By GamGem ResearchLast updated 18 Oct 2026
Aatrox Top build vs Poppy
Patch 26.18 · Ranked Solo/Duo · Master+ · EUW · KR · NA
Play Aatrox Top into Poppy: build Eclipse · Sundered Sky · Death's Dance; take Conqueror.
11.8%
lane win rate
17
games
Low
confidence
Why this build, and not another
vs Tanks — Poppy is filed as a Tank, so the column that answers health and resistances is the one we read.
The other three columns are below, unchanged. We do not hide the paths the rule did not take; a rule you cannot check is a rule you have to believe.
Conditional build matrix
| vs AP Burst | vs AD Assassins | vs Tanks | vs Sustain | |
|---|---|---|---|---|
| Mythic / Core | ||||
| Core 2 | ||||
| Core 3 | ||||
| Boots | ||||
| Situational | — |
Runes
This exact page: taken in 13.8% of games · 45.7% win rate over 540 games.
Primary: Precision
Conqueror
Triumph
Legend: Haste
Last Stand
Secondary: Resolve
Bone Plating
Revitalize
Other keystones taken
Electrocute8.9% taken · 49.7% win · 348 games
Stormraider's Surge3.8% taken · 53.7% win · 149 games
Grasp of the Undying3.4% taken · 51.1% win · 133 games
Tree pairs
Precision + Resolve57.5% taken · 47.2% win · 2,254 games
Precision + Inspiration22.3% taken · 50.5% win · 876 games
Domination + Resolve6.5% taken · 50.6% win · 253 games
Shards
Adaptive Force
Adaptive Force
Health Scaling
| Q | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
|---|---|---|---|---|---|---|---|---|---|
| W | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| E | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| R | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
| Q | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|
| W | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| E | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| R | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
Most common path
76 games57.9%Win Rate
Highest win rate path
60 games61.7%Win Rate
Other first item
67 games53.7%Win Rate
Counter plan — how to beat Poppy
Build percentage damage — flat penetration falls off against the stats it stacks
Avoid extended fights — its sustain grows with every trade it survives
Punish the cooldown — Poppy is exposed while its rotation is down
Ward the flank — vision is what turns its best opening into a worse one
Respect the spike — Riot rates the kit 6/10, so a practised player gets more out of it than the average
Patch timeline
This champion’s win rate on each patch the preview sample spans, over its own games there. What actually changed each patch is in Riot’s own notes.
- 26.1949.3% over 1,227 games+0.2
- 26.1848.9% over 1,988 games+0.6
- 26.1747.1% over 682 games · small sample—
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Methodology
- Data window
- Preview sample — a one-time snapshot of 65,406 ranked games (Master+, EUW/KR/NA, patch 26.18), counted by GamGem while our Riot production key is under review. Figures will update daily once it is approved. Counted 26–27 Sept 2026; patches 26.18 (35,477) · 26.19 (18,580) · 26.17 (11,048) · 26.16 (293) · 26.15 (8); by server EUW 22,382 · KR 21,922 · NA 21,065 · EUNE 20 · TR 17. 642 games without a result — remakes ended by vote in their first minutes, and games recorded with no winner — were not counted.
- Rank aggregation
- Master, Grandmaster and Challenger, pooled — the three ladders the count read its players from. Splitting further leaves samples too small to separate a real effect from noise.
- Role assignment
- A champion is filed under every lane that holds at least a tenth of its counted games — the position the match itself reports, not the champion’s class. Its headline win rate is across all of them; each lane’s own win rate and games are counted too, and a lane’s tier list ranks by them.
- Counters
- The two champions in the same position on opposite teams, over that pairing’s own counted games — ranked on the edge pulled toward zero by its sample size, printed raw.
- Minimum sample
- None — no figure is hidden for being thin. Every rate prints its games, and the confidence band is its 95% margin: Very High within ±1.5 points, High ±2.5, Moderate ±3.1 (1,000 games), Low wider.
- Why a build is not a cause
- An item is counted when the match ENDS with it, so late items show long games and an item bought when already ahead shows games that were being won. Correlation is what a rate can show; it is not evidence that buying the item caused the win.
- Where the numbers come from
- Names, classes, abilities, items and runes are Riot Data Dragon. Win, pick and ban rates, builds, keystones, spells and matchups are counted by GamGem from Riot's ranked match records. An estimate, not a count: this panel is not in the preview sample, and is labelled so.

