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Main
5 Meeple
5 Meeple - 02
Lvl9
1
2
Traits
Comp Variations
Tips & Tricks
- Poppy is strong, but the stats suggests she isn't because people play her wrong. First of all, do not click this augment if you don't have any Poppys on 2-1. Ideally you'll have Poppy 2 after taking the augment with 1 slammable item. That alone is usually enough to win 3+ rounds Stage 2.
- Build two damage items + mana item (Shojin or Blue Buff) on her. Ideally IE + Mana + Damage
- The win condition for this line is to be ahead of tempo as Poppy is exceptionally strong early game even at 2-star. If you lose streak with this comp, you will be forced to reroll for Poppy on 3-1 so you can stabilize which is not ideal.
- Prioritize item augment on 3-2 if you don't have full Poppy build by then.
- Play 7 Meeple to get Poppy 3 if you were able to tempo to Level 8. Then move down to 5 Meeple after you have Poppy 3 IF it's stronger. In many cases, it's better to just push to Level 9 before considering dropping out of 7 Meeple.
Strong Conditions
+3 Tier Conditions A → OP
Sword Overflow
+2 Tier Conditions A → S+
Meeple Emblem
Charge Transfer II
Charge Transfer I
+1 Tier Conditions A → S
Win Streak
Bastion Emblem
New Recruit
Jeweled Lotus I
Jeweled Lotus II
Baron's Lair
Second Wind
Second Wind II
Economy Strategy
Fast 8
- Level to 4 if you have upgrades and a good item to place on one of those upgrades.
- Level to 5, unless on 3 loss streak.
- Level to 6 if on 4+ win streak (scout to see if necessary in high elo) or can stay above 40g.
- Level to 6, unless you would go below 30g. If you have to stay level 5 due to low gold (rare), then level to 6 on 3-5.
- Level to 7 if you can stay above 30g, otherwise stay level 6.
- Level to 7.
- Level to 8. Roll for desired comp until stable. "Stable" changes depending on rank, items, augments, composition, and patch. Melee carries and tanks get the biggest spike for 2-stars. Usually stable involves 2-star tank or carry and some other supporting 2-stars. Try not to roll below 10g.
- If you are weak (e.g., have no 2-star 4-costs), consider rolling again to 10g here. If you are stable, save gold to go 9.
- If you are low HP and haven't 2-starred your carry and tank, roll to 0g. If you have medium to high HP with an upgraded + itemized 4-cost unit and some other upgrades, save gold to go 9.
- If high HP, consider waiting until 5-5 to go level 9. If medium HP, consider going level 9 if you can roll 20g or wait until 5-5. If low HP and can afford to go 9, do so even if you have almost no gold to roll on 9. If you can't afford to go 9 this game, roll every turn for upgrades.
- Level to 9 if possible. From this point onward, look to level to 9. Acknowledge games where level 9 is not possible and roll every turn on 8 to preserve placements.
- For max cap games, you can either roll on 9 or level to 10. If you are itemizing a 5-cost carry and it is 1-starred, roll on 9. If you have all your main itemized units upgraded, level to 10.
P
PoppyS
CorkiDefault
Patch Changes
Aatrox
hero Ability
Previous
Patch 17.3
Rotate between three abilities:
Strike: Deal 140/210/315/535 (
) physical damage.
Sweep: Deal 100/150/225/380 (
) physical damage in a cone and remove 10 (
) Armor.
Slam: Deal 160/240/360/615 (
) in a one-hex radius around the target and briefly knock enemies up. If this only hits one enemy, deal 250% damage.
N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing 120/180/270/405 (
) physical damage.
Strike: Deal 140/210/315/535 (
Sweep: Deal 100/150/225/380 (
Slam: Deal 160/240/360/615 (
N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing 120/180/270/405 (
Rotate between three abilities:
Strike: Deal 140/210/315/535 (
) physical damage.
Sweep: Deal 110/165/275/470 (
) physical damage in a cone and remove 10 (
) Armor.
Slam: Deal 200/300/475/800 (
) in a one-hex radius around the target and briefly knock enemies up. If this only hits one enemy, deal 250% damage.
N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing 120/180/270/405 (
) physical damage.
Strike: Deal 140/210/315/535 (
Sweep: Deal 110/165/275/470 (
Slam: Deal 200/300/475/800 (
N.O.V.A. Strike: Cleave the battlefield, briefly knocking up all enemies and dealing 120/180/270/405 (
17.2b▾
17.2b
17.1b
16.8
C → A
Board changed
Before
After
Board added (Variation: 5 Meeple)
Added
Board removed (Variation: 6 Bastion)
Removed
Board added (Variation: 5 Meeple - 02)
Added
Tip added: Play 7 Meeple to get Poppy 3 if you were able to tempo to Level 8. Then move down to 5 Meeple after you have Poppy 3 IF it's stronger. In many cases, it's better to just push to Level 9 before considering dropping out of 7 Meeple.
Tip added: Prioritize item augment on 3-2 if you don't have full Poppy build by then.
Tip added: The win condition for this line is to be ahead of tempo as Poppy is exceptionally strong early game even at 2-star. If you lose streak with this comp, you will be forced to reroll for Poppy on 3-1 so you can stabilize which is not ideal.
Tip changed from Bastion Emblem allows you to play 6 Bastion without Shen on Level 7, making it quite good as 6 Bastion not only buffs the tankiness of the board, but also Poppy's damage as her hero ability scales with armor. → Build two damage items + mana item (Shojin or Blue Buff) on her. Ideally IE + Mana + Damage
Tip changed from It is better to push levels with this line and play around 7 Meeple printing Poppy 3, then move down to 5 Meeple or even 3 Meeple with 4 to 6 Bastion. For this reason, Meeple Emblem is quite good as it allows you to play 7 Meeple with a slightly higher quality board. → Poppy is strong, but the stats suggests she isn't because people play her wrong. First of all, do not click this augment if you don't have any Poppys on 2-1. Ideally you'll have Poppy 2 after taking the augment with 1 slammable item. That alone is usually enough to win 3+ rounds Stage 2.
Removed
Gold Collector with tier modifier +1
Formula
Flex
Example


Really weak hero augment, the A tier placement should be reviewed, C or B maximum
Almost any 1 cost reroll will destroy this comp, not worth it at all
Nah, got 1st the only 2 times i chose it, in masters elo. Tho it requires good econ managment to lvl 9 ur winstreak
Bottom 8 elo challenger, lobyy master 200+, doesnt make sense to go into this line, especially because comitting to mipple early is really dangerous since is a highly contested line, also is not that easy to build into 7 mepple without spatula or holding dead units on bench all game, that being established, poppy is not that strong when you hit her(not that weak tho). I would not recommend anyone to build into this line ever, as the current patch at least. Maybe playable when varus is a thing or rerrol map
U DONT RERROL FOR POPPY, u only go for this augg if u have poppy 2 on 2-1 bc its a 100% win streak into tempo 7 meeple for 3 star poppy lol, and after u get poppy you will switch to 5 meeple lol
bro amazing job your site is unbeleviable, thanks for ALL hard working
all my other augments were rubbish so I picked into this blind and I actually got second with a 7 meeple emblem on aatrox. the only thing I lost against was tripple guinso xayah 😀 this was surprisingly fun