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DR. MUNDO BUILD GUIDE: [S3]Indepth 'AP' Dr.Mundo Guide - Running from Cleavers makes "Mundo think you a big sissy!" by Gingerbreadmon

by Gingerbreadmon (last updated over a year ago)

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9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Health Regeneration( +8.1 health regen / 5 sec.)
View Rune Details
Summoner Spells
View Summoner Details
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21
0
mastery 1 mastery 1 1/1
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9 Offense
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0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Adrenaline Rush
QInfected Cleaver
WBurning Agony
EMasochism
RSadism
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
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mastery 3 mastery 3 3/4
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9 Offense
mastery 1 mastery 1 0/1
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mastery 3 mastery 3 4/4
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mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
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mastery 1 mastery 1 0/1
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21 Defense
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0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Adrenaline Rush
QInfected Cleaver
WBurning Agony
EMasochism
RSadism

Champion Matchups

Introduction

Okay okay before you dislike my build, troll my comment section, and tell your friends to do the same just hear me out.

Lesson on Pure Tank Mundo
The first ever champion in LoL I started using and liked was Dr.Mundo and after a couple of games with him I decided he was a great tank. I built and then every high tier defense item (/) and went into battles being unkillable. The problem was, as I got to summoner level 30 I noticed that in the mid/late game I started doing very little damage to enemies (people at this level get Magic Resist) and they weren't FOCUSING me!??! This meant while I chipped 30 or so hp away with , threw small damage 's, and with attack speed not worth mentioning and no focus in AD for to do significant damage, my allies would get rolled over in a 4v5 (no damage tank with no reason to attack it does not count). I would emerge from the teamfight alive thinking all of my allies were noobs for dying and this process would continue till they pushed towers and overtook our base.
*NOTE: Tank Mundo is VERY viable if enemy team is retarded and doesnt know what Magic Resistance is*

Experiences with Offtank/DPS Mundo
After deciding Tank Mundo wasn't viable I looked to build sites like Mobafire and Solomid hoping to find a guide with an alternative to Tank Mundo. I found my answer in DPS/Offtank Mundo. Many of the builds advised against having you build some attack speed and armor pen instead, over health and defensive items. Maybe I'm just terribad but with all of the DPS Mundo builds I tried he was just to squishy for a Mundo and his damage was unhelpful in the late game, leaving your team with a DPS with damage out done by every other carry, and that couldnt live through a teamfight despite his "tanky" nature. Also, these kinds of builds that proc'd his made your only viable source of damage going upclose and personal into the team fight and without the sufficient health/defense items you would die in a matter of seconds (Even with your especially against ).

The new kind of Mundo
Now with Tank Mundo and DPS/Offtank Mundo inefficient in my eyes I was feeling hopeless for my once favorite LoL champion and left him to play other underplayed champs. After awhile I came back to him, wanting to make him viable in my eyes again, so I took a leap of faith and tried out a build I conjured up on the spot in a Coop vs Ai.

To make up this build, I asked my self: "How do I build a tanky Mundo with great damage output that doesnt involve me having to run into a fight to deal damage that does progressively worse from mid to late game ()?" Magic Pen/AP Tank Mundo. Let the explanations commence.

Also, regarding the title, I know this isn't an "AP" Mundo guide but rather a magic pen guide for Mundo. I was just using AP to draw more readers, as it would boggle minds and make them want to read my guide after scanning through the Featured and Approved guides.

Pros/Cons

Pros

  • Cleavers can deal HUGE amounts of damage
  • GREAT harass all throughout the game
  • Can still tank while dealing high damage output
  • along with and make Mundo nearly impossible to run from (Both abilities do Magic Damage)
  • Strong sustainability in lane with Health Regen and high Armor/Magic Res
  • Only slightly less tanky then Tank Mundo but with much higher Damage Output

Cons

  • Early game 's can kill you
  • Need experience with skill shots for effective 's
  • is situationally effective
  • Not as much Armor/Mres as Tank Mundo

Masteries

Explanation: I go 9/21/0 on Dr.Mundo for the extra cooldown and damage from the Offensive tree while also buffing his Exhaust and also focusing on his tanky sustain by going 21 in the Defensive Tree. I used to go 21/9/0, but after many games with Dr.Mundo, I have concluded that focusing on his sustain, and letting his naturally high base damages do its work was overall more effective.

Offensive Tree

Summoner's Wrath (1/1) Buffing your by making it reduce Armor and Magic Resistance, heavily increases Mundo's kill potential especially early game because of his high base damages.

Brute Force (3/3) Rather than increasing his AP and receiving terrible AP scaling on his W, giving him extra damage on his auto attack for better last hits is the more viable option between AD/AP masteries.

Sorcery (4/4) Acknowledging that we are going Mpen Mundo, the cooldown for 's is necessary over attack speed.

