[Champion Rework] Poppy, the Iron Ambassador
League of Legends is growing older, and while we're seeing a lot of new content, many of the games earliest champions designs are growing out of date. Shaco, Warwick, Alistair, and Sion are on the list of champions Riot is currently looking into and starting work on, but Poppy doesn't yet have a spot. Her priority is low, likely due to a combination of the fact that she'd be a lot of work (a large overhaul) and she doesn't have a large player base calling for buffs, like Shaco or Alistair.
For this reason, i have designed a rework for Poppy that leaves her much stronger as a whole while retaining her identity. Poppy is a young girl, but unafraid of being in the middle of the fray. She is armored and carries a large shield and a trusty hammer. For these reasons, i feel as if it is better for her to be designed with more focus on being a fighter than being an assassin. Her laning won't be overpowering but with the new skills she should be very strong later in the game, once she has accumulated Attack Damage, Cooldown Reduction, Health, and Resists through items.
Remember that all numbers provided here are merely experimental, and are subject to change.
Passive: Paragon of Demacia
Upon hitting an enemy champion with a basic attack or ability, Poppy gains one stack granting attack damage and armor for 6 seconds. The maximum number of stacks is 5. Landing a successful stun with Heroic Charge immediately grants max stacks.
Armor/AD per stack: 3/4/5/6/7/8 (increasing every 3 levels)
Max Armor/AD bonus: 15/20/25/30/35/40
Q: Devastating Blow
Poppy swings her hammer overhead with her next autoattack, dealing physical damage and shredding a flat amount of the targets bonus armor for 4 seconds. The buff will stack as many times as Poppy can apply the debuff.
Bonus Damage: 40/80/120/160/200 (+ 1.4 Total AD)
Armor Debuff: 8/10/12/14/16 (+0.1 per Bonus AD)
Cooldown: 3 seconds at all ranks
Mana: 30 at all ranks
W: Heavy Swings
Poppy swings her hammer so forcefully it carries her forward briefly, dealing physical damage to enemies hit in a small radius around her. Enemy champions hit are slowed by 20/25/30/35/40%, decaying over 2 seconds. If Poppy does not hit any champions, she instead carries her momentum through, gaining the same move speed multiplier decaying over 2 seconds. Can be cast twice before going on cooldown.
Damage: 60/80/100/120/140 (+ 0.8 Bonus AD)
Cooldown: 11/10/9/8/7
Mana Cost: 45/50/55/60/65
Movement Range per cast: 250
Hit Radius: ~125
E: Heroic Charge
Poppy charges at an opponent and if she hits them carries them with her, dealing physical damage. Any other champions hit by Poppy are also carried along the whole way. If the target(s) collide with a wall, they take the initial damage again and are stunned for 1.5 seconds.
Damage: 40/70/100/130/160 (+ 0.4 Total AD)
Cooldown: 18/16.5/15/13.5/12
Mana: 70 at all ranks
Width: ~175
Missile Speed: 1700 (?)
Cast Range: 525 (unchanged)
Poppy maximum Charge Distance: 825 (unchanged)
R: Diplomatic Immunity
Poppy chooses a target to assassinate: Around this target appears a field of 500 Radius, inside which Poppy gains 15/20/30% Damage and Damage Reduction, and is immune to all debuffs and crowd control. This field takes 1 second to appear and lasts for 6/7/8 seconds
Cooldown: 140/115/90
Mana Cost: 100
Cast Range: 1000
I feel like these changes will significantly improve the experience of those playing as or against Poppy. She has the look and lore of a hammer-wielding fighter but plays like a hybrid assassin that can ult an insignificant target then run in the opposite direction and kill the carries. The new kit should fix these issues - Poppy now benefits from charging into the fight, and sticking close to the target she chooses. Her passive is more interesting, and paired with her ult allows her to play a tankier role if she so wishes. Paired with Q it improves strength in long fights. W now has clearer strengths and is more satisfying to use, and in conjunction with E it gives her greater playmaking ability and allows her to stay in range of her target. The new ult now has more counterplay; with a range and a setup time, other teams should be less frustrated dealing with Poppy now that the solution is no longer just to ignore or run away from her, it is to keep her from getting inside the zone she creates.
Let me know if you like the changes, and thank you for reading, any and all positive feedback is welcome!