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Jungle · Normal DraftMatchup guidePatch 16.20.1

Poppy vs Graves

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

PoppyVSGraves

Matchup guide

Choose the matchup

Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneJungle

Choose two champions from the list.

Role fit

JunglePoppy

Poppy has an established clear and map plan that can function without lane income while contesting camps and objectives.

Established role
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Normal Draft · Jungle

Reviewed Poppy control Jungle

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Established role
S
Draft / Ranked opening · separate from item 1

Mosstomper Seedling

450 gold

Provides Smite progression and the defensive Jungle companion.

1
First item

Sundered Sky

3,100 gold

Adds health and a repeatable empowered attack with healing.

2
Boots

Mercury's Treads

1,250 gold

Adds magic resistance and tenacity against reducible crowd control.

3
Core

Dead Man's Plate

2,900 gold

Adds armour, health and movement after building momentum.

4
Second core

Unending Despair

2,800 gold

Adds health and repeated healing during longer front-line fights.

5
Late defence

Randuin's Omen

2,700 gold

Reduces critical-strike pressure and slows nearby attackers.

6
Flexible

Jak'Sho, The Protean

3,200 gold

Adds mixed resistance during extended combat.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemSundered Sky
  2. BootsMercury's Treads
  3. Chempunk Chainsword
  4. Second coreUnending Despair
  5. Late defenceRanduin's Omen
  6. FlexibleJak'Sho, The Protean
AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemSundered Sky
  2. BootsMercury's Treads
  3. Death's Dance
  4. Second coreUnending Despair
  5. Late defenceRanduin's Omen
  6. FlexibleJak'Sho, The Protean
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemSundered Sky
  2. BootsMercury's Treads
  3. CoreDead Man's Plate
  4. Kaenic Rookern
  5. Late defenceRanduin's Omen
  6. FlexibleJak'Sho, The Protean
AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. First itemSundered Sky
  2. BootsMercury's Treads
  3. Black Cleaver
  4. Second coreUnending Despair
  5. Late defenceRanduin's Omen
  6. FlexibleJak'Sho, The Protean

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingChempunk Chainsword adds anti-heal without abandoning attack damage and health.View full route

Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

  1. First itemSundered Sky
  2. BootsMercury's Treads
  3. Chempunk Chainsword
  4. Second coreUnending Despair
  5. Late defenceRanduin's Omen
  6. FlexibleJak'Sho, The Protean
AlternativePhysical burstDeath's Dance delays physical damage so takedowns can stabilise the fight.View full route

Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.

  1. First itemSundered Sky
  2. BootsMercury's Treads
  3. Death's Dance
  4. Second coreUnending Despair
  5. Late defenceRanduin's Omen
  6. FlexibleJak'Sho, The Protean
AlternativeSustained magic damageKaenic Rookern is a defensive answer when repeated magic damage is the real problem.View full route

Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

  1. First itemSundered Sky
  2. BootsMercury's Treads
  3. CoreDead Man's Plate
  4. Kaenic Rookern
  5. Late defenceRanduin's Omen
  6. FlexibleJak'Sho, The Protean
AlternativeThey stack armourBlack Cleaver shreds armour during extended fights.View full route

Best when: Black Cleaver shreds armour during extended fights.

  1. First itemSundered Sky
  2. BootsMercury's Treads
  3. Black Cleaver
  4. Second coreUnending Despair
  5. Late defenceRanduin's Omen
  6. FlexibleJak'Sho, The Protean

Runes and summoner spells

Runes and summoner spellsPoppyJungle

Reach the fight with control available and absorb the first response.

Normal Draft
Primary tree

Resolve

AftershockFont of LifeConditioningOvergrowth
Secondary tree

Precision

TriumphLegend: Haste
Summoner spells
FlashSmite
Keep Smite

Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.

Change the movement spell

Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.

Matchup notes

What changes when Graves is opposite you?

Pre-game kit comparison
Strategic interaction

Protect entrances and carries

Durable control is useful when the opposing jungler needs a committed path into a fight.

All-round

The kit can contribute through lane, first objectives and later grouped fights without relying on one narrow power window.

Your plan

Use the route you prepared

Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.