Arcane Knowledge (1/1) The 10% Magic Resistance reduction slightly increases your damage on , but the small amount of extra damage builds up nicely.


Defensive Tree

Hardiness (3/3) Since we are going top lane with MPen Mundo, there is a high possibility you will be fighting an AD champion, which is why we choose Armor over the Resistance mastery.

Tough Skin(2/2) A smart decision for when you decide you want to engage on the enemy in lane. This mastery along with Indomitable and your current armor will significantly reduce damage taken from minions.

Durability (4/4) Since Dr.Mundo is entirely health based, giving him a bonus on his health scaling is never a bad idea.

Vigor (3/3) The +3 to hp5 increases his hp5 to 37 making him regenerate 4 health every second.

Indomitable (2/2) This mastery along with the Tough Skin mastery guarantees you take 4 less damage from minions leaving them about 5 damage on you for each hit.

Veteran's Scars (1/1) Adding on to the extra health from , he gets an extra 160 starting health.

Enlightenment (3/3) The cooldown per level is a better alternative to Initiator because he needs the cooldown on his Q and ult, while at the same time his is his speed buff.

Honor Guard (2/3) Rather than getting Mercenary we want to make Dr.Mundo as tanky as possible which will help by adding a 1% buff to his defense which will add up in the damage it has reduced.

Juggernaut (1/1) An incredible mastery for Dr.Mundo that stacks on his for CC reduction as well as increasing his health by 3%. An overall incredible add on to his tankiness.

Runes

Marks
9 Greater Marks of Insight (+.95 Magic Penetration per rune) These runes will grant 9 Magic Pen allowing his to have stronger harass.

Seals
9 Greater Seals of Resilience (1.41 Armor per rune) Starts Mundo off with an extra 13 armor which along with , the Hardiness mastery, and his base Armor starts him off at 49 armor (33% damage reduction). Will help greatly to shrug off minion aggro when you send in Mundo for an early kill.

Glyphs
9 Greater Glyphs of Resistance (.15 Magic Resistance per rune) These runes along with his natural scaling magic resistance will give him 2.6 magic resistance per level. Since we are going top lane where there is a high possibility our match up is an AD champion, we can afford the early game low magic resistance.

Quintessences
3 Greater Quintessences of Vigor (2.7 Hp5 per rune) I use to add extra resistances on to Dr.Mundo, but upon extended use of Mundo top, I have concluded that flat health regen is much more valuable because of the health cost from his abilities. These runes on top of his passive , , and the Vigor mastery, Dr.Mundo will have a starting 37 Hp5 which grants him 4 health per second. (35 divided by 5 is 7, but in game it is 4 per second, and all that matters is what is in game.)

Summoner Spells



Explanation:

is a great spell on Mundo allowing for positioning/escapability. Especially useful when during a teamfight, along enemy damage is out doing your , making you need a quick getaway. Also under the condition an enemy is escaping and you/your team is chasing them, and they are just out of your range, it is a good idea to flash and then hit them with to slow them for your team.

an all around great spell on Mundo. This allows him to slow an enemy for 80% of their movement speed if you couple it on with . Also when an enemy champion is effected by this spell they are more susceptible to damage from his high burst 's, his damage overtime , and high hitting .

Viable


My once favorite pick on Mundo until I developed a preference for . The one perk this spell has over is that instead of being a one move escape/positioning spell, you get 10 seconds to chase/escape, which is especially useful if an enemy can catch up to you even when you flash. Along with the Anti-CC from , the slow with against your target/chaser, and the movement speed buff from (@lvl 2 is almost on par with , @25% MS and @27% MS, however at level 3 out does even with the haste mastery, @35% and @33%) makes a powerful tool on Mundo.


This spell is a good back up plan for when you cant trust your to remove CC on you in time to escape/kill a running enemy. Unfortunately it DOES NOT take off or . However, is able to remove them.


A great spell for mobility. This spell will allow maximum lane presence and in a setting with good players, map wide mobility with wards. As a tank with strong damage output you can successfully push enemies off turrets/push turrets yourself with .

Not Viable


Although it may seem like a good choice because all Mundo has is his health, and as a source of "Skill Cost" makes it all the more important, this spell is too much of a crutch and is better replaced with other summoner spells. Also replaces the need for a heal spell in scenarios that call for it.


A tempting spell since Mundo does good burst damage with his , however is better on Mundo because it will help to isolate enemies so you can further slow them with your for kills. helps Mundo catch up to enemies and is nearly impossible to escape from with the slow from [imgsmall=ski lls/drmundo/q.png] and speed from .


The main utility of this skill is pushing a lane without being there. As useful as it can be, for Mundo to be able to secure kills and scale heavily in the early/mid game where he is most effective is why we choose over .


A spell best left for the supports.


