passive is ready, the next basic attack gains range and throws the buckler for bonus magic damage. Picking it up within 4 seconds grants a shield but does not reset the passive cooldown, so abandon an enemy-side drop and retreat after Q's slow rather than forcing the pickup.
Wall Stun All-In
IntermediateWhen Forcing an all-in when terrain provides a reliable E stun angle
- Wall stun
- AutoBasic attack weave
- Hammer under
- Chase
- AutoFinisher
Tip E carries the target forward with Poppy and only stuns if the pushed enemy collides with terrain. Move to the side opposite a wall, drive them into it, use basic attack → Q during the stun, then W to stop a dash escape.
E-Flash Forced Stun
AdvancedWhen Creating a stun angle with Flash when no wall lines up naturally
- Charge
- FlashReposition
- Hammer under
- AutoBasic attacks
Tip Flash in the short input window just after targeting E to shift Poppy's starting position and the carry direction, potentially reaching terrain unavailable from the original angle. Confirm the real wall behind the target and the push line before spending Flash; do not commit when the terrain stun is uncertain.
Ultimate Dash Block and Knockback
AdvancedWhen Blocking an enemy dash-engage, then knocking them away to break up a fight
- Block dash
- Charge
- Knockback
Tip After W stops a dash, tap R without charging to knock nearby enemies up for 1 second and interrupt an immediate threat. A charged R sends the first champion hit and nearby enemies far toward their Nexus, making them untargetable while airborne so allies cannot damage them either. Charge only to remove someone from the fight; use the uncharged knock-up for instant peel.