3 Poppy combos explained key by key: in which order to cast the abilities, when to use them and what each step does. The main combo is E › Q › AA. Further down: every ability's cooldown, cost and range, and the skill max order measured over ranked games.
When: An enemy is near a wall.
Heroic Charge knocks the target back; against a wall they are stunned. Hammer Shock slows then explodes.
When: An enemy dashes toward your carry.
Steadfast Presence stops dashes around you: the enemy is slowed and grounded. Keeper's Verdict then knocks the enemy very far away.
When: An enemy is in lane.
Hammer Shock deals damage and creates a zone that explodes; your attack then throws the shield.
A combo only comes back once its abilities are off cooldown: these values (rank 1 to max rank, in seconds) tell how long to wait between two combos. Source: Data Dragon 16.19.1.
| Ability | Cooldown (s) | Cost | Range |
|---|---|---|---|
| 8/7/6/5/4 | 35/40/45/50/55 Mana | 430 | |
| 20/18/16/14/12 | 50 Mana | 400 | |
| 14/13/12/11/10 | 70 Mana | 475 | |
| 140/120/100 | 100 Mana | 500 |
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ● | ● | ● | ● | ● | |||||||||||
| ● | ● | ● | |||||||||||||
| ● | ● | ● | ● | ● | |||||||||||
| ● | ● |
The order shows which abilities reach rank 5 first; the grid shows the most-played level-up sequence with that order (measured over 56 games).
The wall stun: E › Q › AA. An enemy is near a wall. Heroic Charge knocks the target back; against a wall they are stunned. Hammer Shock slows then explodes.
The most-played max order is Q > E > W (18 games, 61.1% win rate).
Keeper's Verdict has a 140/120/100 second cooldown depending on its rank.
Build, runes and counters: full Poppy guide · every champion's combos · tier list