Ability reminders

Poppy reminders

  • Iron Ambassador tends to land near walls, try to take advantage of this with Heroic Charge.
  • Keeper's Verdict can be released immediately to send the enemy straight up, take advantage of this in duels.
Ability reminders

Against Graves

  • Graves deals mostly physical damage so Armor is an effective counter.
  • Leaving the Smoke Screen's area of effect removes the harmful effect immediately.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Chempunk Chainsword

Chempunk Chainsword adds anti-heal without abandoning attack damage and health.

Physical burst

Death's Dance

Death's Dance delays physical damage so takedowns can stabilise the fight.

Sustained magic damage

Kaenic Rookern

Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.

They stack armour

Black Cleaver

Black Cleaver shreds armour during extended fights.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Poppy

  1. P
    Iron Ambassador

    Iron Ambassador is an automatic part of the kit involving protection or sustain. Track when its condition is active instead of treating every fight the same way.

  2. Q
    Hammer Shock

    Hammer Shock contributes a slowing effect and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 8/7/6/5/4 · Cost 35/40/45/50/55 · Listed range 430
  3. W
    Steadfast Presence

    Steadfast Presence contributes movement or repositioning and a slowing effect. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

    Cooldown 20/18/16/14/12 · Cost 50 · Listed range 400
  4. E
    Heroic Charge

    Heroic Charge is part of Poppy's E pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

    Cooldown 14/13/12/11/10 · Cost 70 · Listed range 475
  5. R
    Keeper's Verdict

    Keeper's Verdict is part of Poppy's R pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

    Cooldown 140/120/100 · Cost 100 · Listed range 500

Graves

  1. P
    New Destiny

    New Destiny is the always-on rule shaping Graves's normal trading and fight pattern. Watch its in-game state before committing.

  2. Q
    End of the Line

    End of the Line is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 13/11.25/9.5/7.75/6 · Cost 80 · Listed range 925
  3. W
    Smoke Screen

    Smoke Screen is a ranged cast involving vision information and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 26/24/22/20/18 · Cost 70/75/80/85/90 · Listed range 950
  4. E
    Quickdraw

    Quickdraw is part of Graves's E pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.

    Cooldown 16/15/14/13/12 · Cost 40 · Listed range 425
  5. R
    Collateral Damage

    Collateral Damage is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.

    Cooldown 100/80/60 · Cost 100 · Listed range 1000

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Keep the clear moving and choose high-information plays

1
Pathing

Track opposing camps and lane states instead of forcing the first visible target.

2
Map play

Trade sides of the map when contesting would require weaker lanes to move first.

3
Fights

Save important control for the enemy who threatens your carries or objective access.

Pings, movement and objectives

Poppy Jungle map plan

Link each clear to the next informed decision. Pings should tell lanes where you are pathing and whether the team is contesting or trading an objective.

Ahead

Turn tempo into controlled territory

Ping
Use On My Way before entering a lane, Assist Me before an objective and Danger when nearby lanes cannot move to an invade.
Path or gank
Gank when the lane has reach, damage and a safe exit. Do not wait beside a protected target while camps and the next objective disappear.
Objective
Establish vision with the nearest winning lane, keep Smite available and avoid chasing away from the objective after gaining control.
Even

Choose the play with the clearest information

Ping
Use On My Way early enough for the lane to prepare, Assist Me only when nearby lanes can move, and Retreat when the contest has already become late.
Path or gank
Prefer a lane with crowd control, damaged opponents or a favourable wave. A visible opponent is not automatically a usable gank.
Objective
Check Mid and Bot priority before Dragon, or Mid and Top before Herald. Set a safe entrance before beginning the objective.
Behind

Trade the map instead of forcing recovery

Ping
Ping Retreat from lost contests, Danger on likely invades and On My Way when covering a vulnerable lane or remaining camp.
Path or gank
Counter-gank or help only when allies can survive until arrival. Repeated low-chance ganks deepen the camp and level deficit.
Objective
If entry is unsafe, trade for camps, a wave, vision or the opposite objective. Keep Smite and crowd control for a contest the team can actually reach.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the route

    Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.

  2. 2
    Check priority

    Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.

  3. 3
    Control entry

    Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.

  4. 4
    Finish or turn

    Call whether the team is finishing, fighting or leaving. Mixed decisions are more dangerous than either clear choice.

Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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