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Poppy Wild Rift icon

Poppy Wild Rift Build — Patch 7.2e

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 Poppy

Most-used builds on the China server (Master+)

Baron

Core items
56.9% WR
16.07% use
Heartsteel
Heartsteel
Sunfire Aegis
Sunfire Aegis
Thornmail
Thornmail
57.5% WR
10.42% use
Sunfire Aegis
Sunfire Aegis
Thornmail
Thornmail
Force of Nature
Force of Nature
58.8% WR
6.32% use
Heartsteel
Heartsteel
Sunfire Aegis
Sunfire Aegis
Force of Nature
Force of Nature
Runes
48.1% WR
30.74% use
Grasp of the Undying
Grasp of the Undying
Demolish
Demolish
Second Wind
Second Wind
Unflinching
Unflinching
Scorch
Scorch
47.5% WR
12.38% use
Grasp of the Undying
Grasp of the Undying
Courage of the Colossus
Courage of the Colossus
Second Wind
Second Wind
Unflinching
Unflinching
Nimbus Cloak
Nimbus Cloak

Most-used items & runes · from our Top-30 screenshots

Counted on 18 real builds captured from the Chinese client, player by player. Independent from the official API above.

Items
Thornmail
Thornmail
89%
Armored Advance
Armored Advance
89%
Force of Nature
Force of Nature
78%
Sunfire Aegis
Sunfire Aegis
56%
Amaranth Twinguard
Amaranth Twinguard
50%
Heartsteel
Heartsteel
50%
Runes
Second Wind
Second Wind
78%
Scorch
Scorch
67%
Unflinching
Unflinching
61%
Demolish
Demolish
61%
Overgrowth
Overgrowth
39%
Unshakeable
Unshakeable
28%

Top 30 ranked players — real in-game builds📅 updated 2026-09-11

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.

1
player #1 name
summoner spells of rank 1 Poppy player
runes of rank 1 Poppy player
items of rank 1 Poppy player
4
player #4 name
summoner spells of rank 4 Poppy player
runes of rank 4 Poppy player
items of rank 4 Poppy player
5
player #5 name
summoner spells of rank 5 Poppy player
runes of rank 5 Poppy player
items of rank 5 Poppy player
6
player #6 name
summoner spells of rank 6 Poppy player
runes of rank 6 Poppy player
items of rank 6 Poppy player
9
player #9 name
summoner spells of rank 9 Poppy player
runes of rank 9 Poppy player
items of rank 9 Poppy player
11
player #11 name
summoner spells of rank 11 Poppy player
runes of rank 11 Poppy player
items of rank 11 Poppy player
12
player #12 name
summoner spells of rank 12 Poppy player
runes of rank 12 Poppy player
items of rank 12 Poppy player
13
player #13 name
summoner spells of rank 13 Poppy player
runes of rank 13 Poppy player
items of rank 13 Poppy player
14
player #14 name
summoner spells of rank 14 Poppy player
runes of rank 14 Poppy player
items of rank 14 Poppy player
15
player #15 name
summoner spells of rank 15 Poppy player
runes of rank 15 Poppy player
items of rank 15 Poppy player
16
player #16 name
summoner spells of rank 16 Poppy player
runes of rank 16 Poppy player
items of rank 16 Poppy player
17
player #17 name
summoner spells of rank 17 Poppy player
runes of rank 17 Poppy player
items of rank 17 Poppy player
22
player #22 name
summoner spells of rank 22 Poppy player
runes of rank 22 Poppy player
items of rank 22 Poppy player
26
player #26 name
summoner spells of rank 26 Poppy player
runes of rank 26 Poppy player
items of rank 26 Poppy player
27
player #27 name
summoner spells of rank 27 Poppy player
runes of rank 27 Poppy player
items of rank 27 Poppy player
28
player #28 name
summoner spells of rank 28 Poppy player
runes of rank 28 Poppy player
items of rank 28 Poppy player
29
player #29 name
summoner spells of rank 29 Poppy player
runes of rank 29 Poppy player
items of rank 29 Poppy player

Who counters Poppy — hardest matchups & how to play them

The toughest lane matchups for Poppy on the Wild Rift China server, with why each is hard and exactly how to play it.

VaynePoppy vs Vayne Unfavorable

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.

→ Vayne
DariusPoppy vs Darius Unfavorable

Why 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.

→ Darius
GwenPoppy vs Gwen Unfavorable

Why 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.

→ Gwen
FioraPoppy vs Fiora Skill matchup

Why 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.

→ Fiora
CamillePoppy vs Camille Skill matchup

Why 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.

