A Feasible Rework Idea For POPPY, The Iron Ambassador!

Yoella··2 votes·1,035 views

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.

7 Comments

UndeZyrablee2 votes

Reasonable. Practical. Doesn't nerf poppy to the ground but gets rid of some of her bulls**t kit. Have my upvote.

Yoella1 votes

Why thank you

Lord Dusteon2 votes

I do have concern that the infinite Justice stacks would be a bit OP (especially against any DoT person or some who tries to harass you). I can see her getting to 6, waddling around her laner for a while, then pressing R twice to hurt everyone while exploding the other person.

Maybe make their some form of limit or have a cooldown before she can gain more?

Yoella1 votes

Hmm. I see your point, and I was a bit concerned about that which is why I gave the assassination part no ap/ad/hp scaling at all. One problem is that if I say she gets a stack per second, then bursters will only grant one stack on a 4 ability combo. The reason I put no limit on it is because Poppy naturally has a tiny health pool, and so it's not like she could take more than 5 or 6 hits unless she builds tank. And if she builds tank she's going to have almost no damage outside of her ult, so it would be a nuke that rewards you for blocking skillshots and the like. So it's not like she's gonna have 20 stacks and deal 2000 damage to you lol, it will be more like 5 or 6 stacks on non-tank Poppy and 10-11 on Tank Poppy. Or at least that's the idea behind it.

At the end of the day every champion is good against some type of champion, people with low CD poke would just be somewhat countered by her. If Yasou can have a windwall in midlane, and fizz has like a 5 second CD invulnerability/damage/slow, "Justice" seems almost underpowered. Keep in mind, if she dashes into the enemy team after taking damage to gain stacks, she's going to be really low and will have to retreat after or die. It could also be juked with Zhonya's or Invulnerability which would waste her stacks and put her in a terrible position. And the global part does so little damage that it's almost pathetic. I mean, Karth ult does more BASE damage at rank 1 that her global can do at rank 3 with 2000 BONUS health, so I don't really count that as harass...

Regardless, thank you for the feedback! Upvoted +1

Lord Dusteon1 votes

The problem I see with it is you'd see her build bruiser/off-tank, take as much safe harass as she can while healing it back up, then ult and murder the other person safely.

Yoella1 votes

I wouldn't say "safely", unless it's a 1 on 1 duel. If it's a teamfight she's going to be diving into the enemy team at mid-low health and might not escape alive. Also, the Justice stacks go away after 20 seconds so it's not as if she can stand there for a minute, take 30 hits, heal with potions, and kill something. Keep in mind that she's also a melee champion, aside from a slight temporary range buff from her Q. Also her assassination wouldnt have global range, it would be 450 or 500. Something lowish like that.

Considering she's melee, has one small situational CC, and a single-target ult that can easily be juked and put her in a damning position, I think that if I weakened Justice anymore she would be horrible. Although, because I see what you're saying, I'm going to add another possibility to the ultimate. Maybe it should cost 20% her current health. That way she can't "heal up while taking damage" like you said. Because you're right, with a crapton of lifesteal and AS that could be abused.

Lord Dusteon1 votes

The problem is she could build tanky and then flash ult someone to 100-0 them with the only counterplay being to get out of range before she instagibs you. The entire design is either you have low justice stacks or nuke someone to death. For comparison, Syndra's max ultimate at 7 spheres is 1260 damage +1.2 AP. This makes it's max damage (without dfg) ~2000 at max build. Poppy could, while building full tank, get this just by being hit 20 times (which as a tank isn't hard, and as a bruiser with lifesteal is ridiculously easy). In addition, the only counterplay to this ability is to try and kite her (which might not work and gives her more stacks for more damage), flash away as soon as you see her coming, or to hope she has to use it on a tank to kill them before she gets in range of you. A targeted, easily stackable infinite nuke is not really good (before you say Veigar, he has a 2.8 AP ratio, total. Meaning one Q gives him 2.8 damage- 19.6 damage, instead of Poppy's 30-100 damage. For Kalista, she both has to be autoattacking the target repeatedly and only gets 10 +.2AD - 32 +.3AD as scaling).

More from Gameplay

More by Yoella