User blog comment:Riuzak/Poppy, the Iron Ambassador (Remake)/@comment-1330314-20140308182538

You have a kit with a lot of good ideas, but the champion you've created isn't Poppy. Aside from the bonus magic damage on Devastating Blow, there's nothing that can be directly traced to her current kit. Granted, Poppy's kit has incredibly toxic elements that need to be changed or removed altogether, but your abilities also took away a lot of fun elements of her kit, namely the impact stun on her E.

Valiant Fighter is a nice passive, and works well for an initiator champion, but you need to specify whether or not the passive is reducible by cooldown reduction. The cooldown looks like it starts out way too high, and the damage in comparison looks a little low: 5% of the current health of a tank with 4000 health (way above average) is 200, which means you'll deal around at most 235 damage every 8 seconds. By contrast, champions like or  are capable of dealing a lot more damage in one autoattack within a far smaller time frame, particularly as their damage scales with AP.

Having the bonus damage on Devastating Blow scale with means the attack will deal a total of, which I think may be  too much, particularly as this is an autoattack reset. I'm happy that you lowered the mana cost, intrigued by the cooldown reset on kill (that would make Poppy a lot better at farming), and not so happy that you so drastically increased the ability's cooldown (it's more than twice the original cooldown at rank 5). I don't know the reasoning behind giving Poppy a slow, but on a completely different champion (which your kit would be more suited to) this is fine.

I don't think Demacia's Badge is a particularly well-designed ability: at its best, it's power without gameplay, and at worst it punishes the player for using valid strategies. To explain: since most of the time you'll be facing your target when fighting them (or when they're fighting you), this just means you'll passively deal more damage with everything, without having to succeed at anything in particular in order to benefit from this effect. However, if you're ambushing or chasing a target, the way this passive works means you can end up dealing far less damage than intended, even if you're doing something that takes skill to do (catching an enemy off guard or catching up to them). I think you need to redo this completely.

Paragon of Demacia granting both a shield and damage reduction is redundant, and the way you've made the shield scale is confusing (percent current and missing health?). It would be better if you took off the damage reduction and made the shield stronger to compensate. You also need to be clear on what you want your shield to do, and when you want it to be at its strongest. For example, your shield could shield for, and be increased by 1% for every 2% missing health if you want the shield to be strong at low health.

Heroic Charge's barrage effect is nice, but the bonus defence scaling looks like an itemization nightmare. So you gain 40 armor, plus 10% of your total armor added on top, but then 10% of your MR, so you suddenly get a ton more armor because you stacked Magic Resist. Alongside that, you get 40 MR, plus 10% of your armor, plus 10% of your MR, so you get tons of MR because you stacked armor. Bottom line, getting any kind of resistances makes you crazy tanky against everything, regardless of how you itemized. It would be better if you separated the two bonuses: have armor scale with armor and MR with MR, that way itemization would be a lot clearer.

As much as I like a lot of this kit, this isn't Poppy: Poppy is a mobile, tanky assassin who can do well with AP or AD. This kit makes turns her into a CC-heavy fighter/tank with no AP route. Unless you found AP Poppy toxic somehow, I don't understand why you would want to take that part of her out.