Meta, tier list & top-player builds from the China server · live
波比 · 圣锤之毅 Tank B
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 17 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Poppy: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Poppy players, captured in-game.
📖 How to play PoppyCounted on 18 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
17 of the top 30 players have a public match history; the others keep theirs private.




































































The toughest lane matchups for Poppy on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Vayne counters Poppy: Your W stops her Tumbles, but the percent damage remains and so does the kiting.
How to play Poppy into Vayne: Activate W BEFORE her repositioning Tumble. Pinning her to a wall with E is a full free combo: always hunt the angle.
→ VayneWhy Darius counters Poppy: His long trades chew through your passive shield and the pull cancels your safety distance.
How to play Poppy into Darius: ALWAYS pick your passive shield back up. Short trades: Q, attack, out. Your R launches him out of fights: use it tactically, not in panic.
→ DariusWhy Gwen counters Poppy: The Mist denies your E and percent damage melts your tank HP: she removes both your grab and your resilience.
How to play Poppy into Gwen: E only once the Mist is spent. Your W is nearly useless here: stack magic resist and play for the team.
→ GwenWhy Fiora counters Poppy: Riposte on your E and Vitals everywhere, but your W denies her Vital dashes and your bulk holds the rest.
How to play Poppy into Fiora: W when she dashes at your flanks. E after her Riposte. An honorable draw is fine: your team value wins the game.
→ FioraWhy Camille counters Poppy: Her Hookshot meets your W: half her kit switches off if you press the right button at the right time.
How to play Poppy into Camille: Keep W ALWAYS ready for her Hookshot. Punish her once it is spent: you get a 10-second window all to yourself.
→ CamilleThe champions Poppy works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Javelin Toss (Q) hits harder the farther it flies, but it never connects on a target that's walking: 1.7 seconds of wall stun from Heroic Charge (E) hands it over motionless. And she's an S+ jungler on the Chinese server.
Infinite Duress (R) suppresses for a full second, but he has to reach the target first: after Heroic Charge (E) into a wall it stands still for 1.7 seconds and his leap can't miss. Stacked up, that's three seconds where the enemy doesn't play.
Cease and Desist (R) drags their carry out of the team and knocks it up: you pick it up with Heroic Charge (E) into the nearest wall and add 1.7 seconds on top. Neither of you locks anyone down that long on your own.
Absolute Zero (R) only pays off if nobody interrupts it: an uncharged Keeper's Verdict (R) shoves off whoever jumps him, and a fully charged one punts their tank out of the objective pit while he smites.
Yi lives or dies on whoever protects him: Steadfast Presence (W) roots the diver the instant they dash, and Highlander (R) makes him slow-immune but not immune to hard crowd control, which you have to eat for him. In China, though, he's under 48%.
It works both ways: Sleepy Trouble Bubble (E) hands you a sleeping target to shove into a wall, and Steadfast Presence (W) roots the assassin the instant they dash at her, which is the only way Zoe ever dies.
Annie has to get almost into melee to deal damage and has no escape: you're the wall standing in front of her. In exchange, with Pyromania (P) charged every spell of hers stuns for a second, and on a stationary target Heroic Charge (E) can't miss.
Falling Star (R) comes down from absurd range but telegraphs where it lands: someone stunned for 1.7 seconds against a wall doesn't step aside. And Singularity (E) drags together the enemies you already slowed with the Hammer Shock (Q) field.
Your problem is that anyone with a dash slips out of Heroic Charge (E) before you pin them to the wall: Ring of Frost (W) roots them in place and takes that risk away. Frozen Tomb (R) then extends the lockdown when there's no wall nearby.
Against a dash-heavy team the two of you are a double wall: Doom 'n Gloom (P) marks anyone dashing near her and fears them on the next hit, Steadfast Presence (W) roots them where they stand. Against a comp that never dives, it's worth nothing.
