Poppy rework idea - Hero of the Hammer (Specialist)

Scibra·11/5/2019, 11:53:55 PM·2 votes·1,018 views

I've been brewing this for a while, and it boils down to her W as a whole, her R because it's lackluster, and her E for it's unreliability. I'd also like to see her passive worked on a bit, too. Make it more about sustain first, and poke second, and fun for the poking. I'm aware I may be overloading her, but it just looks like so much fun after figuring out the kit's functionality.

PASSIVE - Hero's Resolve - Every 14/10/8 (Level 1/7/13, after thrown or broken) seconds, Poppy gains a shield equal to 10% of her maximum hp (+10% of current hp), refreshing the duration of any other shield she has. If Hero's Resolve's shield takes damage, it is refreshed after 5 seconds if not being damaged by champions or monsters.

Shield Throw - while shielded by any means of at least 50, Poppy gains 350 attack range and her basic attack timer is reset. She throws her buckler (projectile) removing her shield and her basic attack deals 50% of the shield's total value as magic damage. The buckler will bounce in a 60 degree cone away from the nearest wall, tending toward Poppy. If the shield was less than 100, it shatters on-hit, dealing it's full value. When a fallen buckler picked up or caught within the next 3 seconds, she gains Dented Shield, shielding herself for 50% of the original shield's value for 2 seconds.

When Poppy is shielded by any means, Hero's Resolve's remaining cooldown is reduced by 50%.

NOTES: This gives her some interesting Draven-like play, but it also helps set up for wall slams.

Q - Hammer Shock - No necessary changes here. Maybe increase to 10% hp as damage, and reduce base damage by at least 20% (does better late, but even or weaker early).

W - Steadfast Presence (Cooldown 16/15/14/13/12)

Passive - Same as before, I think.

Active - Poppy twirls her hammer around, dealing physical damage and knocking up all surrounding (300) units for .5 seconds. If cast during Heroic Charge, the dash is stopped and all units in the area are instead knocked back in the dash's initial direction 200 units, including her carried target. If her carried target is knocked back into terrain, they take Heroic Charge's damage again and stun as normal.

E - Heroic Charge - Poppy dashes to an enemy, dealing physical damage and carrying them along with her for up to 300 units. If they collide with terrain, they are dealt the same damage again and stunned for 1/1.25/1.5/1.75/2 seconds.

R - Keeper's Verdict - Poppy winds up her hammer, channeling for the next few seconds. All enemy units in a cone (135 degrees) in front of her are knocked back 300-750 units (based on channel time) and dealt 150/250/350 damage, which is increased by 0-50% (based on channel time). Units that collide with terrain take the same damage halved.

2 Comments

NightTimeBlues1911/6/2019, 12:37:17 AM1 votes

As a Poppy main ill give my input on it. Ill prefrence this by saying I really do not think poppy's kit needs any changes. Poppy is not meant to be played as a engage tank or a Bruiser. She is really a warden. Meant to provide massive peel in teamfights. She is not a malphite (engage tank) and she is not a darius (Juggernaut bruiser). Poppy is also best as a counter pick, but is still decent in almost any matchup.

Opinion on changes:

I think the passive changes are not great. They do not provide anything terribly different from what poppy currently does. It only gives her a malphite passive that can be used like a shield bash. Poppys passive is meant to provide poke and possible play making (which it already does). No changes nessassary.

I don't like the w changes. Poppys w is meant to be reactive as a way to provide peel. Her current w provides skill and counter play for both poppy and the enemy team. Poppy having a reactive w and weak r also prevents her from just going full juggernaut or damage and just becoming an assassin. With your w changes it will simple become another ability to use not to stop dashes, but rather to do more damage in a combo. (It becomes a proactive ability instead of reacting to an enemy).

There were no direct changes to Poppys e, but the changes to w do have an affect. I don't think poppys e needs to be easier to land. It can be played around by the enemy and is a great punishment for players who misplace themselves. If you actively look for wall stuns, poppys e is not difficult to find.

The R changes do provide a great deal of peel, but does not really provide anything different from her current r (except more damage) and the fact they cannot be launched over walls. One of the great uses of poppys r is the utility of a simple knock up or huge peel. I personally like to use my R not to kill my enemy, but to set up a fight where it was a 2 v 1 or 5 v 5 and becomes a 1 v 1 or 3 v 5. With the changes to poppys r, it would only knock them back a little bit, but give her more damage. That would push poppy from a warden to either assassin or bruiser depending on how much damage is added to w and r.

Overall interesting changes, but do not think poppy needs a rework. She is balanced and in a great spot right now. I think your changes would push poppy to either assassin or bruiser which would remove her identity as a tank warden.

~400,000 Mastery Point Poppy

Poppy

GreenKnight11/6/2019, 4:55:00 AM1 votes

Dude. She IS a fucking rework. We lost Poppy a long time ago.