A Feasible Rework Idea For POPPY, The Iron Ambassador!
Poppy is one of those champions who has fallen into obscurity. Most people have never considered playing her, and a few don't even know she exists. Her kit is terrible. She's all melee, and has a ton of hidden damage with her Q. Not to mention her ultimate is either useless of enormously OP. I've heard rumors that Poppy is currently next in line for a major Sion-esque rework, and I would like to give my two cents about her potential new kit.
Passive
Current: Valliant Fighter
All physical and magic damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. Valiant Fighter does not reduce damage from structures.
This passive is a big part of Poppy, and is pretty powerful vs bursters and gets stronger as her health gets lower. It's worth noting that if her passive is triggered only the portion of damage that exceeds 10% of her current health is halved. So if Poppy has 1200/2000 health and is being hit by a 400 damage nuke (after resistances). She will then take: 1200x10% regular damage plus (400-10%x1200)x50% reduced damage, which will total in 120 + 140 = 260 damage taken.
Issues The passive is misleading, and very confusing to calculate. Overall most people don't realize how it truly works.
The Solution Passive: Emissary of Demacia
Upon taking more than 15% her current health as magical or physical damage from an enemy champion, Poppy rapidly regenerates 5/7.5/10% of her maximum health over 3 seconds. This can only trigger once every 3 seconds.
Explanation Poppy, being an actual emmisary of Demacia, has to retain her fortitude at all times no matter what may happen, as she is the face of all Yordles in Demacia.
Current Q: Devastating Blow
ACTIVE: Poppy's next basic attack is converted into magic damage and deals bonus magic damage equal to 20/40/60/80/100 +100% AD +60%AP plus 8% of the target's maximum health. Devastating Blow's flat bonus plus percent health component cannot exceed a damage threshold of 75/150/225/300/375.
Issues
None really, although it's really powerful and soaks up a lot of her kits potential.
The Solution
Q: Mallet of Harmony
Poppy's hammer enlarges and she gains 50 AA range, and her AA's deal 20/35/50% splash damage in a 50 unit radius. Her next basic attack is converted to magic damage, this and subsequent attacks during this ability's duration deal bonus damage equal to 60%AD and 2/2.5/3/3.5/4% her own maximum health. This ability lasts for several seconds.
Explanation
Poppy strives to bring harmony to all of Valoran, as well as crush the Noxians responsible for her fathers death. This ability gives her some range, and makes her more than a single-target champion. Which, let's face it, has some major drawbacks.
Current W: Paragon of Demacia
PASSIVE: Upon receiving damage from or dealing damage with a basic attack, Poppy's armor and damage are increased for 5 seconds, stacking up to 10 times. 1.5 / 2 / 2.5 / 3 / 3.5 ACTIVE: Poppy receives maximum stacks of Paragon of Demacia. Additionally, she gains increased movement speed for 5 seconds. 17 / 19 / 21 / 23 / 25%
Issues
Personally I like this ability a lot, it really screams "I'M POPPY!" in my opinion. However, it's also a lot of hidden damage, which RIOT has stated they want to remove as much as possible.
The Solution
W: Paragon of Demacia
PASSIVE: Upon receiving damage from or dealing damage with a basic attack, Poppy's armor and movement speed are increased for 5 seconds, stacking up to 10 times. Armor: 1.5/2/2.5/3/3.5 | Movement speed: 1/2/3/4/5% ACTIVE: Poppy receives maximum stacks of Paragon of Demacia. Additionally, she grants a shield to herself and allied champions within a 250 range of herself that lasts for 5 seconds with a strength of 20/50/80/120/150 + 20% armor and + 60% AP.
Explanation
While I liked the core of the ability before, I've shifted the passive AD into Movement Speed as well as removing the active Movement Speed into a shield. A paragon of Demacia should have a shield, it just makes sense. Also, it allows her to enter a supporting role with the large AP ratio. The extra movement speed (at all ranks past 1) allow her to stick to her targets more easily. A major issue with today's Poppy.
Current E: Heroic Charge
ACTIVE: Poppy charges at an enemy, dealing magic damage and carrying it 300 units along with her. If they collide with terrain, she stuns her target for 1.5 seconds, dealing additional magic damage. 50 / 75 / 100 / 125 / 150 (+ 40% AP) on hit. 75 / 125 / 175 / 225 / 275 (+ 40% AP) on collision with terrain.
The Issue
While this ability can be tricky to pull off in lane, unless you build a ton of MS or flash, it's overly devastating in the jungle.
The Solution
E: Seize and Desist
Poppy charges along a line, carrying enemies with her and dealing magic damage equal to 50/75/100/125/150 + 30% bonus AD and +30% AP to anything she collides with during the charge. If she collides with terrain, but not with an enemy unit, Poppy will travel through the terrain. If Poppy collides with an enemy unit before reaching terrain she will not pass through it, but the target enemy will be stunned for 1/1.15/1.3/1.45/1.6 seconds.
Explanation
I removed the bonus damage on collision, and lowered the AP ratio, but I added an AD ratio and made it a linear non-targeted skillshot. I also made the stun scale with rank, giving it a shorter duration until rank 5. It's worth noting that Poppy will stun all enemies she charges into when she collides with terrain, if she can manage to get more than one.
Current R: Diplomatic Immunity
ACTIVE: Poppy focuses intently on a single enemy champion, dealing amplified damage to them, and becoming immune to all damage and abilities from enemies other than her target. DURATION: 6 / 7 / 8 | INCREASED DAMAGE: 20 / 30 / 40%
Issues
This ability can either be incredibly OP, or incredibly useless. Overall it's unreliable and unfair when it works.
The Solution
R: Justice
Passive: Enemy champion AA's and Abilities that hit Poppy give her a stack of Justice that last for 20 seconds. Each stack of Justice increases her tenacity by 5%, with a maximum of 35%. Justice itself stacks indefinitely, but wears off after 20 seconds. Active: Poppy raises her hammer and emits a blinding light of Demacian justice, dealing low global damage (50/75/100 +5% of her own bonus health) as true damage. Poppy can reactivate this ability within 3 seconds to charge to a nearby enemy and deal 30/65/100 magical damage per stack of Justice she currently has, using up all of her stacks immediately. If Poppy does not reactivate her ability within 3 seconds, the cooldown will only be 75% of normal.
EDIT: Post-creation note Could possibly make the second activation of her ultimate cost 20% her current health, as that would prevent Poppy from abusing lifesteal while taking damage.
Explanation
This gets rid of her 4-enemy-invulnerability mechanic, and provides her with a way to assassinate a nearby priority target as well as smite those who narrowly escape justice. I should note that every stack of Justice decays independently, and that even at 2000 bonus health Poppy will only deal 200 true damage with her ultimate, total, at rank 3. This makes it purely for foes who escape with extremely low health. Meanwhile, the second activation is for assassinating targets, as she is very affected by CC, and using it removes her bonus tenacity.