Kog'Maw has no dash and no blink, and he dies exactly one way: with a diver on him. Steadfast Presence (W) roots that dash the instant it enters the zone, and anyone who still gets through eats an uncharged Keeper's Verdict (R).
Dragon Practice (P) asks for one thing only, staying alive long enough: you root the diver with Steadfast Presence (W) and a fully charged Keeper's Verdict (R) punts the assassin half a map away. That's the damage you lack, kept alive.
Curtain Call (R) keeps him standing still while he fires his four shots: you're the one keeping him alive by rooting whoever dashes at him. And he pays you back, because those shots want targets that can't move, like someone you just pinned to a wall with Heroic Charge (E).
Bullet Time (R) is a three-second channel: if anyone reaches her, the fight ends right there. Steadfast Presence (W) roots the incoming dash and an uncharged Keeper's Verdict (R) frees her immediately, without waiting for the charge.
Ashe covers exactly your hole: Frost Shot (P) slows on every hit, so whoever is running stays inside Heroic Charge (E) range, and Enchanted Crystal Arrow (R) opens the fight from off-screen with a long stun.
Death Sentence (Q) drags the target toward him and stuns for a second and a half: that's exactly what you need, an enemy who can't dash away while Heroic Charge (E) carries them into a wall. And the lantern brings you back out after the dive.
Your own card says it: anyone who kites you with basic attacks beats you, and you have nothing to stop it. Unbreakable (E) eats the projectiles and cuts frontal damage, and it's the only real answer. On top, Concussive Blows (P) counts your hits with his and stuns on the fourth.
Aqua Prison (Q) knocks the target up and holds it there: from that point Heroic Charge (E) won't miss the wall. And Tidecaller's Blessing (E) adds damage and a slow to your hits, which is what you're missing to close out whoever you stun.
Twisted Advance (W) roots from range, and a rooted target can still be displaced: it's the perfect body to slam into a wall with Heroic Charge (E). Nature's Grasp (R) does the same thing to their whole formation in one cast.
Sona doesn't help you catch anyone: she gives you speed from Song of Celerity (E) to be there, healing to stay standing and Crescendo (R) to extend what you already locked down. She's the highest win rate support on the server, but it isn't a combo.
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 51.97% | 1.75% | 0.34% | #18 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 52.23% | 1.85% | 0.37% | #19 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 53.15% | 2.13% | 0.42% | #25 / 41 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | D | 50.16% | 2.21% | 0.7% | #35 / 39 |
Poppy is a Tank in Wild Rift built to punish dashes and mobility rather than win raw damage trades. She swings physical damage through Hammer Shock and Heroic Charge, but her real value is disruption: Steadfast Presence turns an enemy's dash into a root the instant it enters her zone, and Heroic Charge slams a target into a wall for a long stun. She's less a carry and more a frontline problem-solver, brought in to erase one assassin, diver, or fed carry from a fight before it can matter.
Skill order: E > Q > W
In lane, try to proc Iron Ambassador before trading, since the extra range and follow-up shield let you win exchanges you otherwise shouldn't. Use Hammer Shock to poke and to zone the wave, as the second eruption punishes anyone standing in the slow field. Hold Heroic Charge for moments you can shove the enemy into a wall for the full 1.7s stun rather than burning it just to close a gap, and stay patient before level 5 — without a charged Keeper's Verdict behind it, an all-in is much easier for the enemy to trade back into. Once R comes online, look for overextensions you can punish with the terrain-stun into charged-ultimate combo.
By mid game Poppy's job is to remove one threat from every fight, not to out-damage the enemy team. Sit on the frontline edge and watch for the enemy diver's dash, since Steadfast Presence should come out the instant they commit, turning their engage into your root. Save Keeper's Verdict for whoever is doing unchecked damage: a full charge punts a carry or an overextended bruiser back toward their own base and out of the fight completely, effectively playing the rest of the fight a man up. If your own team is getting dove instead, the uncharged instant R buys a teammate one more second to live. Avoid initiating alone, since your grab range is short and your own damage is low; let your team commit first and clean up the pick.