
Mosstomper Seedling
450 goldProvides Smite progression and the defensive Jungle companion.
Jungle · Normal DraftMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Poppy has an established clear and map plan that can function without lane income while contesting camps and objectives.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Normal Draft · Jungle
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Provides Smite progression and the defensive Jungle companion.

Adds health and a repeatable empowered attack with healing.

Adds magic resistance and tenacity against reducible crowd control.

Adds armour, health and movement after building momentum.

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

Reduces critical-strike pressure and slows nearby attackers.

Adds mixed resistance during extended combat.
Complete build choices
Recommendation review pending
Best when: Chempunk Chainsword adds anti-heal without abandoning attack damage and health.
Best when: Death's Dance delays physical damage so takedowns can stabilise the fight.
Best when: Kaenic Rookern is a defensive answer when repeated magic damage is the real problem.
Best when: Black Cleaver shreds armour during extended fights.
Runes and summoner spells
Reach the fight with control available and absorb the first response.
Smite is part of Jungle companion progression and objective security. The movement or combat spell beside it is the adjustable slot.
Ghost can fit sustained access; Flash can fit one immediate reposition. Use the champion's route and intended fights to choose.
Matchup notes
Durable control is useful when the opposing jungler needs a committed path into a fight.
All-roundThe kit can contribute through lane, first objectives and later grouped fights without relying on one narrow power window.
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.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

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

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

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

Black Cleaver shreds armour during extended fights.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1
Poppy throws her buckler that bounces off the target. Poppy can pick it up to gain a temporary shield.
Poppy swings her hammer, dealing damage and creating a zone that will slow enemies and explode after a delay.
Cooldown (s) 8/7/6/5/4 · Cost 35/40/45/50/55 · Listed range (units) 430Poppy passively gains Armor and Magic Resist. This bonus increases when she is low on Health. Poppy can activate Steadfast Presence to gain Move Speed and stop enemy dashes around her. If a dash is stopped, the enemy is slowed and grounded.
Cooldown (s) 20/18/16/14/12 · Cost 50 · Listed range (units) 400Poppy dashes to the target and pushes it back. If the target is pushed into a wall, it is stunned.
Cooldown (s) 14/13/12/11/10 · Cost 70 · Listed range (units) 475Poppy channels a hammer strike that knocks enemies very far away.
Range changes as this ability charges. Check the current ability tooltip; the listed value is not its full range.
Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 500If Teemo stands still and takes no actions for a short duration, he becomes Invisible indefinitely. If he's in brush, Teemo can enter and maintain his Invisibility while moving. After leaving Invisibility, Teemo gains the Element of Surprise, increasing his Attack Speed for a few seconds.
Obscures an enemy's vision with a powerful venom, dealing damage to the target unit and blinding it for the duration.
Cooldown (s) 7 · Cost 70/75/80/85/90 · Listed range (units) 680Teemo scampers around, passively increasing his Move Speed until he is struck by an enemy champion or turret. Teemo can sprint to gain bonus Move Speed that isn't stopped by being struck for a short time.
Cooldown (s) 14 · Cost 40 · Listed range (units) 20Each of Teemo's attacks will poison the target %i:OnHit% On-Hit, dealing damage on impact and each second after for 4 seconds.
Listed range (units) 680Teemo throws an explosive poisonous trap using one of the mushrooms stored in his pack. If an enemy steps on the trap, it will release a poisonous cloud, slowing enemies and damaging them over time. If Teemo throws a mushroom onto another mushroom it will bounce, gaining additional range.
Cost 75/55/35 · Listed range (units) 600/750/900Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Take efficient camps between plays so a lead does not disappear into repeated waiting.
Use lane priority before invading or starting an objective, and leave when nearby lanes cannot move.
Enter through controlled vision and keep a route out; a winning Jungler still loses a shutdown when isolated.
Track opposing camps and lane states instead of forcing the first visible target.
Trade sides of the map when contesting would require weaker lanes to move first.
Save important control for the enemy who threatens your carries or objective access.
Path through known territory and help lanes only when the opponent is genuinely vulnerable.
Cross-map rather than arriving late to a lost objective, then restore defensive vision with an ally.
Play around the strongest teammate and make the enemy commit into your control.
Pings, movement and objectives
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.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Decide which camps lead toward the objective and ping the nearby lanes before they spend the wave or recall timing.
Confirm which nearby lanes can move first. Do not convert an isolated objective marker into a forced fight.
Move with a teammate, sweep one entrance and keep Smite available before committing damage to the objective.
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
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.