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Hello everyone. It's Zararthur again, with another Custom Champion Update. While I had plans for other Champions, as a Yorick Yorick update based on Xypherous brainstorms, a Galio Galio with reasons to basic attack at melee, Taric Gems and etc, one thing came into my mind: Poppy is (most likely) the next big  Champion relaunch!!  If I don't post my Custom Update as soon as possible, it will become obsolete even before it gets off the ground!! ... Or screen. Onto it... Here Poppy Poppy!!

The Champion 

Poppy is a... a... hmmm. Actually, what is Poppy? Well, I guess THAT'S the reason she's getting such a major update, her Champion role is all over the place. She's a Fighter Assassin, which means she's able to keep her ground in the front line, but can also pinpoint an enemy to go Ham & Cheese. Seems good enough, a bit of Olaf Olaf feelings, right? He's there on the front line, sees the carry, goes through everyone and smacks that carry and, if alive, keeps fighting the rest of the team. (I know Olaf isn't the prime example since kinda has problems as well).

GOOD: So, what are her good bits? Well, she has Heroic Charge.png Heroic Charge which is cool as heck! ... Paragon of Demacia.png Paragon of Demacia helps her too... Devastating Blow.png Devastating Blow deals a lot of damage... ... Well, the best and more unique thing she brings to the game IS Heroic Charge. It's what defines her. A heavy armored Yordle armed with a powerful attack and reckless abandon. Her defensive gear could define the next point, buuuut....

BAD: To better aid her recklessness she was given two tools: Valiant Fighter.png Valiant Fighter and Diplomatic Immunity.png Diplomatic Immunity. But those tools are... broken. Her passive is messy. While the concept is easy to grasp - the less health I have, more chances I have  to trigger my 50% damage reduction, admit it, it's kinda clunky to make precise calculations when your at low health. It's stressful. It's hard to predict how much Poppy can actually handle unless you already experienced A LOT of trades and failures with her. Fine if your going with "Hard to Master", but "Easy to Learn" is really not a thing for that skill. Oh, and her Ult... Come on. Just, come on. 

The Proposal


The proposal here is hard. I want to make her what she looks like she is: Tank Fighter. I know, it's so basic, but she's an armored Yordle with a powerful charge and reckless abandon!! She should be better suited for long battles. The small package with a lot of punch to it. Not "Burst target haha no other can stop me!" but still strong.

Firstly, I want to make her damage, "good". While many of the basic abilities have good damage if you are able to make the cool plays, they get outscaled, becoming useful mostly - if not entirely for their utilities (which I'll get to in a second). Despite that, I want to give her some true offensive threats. This comes in the form of her new passive and Ultimate,  Devastating Blow.png Valiant Fighter and Courage.png Paragon of Demacia , respectively. The first adds to her theme of courageous, who never gives up, gaining bonus true damage for a while each time a new damage threshold is reached. The second really is about how she's a Sion mini-juggernaut, even if people don't expect. The scalings on both were made so they don't scale with nothing in regards to her on build, but being very conditional to how they are triggered. No max health%, like other tanks.

As for her utility, well, it's obvious I would never take away her Heroic Charge.png Heroic Charge. Her other utilities were made with this ability in mind. How can we get her in the right position to score a perfect wall stun? Her new Q, Rocket Jump.png Meteoric Strike, while bringing the cute-comical aspect of the yordles, is her primary tool to give her positioning advantage. You can charge the skill and either aim it at the enemy, who'll get heavily slowed, or launch Poppy ahead of her target, minding she'll get a little dizzy hit she doesn't hit anyone.

Diplomatic Immunity.png Diplomatic Immunity, now her W, was reduced to a reactionary tool that, if used right, grants Poppy additional durability. Finally, as stated before, her Ult makes her a Sion mini-juggernaut. But unlike the undead Noxian, Poppy remains in full control of her movements. She's able to rush against the enemy team and reach that one target for a Airborne icon knock up, and if she keeps moving and chasing, she'll be able to do her Whomper-Uppercut on more targets. But of course, let's not make it an easy escape tool as well.


Everything here is just a model to display my ideas, but numbers are far from being truly balanced. It takes math that I'm a bit lazy to figure out so, if anyone gets really bothered by any OP/UPness, give me some light.

Also, I'm a noob in using the Wiki, so I'm open to any form of critic. About the post, about the concepts, about the numbers... W/e. Comments are very welcomed. Thanks already for reading so far. Let's get to the Champion already!