Mundo doesnt have mana.


If this summoner were to give bonus magic resistance then it would be a great choice, however because it gives AP instead where AP is wasted on Mundo due to his .2 scaling on , is a much more viable option since it reduces magic resistance as well as slowing and weakening your opponent.


A "would-be" useful summoner if not for its long cooldown.


Although jungling Mundo has crossed my mind I have never tried it however, I think that would be the only viable time to use an AD Mundo.
^what I said before updating this guide. Apparently jungle mundo made mundo get nerfed, so now I wish they never used it in high elo streams/tourneys D:!
AP Mundo is useable in the jungle.

Skills

Passive: Adrenaline Rush
Dr. Mundo regenerates 0.3% of his max health each second.



Explanation:

A great passive when focused on. If not added to by runes/items it is sadly unreliable. adds very nicely to his Hp5 and makes it noticeable in the early game which gives him nice lane sustainability on top of his Armor/Magic Resistance. The passive IS recorded in character stats when you press C in game. Testable by buying an HP item and seeing your Hp5 before and after getting the item.



Q: Infected Cleaver
Dr. Mundo hurls his cleaver, dealing damage equal to 15 / 18 / 21 / 23 / 25% of the target's current health (80 / 130 / 180 / 230 / 280 damage minimum) and slowing them by 40% for 2 seconds.

Cooldown 4 seconds

Cost 30 / 50 / 70 / 90 / 110 health

Range 10000


Explanation:

The "bread and butter" of Mundo in every single build made for him, even most of the DPS builds. The universal importance stressed on for all Mundo builds is why I decided to focus on Mundo's .

- How do you focus on you ask? It has no scale for AP or AD, but it does do damage equal to a percentage of the opponents health meaning it scales on the opponents health. It has the potential to do devastating damage when focused on, especially if it does true damage/close to true damage due to Magic Penetration.

- Mundo's applies a 2 second 40% slow, every cleaver slows as much as ! Furthermore it can be used to check bushes, last hit minions, and do massive pokes before teamfights. When used to harass after getting your , it isnt uncommon to have opponents at half health after 2 's.

- Concerning farming, always try to get your last hits with your especially if you are being zoned, however if you can auto attack to last hit dont hesistate to do so. Make sure you hit your cleavers even if you mistimed the last hit, because missing repeated 's will basically have you killing yourself.

- Finally, why is such a GREAT skill. This skill out of every other effect/skill/damaging ability does the MOST % damage of an enemies health. Why is that so good? Because just by getting 1 item in the early game towards Magic Penetration, you've already maximized the potential of your damage which would have required multiple items and time for any other champion.
NOTE: When using , always smart cast it. (In Key Binding from the In-Game Menu set "Smart Cast Spell" to Q) By doing this you will shave shave 1 second off casting your (yes that makes a difference). This method is especially useful while moving (practice moving while using your ).
DOUBLE NOTE: Smart casting works with ANY skill shot on ANY champion if you didnt know already.



W: Burning Agony
Toggle: Dr. Mundo deals 35 / 50 / 65 / 80 / 95 (+20% of ability power) magic damage to nearby enemies, and reduces the duration of crowd control effects on Dr Mundo by 10 / 15 / 20 / 25 / 30%.

Cooldown 4 seconds

Cost 10 / 15 / 20 / 25 / 30 health per second

Range 325


Explanation:

This ability can make or break Mundo. Obviously if its left on too long it will devastate your health, ESPECIALLY in the early game. People most often make this mistake trying to farm with . Unless its the Late game, DO NOT farm with , it is not worth the health. The main perk of this ability is its built in CC reduction which I rely on as a replacement for on Mundo.

This ability does NOT reduce the effects of Summoner Spells. Does NOT reduce the effect of CC if your hit by the CC then you turn it on. DOES reduce the effect if you have it on when the CC hits, meaning if your about to get hit by CC you can turn on your W then turn it off right away after getting hit so you do not waste the health. The only CC not effected by Tenacity is knock ups/backs.

It is always a good idea to use your while you assuming your in a fight/chase/escape as WILL out heal the health loss from . The Speed from and CC reduction from is a powerful combination. Also in this build we get a which along with will cast a constant slow allowing anyone caught inside it to be caught by your team. In the early game, when you have your DO NOT underestimate the damage of your .

Although due to recent patches the health cost has reduced, the damage was nerfed as well as the CC reduction, putting at 5% less CC reduction than , but luckily due to switching over to 9/21/0 the 10% cc reduction whether it stacks additively or multiplicatively will make up for the loss of the 5% cc from the nerf.



E: Masochism
Increases physical damage by 40 / 55 / 70 / 85 / 100 for 5 seconds. Dr. Mundo gains an additional +0.4 / 0.55 / 0.7 / 0.85 / 1 damage for each percentage of health he is missing.

