Poppy Wild Rift champion guide - Baron Lane

Baron Lane · Wild Rift Guide

Poppy Baron Lane

Poppy Baron Lane Guide

Updated for Patch 7.3E
A Tier

Poppy Baron Lane Wild Rift overview and best build snapshot

How to play

  • Trade near walls Use your 3rd ability when the enemy has a wall behind them. The charge pins them against it and stuns them.

  • Save your dash blocker for their jump Your 2nd ability stops nearby enemy dashes. Save it for someone trying to jump onto you or your damage dealer.

  • Use your ultimate to change the fight Hold your ultimate to charge it, then hit a dangerous enemy to send them away so your team can focus on the opponents left behind.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Steadfast Presence (2nd) stops nearby dashes, while Heroic Charge (3rd) punishes enemies who fight beside terrain.
  • A charged Keeper's Verdict (Ult) can remove enemies it hits from a fight, but the shockwave (Ult) may be intercepted by another champion and displacement immunity prevents the launch.
  • Durable and stable in lane, with poke and a shield built into her passive.

Weaknesses

  • Needs terrain: away from walls her signature stun is just a shove.
  • Low kill threat on her own, so passive enemies can farm against her safely.
  • Ranged kiters without dashes ignore the thing she does best.
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Poppy Baron Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Poppy Baron Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Ruby Crystal

Early health, which her passive shield also scales off as a percentage.

BOOTS

Armored Advance

Armor and health for a lane she wins by absorbing trades rather than winning them outright.

CORE BUILD

Heartsteel

Stacks permanent health from trades, which grows both her durability and her percentage-based shield.

Sunfire Aegis

The burn scales with bonus health, turning the stat she stacks anyway into constant area damage.

Thornmail

Build this against healing. The Grievous Wounds applies from your own damage as well as when they attack you, so it lands on whoever she has pinned to a wall.

Force of Nature

Build this when the enemy team has two or more AP champions. The move speed also helps her close on a mage.

Amaranth's Twinguard

Build this when you are fighting in the middle of the enemy team and need both armor and magic resist. Steadfast Presence (2nd) and Heroic Charge (3rd) keep Poppy in close combat long enough to activate both Twinguard defenses.

SITUATIONAL ITEMS

Randuin's Omen

Build this when the enemy team has multiple crit champions. Poppy has to enter melee range for Heroic Charge (3rd), and reducing crit damage keeps her alive while she pins and peels the carry.

Chainlaced Crushers

Boot swap against heavy magic damage and crowd control, which lands before her charge does.

Gargoyle Stoneplate

The shield scales with maximum health and grows for each nearby enemy champion, covering the seconds after she charges someone into a wall inside their team.

Unending Despair

Damages nearby enemies and heals her for it. She is standing in the middle of them by design.

Frozen Heart

Build this when the enemy team has several attack-speed carries. Heroic Charge (3rd) and Steadfast Presence (2nd) keep Poppy close enough for the aura to weaken the carry she is peeling.

Mantle of the Twelfth Hour

The lifeline gives bonus max health when she drops low, which also enlarges her percentage-based shield.

RUNES

KEYSTONE

Grasp of the Undying

Permanent health growth, and her lane is repeated short walk-up trades. It also grows her shield.

PRIMARY

Demolish

Her wall stun buys free time on the tower, so a won trade turns into plates. Three attacks trigger the bonus turret damage.

Second Wind

Her kit answers dashes, not chip, so this handles the poke that grinds her down instead.

Overgrowth

She holds a choke and eats the engage, and the health is what lets her keep standing there.

SECONDARY

Scorch

Hammer Shock (1st) triggers Scorch's bonus magic damage when it hits the opposing laner. This adds pressure to Poppy's short shielded trades before she steps back to farm.

SITUATIONAL RUNES

Perseverance

Take this over Overgrowth when crowd control is a bigger threat than long-term health. Its tenacity shortens most disables and grants temporary defenses while immobilized. The shorter disable lets Poppy resume peeling with Steadfast Presence (2nd) or complete the angle for Heroic Charge (3rd).

Legend: Haste

Take this over Scorch against several enemy divers when the team needs repeated peel. More frequent Steadfast Presence (2nd) and Heroic Charge (3rd) casts give Poppy another chance to interrupt an approach or pin a target to terrain.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Her stun needs a wall behind the target, and Flash is how she gets to the side where one is.

Teleport

Teleport

She is a tank who wins by being present, and this keeps her farming the side lane without missing an objective fight. Her ultimate can decide those fights on its own.

SITUATIONAL SPELLS

Ignite

Ignite

Take this over Teleport when the lane is worth killing rather than playing safe, since early kills are what snowball a solo lane. The Grievous Wounds also makes it strong into champions with a lot of healing.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Poppy Baron Lane Wild Rift matchups and counters

Wild Rift matchup guide for Poppy Baron Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Poppy Baron Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Poppy Baron Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Trade around Iron Ambassador (Passive) without crossing the whole wave just to recover the buckler. When the shield is safe to collect, use it to cover Hammer Shock's (1st) delayed second hit and leave before the return trade. Heroic Charge (3rd) becomes dangerous near a wall, so control the lane brush and angle the wave to make that threat visible. Hold Steadfast Presence (2nd) for the dash that begins the opponent's all-in. Against dashless ranged champions, farm patiently and save Heroic Charge (3rd) for a wall angle or jungle setup rather than forcing contact in open lane.

Mid / Late Game

Levels 9+
Group after fixing the Baron wave, because your kit is more valuable in a river skirmish than an isolated damage race. At six minutes, Herald is usually the stronger first conversion, and the walls around its pit give Heroic Charge (3rd) reliable stun angles. Steadfast Presence (2nd) can deny a normal dash through the choke. Charge Keeper's Verdict (Ult) when removing the enemy jungler or frontline secures the objective, or release it before 0.5 seconds for the short knockup when your team wants to keep fighting the target nearby. Choose between protecting the carry and removing an objective threat before the fight begins. Stay near your backline against dash-heavy divers, hold Steadfast Presence (2nd) for their entry, and use Heroic Charge (3rd) only when nearby terrain gives a reliable stun. At Baron or Elder, charge Keeper's Verdict (Ult) to remove the enemy jungler or strongest frontliner when your team can finish during the absence. Move with allies through jungle corridors and avoid checking the wall angle alone.

Teamfights

5v5 Combat
Start near the ally the enemy wants to dive and hold Steadfast Presence (2nd) until a meaningful dash begins. Follow the grounded target with Hammer Shock (1st) or Heroic Charge (3rd) when the wall angle is safe. Keeper's Verdict (Ult) is a displacement, so an unstoppable or displacement-immune target cannot be launched while that immunity holds. Charge it to remove a threat from the fight, or tap it for the short knockup when your team can immediately follow. Do not send a nearly defeated enemy to safety unless removing them protects a more important objective or carry.
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