1 Growth 18 1 Growth 18
Health (+0) Attack damage (+0)
Health regen. (+0) Attack speed (+0%)
Mana Armor (+0)
Mana regen.   (+0) Magic resist. (+0)
Attack range Mov. speed N/A


Valiant Fighter

Whenever Poppy has been out of combat for 6 seconds, Valiant Fighter sets a Health Threshold - A marker in her Health Bar at 35% of her current HP.

When Poppy's HP hits the Threshold, she gains 「 30 - 150 」「 30 - 150 (based on level) 」bonus attack damage and 「 10 - 60 」「 10 - 60 (based on level) 」bonus armor for the next 10 seconds or until she leaves combat for 4 seconds. Valiant Fighter enters a 2 minutes cooldown after it triggers.

Devastating Blow
RANGE: 300 radius
COST: 60 / 65 / 70 / 75 / 80 mana
COOLDOWN: 16 / 15 / 14 / 13 / 12
Devastating Blow

Poppy swirls her hammer for 3.0 seconds, charging until her next basic attack. This attack becomes fully charged after 1.5 seconds.

  • Minimum Bonus Physical Damage: 20 / 25 / 30 / 35 / 40 % AD + 4 / 5 / 6 / 7 / 8 % enemy's maximum health

Poppy's next basic attack deals bonus physical damage based on the enemy's maximum health. If Devastating Blow is fully charged, it will also Airborne icon knock the enemy airborne for 1.0 second, allowing Poppy to walk through the enemy for the duration.

This attack will always knock up minions and neutral monsters regardless of how much Devastating Blow was charged.

  • Maximum Bonus Physical Damage: 35 / 40 / 45 / 50 / 55 % AD + 8 / 10 / 12 / 14 / 16 % enemy's maximum health

Diplomatic Immunity
COST: 60 mana
Diplomatic Immunity

Active: Poppy surrounds herself in a powerful spell shield that lasts 1.5 seconds, blocking the next enemy ability used on her.

11 / 12 / 13 / 14 / 15 % maximum health

If an ability is blocked successfully by the spell shield, Poppy gains a damage absorbing shield for 3.0 seconds based on her maximum health.

Heroic Charge
RANGE: 525
COST: 45 / 50 / 55 / 60 / 65 mana
COOLDOWN: 13 / 12 / 11 / 10 / 9
Heroic Charge

Active: Poppy charges at target enemy, dealing physical damage and Airborne icon carrying it or the first enemy Champion in her path 300 units along with her, Stun icon stunning it for 0.25 second at the end.

  • Physical Damage: 50 / 75 / 100 / 125 / 150 (+ 35% AD) 

If they collide with terrain, she stuns her target for 1.5 seconds instead, dealing additional magic damage.

An enemy smashed against the wall by this ability will only be knocked up by Devastating Blow for 0.5 seconds for the next 2.0 seconds.

  • Collision Magic Damage: 75 / 100 / 125 / 150 / 175 (+ 45% AP)

  • Total Mixed Damage: 125 / 175 / 225 / 275 / 325 (+ 35% AD) (+ 45% AP)

Meteoric Strike
RANGE: 300 / 350 / 400 radius
COST: 100 / 100 / 100 mana
COOLDOWN: 140 / 105 / 70
Rocket Jump

First Cast: Poppy beings channeling, increasing the range and damage of Meteoric Strike over 1.5 seconds as she spins with her hammer. Poppy can still move while channelling, but she cannot attack or use her other abilities, and her movement speed is Slow icon slowed by 15%.

  • Minimum Magic Damage: 100 / 140 / 180 (+ 40% AP)

  • Maximum Magic Damage: 200 / 280 / 360 (+ 80% AP) 

Second Cast: Poppy hurls herself to target location, dealing magic damage to all enemies hit in the area and damaging the terrain for 2.5 seconds. Poppy gains bonus movement speed and her enemies are and Slow icon slowed by 40% when on top of the damaged terrain. If no units are hit, the impact Stun icon stuns Poppy for 0.6 seconds.

If Poppy is interrupted while channeling or doesn't cast Meteoric Strike's second part, half of it's mana cost is refunded and it's cooldown is refreshed to 10 seconds, but Poppy becomes dizzy for 0.6 seconds, unable to attack or use her abilities while walking slowly.

  • Min Range: 500 / 600 / 800

  • Max Range: 800 / 1000 / 1200

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