Talk:Poppy/@comment-26203093-20151205093255/@comment-26203093-20151208221611

It wasn't a rhetorical question. What follow-through do you have after charging a minion? The damage you deal isn't enough of a threat to make them scatter, the dash denial W isn't even necessary - I see people happily just walking out, and - with frozen mallet, sure, it means they'll have to deal with you to stop that - but it lasts 1.5 seconds, and any team should have that amount of peel, but are we going to gauge it as essential? You're durable, and you're in there, but you can't even stop a single enemy for long enough for the rest of your team to catch up, which is a significant difference from what happens when a jarvan or a vi - or any other actual engager - gets in there from up to twice the range (double dashes).

Am I missing something? It seems like you need your charge on enemy to cause disruption via messing with positioning. I mean - sure if somebody's already engaged, you can charge a minion to just get in there faster, and it's the top decision, but it doesn't mean poppy's the MVP of that situation. It's just some nice flexibility, which I've admitted she has - but her strengths aren't strong enough. She just doesn't have any particular weakness, either - but it's a team game and roles matter.