Wild Rift Guides
Poppy Baron Lane Wild Rift Guide
Poppy Baron lane counters include Darius, Garen, and Malphite. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
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.
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.
Build Snapshot
Rune Setup
Summoner Spells
Poppy Baron Lane Counters
Who counters Poppy Baron Lane in Wild Rift (WR)? These champions beat Poppy in the Baron lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Darius: Steadfast Presence (2nd) stops dashes, but Darius uses Apprehend (3rd) to pull Poppy without dashing and then extends the fight with Crippling Strike (2nd) and Hemorrhage (Passive). Trade with Hammer Shock (1st) and the buckler shield at the edge of his range, save Heroic Charge (3rd) for a real wall angle or escape path, and never remain in melee long enough for five bleed stacks.
- Garen: Garen's engage is a walk-up, not a dash, so your anti-mobility kit has nothing to deny, while his regen out-grinds your poke and his silence breaks your trade pattern.
- Malphite: Two tanks with no kill threat on each other, and his armor blunts your hammer, so the lane comes down to whose ultimate shapes fights better.
- Sion: There is no dash to ground and his health pool shrugs off your modest damage, while his shield soaks the buckler trades and his charged Q (1st) engages on his terms.
Champions Poppy Is Strong Against
Poppy's best matchups in Wild Rift. Poppy holds an edge against these picks in the Baron lane role, so look to press the advantage and contest objectives.
- Irelia: Your W (2nd) shuts her dash resets down completely, and an Irelia who cannot Bladesurge (1st) has no trade pattern left. Denying the first dash usually denies the whole fight.
- Jayce: His poke stings, but his whole escape plan is one dash and your W (2nd) owns it, so every overextension near a wall risks the stun.
- Fiora: Fiora's Q (1st) is a dash, so your W (2nd) interrupts the dueling pattern her whole champion is built on. This is one of the few lanes where her mobility works against her.
- Riven: Her entire combo is dashes and your W (2nd) deletes them mid-air, so her burst pattern falls apart without the mobility it assumes.
- Shen: Shen's only gap closer is the taunt dash, and your W (2nd) grounds it into nothing, leaving a Shen who cannot reach you and has no kill pressure without it.
Early Game
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 Game
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.
Late Game
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
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.