Talk:Poppy/@comment-139.130.57.34-20110127220510/@comment-3358335-20110130182116

I find that Madred's is situational. I don't always want it. Some games I opt for a second phantom dancer instead, or infinity's edge, or a executioner's axe. . .depending who on the other team is giving us the most trouble. Poppy is the Anti-Carry, so I always build my poppy to take out who ever is the most fearsome on their team.

Now, when the game starts I find that it is impossible to tell who will ultimately end up being the most dangerous player on the other team. I have seen some really weird carries at times, So I start out with my merc treads, go to sheen, then finish out the Trinity force. Then pick up a vampiric scepter, and turn that into starks. (I like starks for the AS as well as the life steal, it scales well with Poppy.) At this point, it is ussually evident who is emerging as the opposite carry, in most cases a phantom dancer is my next item, unless we really need something else. If a Mage is the carry, then I will go with banshee's veil or Force of Nature. But I like to get that phantom dancer in there eventually, because I like my Poppy fast. Very few things freak out a team more than Poppy barrelling a 500+ MS that suddenly pops her invincible shield.

I don't like Jungle Poppy. It's too slow moving, and doesn't make enough money. Although I do like to make foray's into the jungle to steal the opponents Power ups in the late laning phase.