→ Camille

Who to play with Poppy — best team synergies

The champions Poppy works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.

Best Jungle partners for Poppy

Poppy + Nidalee Best pairing

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.

Poppy + Warwick Strong

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.

Poppy + Vi Strong

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.

Poppy + Nunu & Willump Strong

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.

Poppy + Master Yi Situational

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%.

Best Mid partners for Poppy

Poppy + Zoe Best pairing

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.

Poppy + Annie Strong

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.

Poppy + Aurelion Sol Strong

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.

Poppy + Lissandra Strong

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.

Poppy + Vex Situational

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.

Best Duo (ADC) partners for Poppy

Poppy + Kog'Maw Best pairing

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).

Poppy + Smolder Best pairing

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.

Poppy + Jhin Strong

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).

Poppy + Miss Fortune Strong

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.

Poppy + Ashe Strong

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.

Best Support partners for Poppy

Poppy + Thresh Best pairing

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.

Poppy + Braum Best pairing

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.

Poppy + Nami Strong

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.

Poppy + Maokai Strong

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.

Poppy + Sona Situational

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.

Stats by rank bracket & lane

Diamond+
LaneTierWin%Pick%Ban%Pos.
BaronB51.97%1.75%0.34%#18 / 41
Master+
LaneTierWin%Pick%Ban%Pos.
BaronB52.23%1.85%0.37%#19 / 41
Challenger
LaneTierWin%Pick%Ban%Pos.
BaronB53.15%2.13%0.42%#25 / 41
Sovereign
LaneTierWin%Pick%Ban%Pos.
BaronD50.16%2.21%0.7%#35 / 39

Abilities (original CN names)

Iron Ambassador
Passive
Iron Ambassador
钢铁大使
Hammer Shock
Q
Hammer Shock
圣锤猛击
Steadfast Presence
W
Steadfast Presence
坚定风采
Heroic Charge
E
Heroic Charge
英勇冲锋
Keeper's Verdict
R
Keeper's Verdict
持卫的裁决

How to play Poppy — Wild Rift guide, combos & tips

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.

Strengths

  • Hard-shuts-down dash-based engage: timing Steadfast Presence turns a diver's gap-closer into a self-inflicted root, often winning the fight before it starts.
  • Reliable pick potential: landing Heroic Charge into terrain guarantees a 1.7s stun, enough time to follow up with a fully charged Keeper's Verdict for a long punt.
  • Naturally tanky and gets tankier as fights go on: Steadfast Presence's bonus resistances double below 40% HP, and Iron Ambassador hands out a recoverable shield roughly every 12 seconds.
  • Hammer Shock's damage scales off the target's max HP, so she still chunks enemy tanks and never falls off completely into the late game.

Weaknesses

  • Extended trades against high-sustain duelists like Darius or Fiora can burn through her passive shield faster than she can reset it.
  • Anything that denies the grab outright, like Fiora's Riposte, strips away her best CC and burst window in one move.
  • Effects that bypass her kit entirely, like Gwen's Mist blocking Heroic Charge while percent-health damage eats through her tank stats, neutralize both her grab and her durability at once.
  • Her own damage output is on the low side, and none of her tools stop basic-attack kiting, so ranged skirmishers like Vayne can still out-trade her from range.

Combos

  • Hammer Shock into Heroic Charge (into a wall) into Keeper's Verdict: slow with Q, throw them into terrain with E for the 1.7s stun, then unload a fully charged R while they can't move — close to a guaranteed kill window on a squishy target.
  • Steadfast Presence timed on an incoming dash: pop W right as an enemy commits their gap-closer so the zone roots them in place instead of you getting engaged on.
  • Uncharged Keeper's Verdict as emergency peel: skip the charge time entirely for an instant 100 damage and a 1-second knock-up when you just need a diver off your carry right now.
  • Basic attack with Iron Ambassador active before you commit: the free 350 bonus range and shield pickup let you poke and set up a shield before diving into E range.

Skill order: E > Q > W

Early game

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.

Mid & late game — teamfighting

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.

Pro tips

  • Steadfast Presence only procs if an enemy dash actually enters the zone, so don't pre-cast it on cooldown — hold it for the exact moment an assassin or diver commits.
  • Always try to walk over your own Iron Ambassador buckler after it bounces off; enemies can't destroy it while it's live, so the 86-damage shield is basically free defense if you take the extra step to grab it.
  • Practice judging Keeper's Verdict's charge-to-distance ratio in the practice tool — a full 4-second charge can punt a target enormous distances, often the difference between annoying and game-winning when timed around an objective fight.