Cooldown 7 seconds

Cost 25 / 35 / 45 / 55 / 65 health

Range 300


Explanation:

This spell is an excellent farming tool when your trying to wrestle the turret for farm as Mundo is easily pushed in the early game. Also despite being Mpen Mundo, even without building on it, your will still do considerable damage to your enemies especially in the early/mid game.



R: Sadism
Dr. Mundo regenerates 40 / 50 / 60% of his Max Health over 12 seconds. Additionally, he gains 15 / 25 / 35% movement speed.

Cooldown 75 seconds

Cost 20 percent of health


Explanation:

This is skill is an incredible tool when correctly used on Mundo. Q: "correctly used?" dont you just press r and run into a fight? A: Yes, in a mid/late game fight that is a correct way to use however in the early game that is a different story. A mistake I see many Mundo noobs make is thinking that @lvl 6 will allow them to win any fight because they are regenerating health. WRONG. on its first level gives an unreliable heal in a early game battle especially when stacked on with minion aggro. In the early game use this spell to keep your health up in lane like a buffed health pot or to chase/escape. This skill is at its best in mid/late game team fights when enemies decide to focus you, dishing out all their spells and damage on you while you absorb as much damage as possible. In this amount of time your teammates can deal a great amount of damage to the enemies, even if you were to die your allies would be at an advantage with health over your enemies. REMEMBER at all times when using this spell: it costs 20% of your current health, so if your in a fight and your at half/low health using this spell may in fact kill you. Always try to use this spell BEFORE engaging and not during so you can out heal the "skill cost".

Skills/Tools that reduce healing by 50%




-> +
->
->
->
->

Skill Order

-> -> ->


->->->->->->->->->->->->->->->->->


Level 1: The first skill you want to get using any Mundo build is . This is because it provides you with early harass without putting you in danger (unlike ), allows you to check bushes for early ganks, and lets you last hit minions from a distance. At level 1 you want to last hit with your cleaver as much as possible (unless you can land an auto attack without getting hit), focusing on farming over harassing at this point (you want your as soon as possible).

Level 2: Next you want to get to add some extra damage to your auto attack to help dish out damage to overly aggressive enemies. This is a better option than at this level because can easily drain your health and doesnt deal as much damage as especially since we buffed its potential with 21/9/0 on our masteries. Also, is a great way to get last hits if your pushed into your turret and are wrestling for last hits against your turret (can secure last hits at turret if you combine and .

Level 3: Since we are trying to max as soon as possible we get another point on it, at this point you can begin to focus some more on bursting down your enemy laners while still going for those last hits.

Level 4: Although is not quite helpful in the early game it can help with some early game kills if you bursted them down enough with your . Although the CC reduction isnt as much as it would be at level 5 (10% compared to 30% with added CC reduction from the Juggernaut mastery) it will still help with chases while adding a little more damage to your enemy. (DO NOT use it unless going for a kill)

Level 5: Another point on your and you will be focusing alot more on bursting down your enemies. At this point you should be looking for kill opportunities/planning kills with your lanemate or jungler.

Level 6: A point on your is incredibly "lane changing" if you were trading blows with your lane opponent, having you both significantly low, using this spell and allowing it to heal you for at least 1/2 of the duration then flashing in and going for the kill will significantly increase your chance of a kill. You can also use it for a speed boost while combined with flash to take down a champion weakened by your 's. If you are low DO NOT use it and then go directly into a fight, its heal is NOT significant enough to out heal early game damage, allow it to heal you for atleast 1/2 of the duration before considering a fight. NOTE: Good idea to go into bushes when low on hp, use , and surprise your enemy.

Level 7 - level 18: Continue following the skill order, focusing on and then while getting whenever your able to (@levels 6, 11, 16).

Item Builds

Starting Item:



This item is a MUST on Mundo. By providing him with extra health and armor he becomes increasingly tanky in the early game, having you start off with 642 health and 49 armor. However, the biggest boost is in his Hp5. Although boosts to his Hp5 from health is sadly small, flat Hp5 helps his sustainability in lane greatly. I would not recommend any other starting items on Mundo.



Boots:



One of the most controversial items on my build is also one of the most important. A closer look at Mundo's "bread and butter", his , is the reason why I choose these boots.

Magic Penetration on Mundo

For some reason many people do not know that Mundo's deals magic damage but at the same time does not have an ability power scale. So how does his keep up with the later levels/do more damage if it doesnt scale on anything? His in fact scales on an enemies health since it does damage equal to 15% (@lvl 1) - 25% (@lvl 5) of the enemies health. The only way to take full advantage of this beautifully dangerous burst is to build magic penetration. This is where come in, the only thing standing between Mundo and shaving off 1/4 of the enemies health every 3 seconds (the cooldown on ) is magic resistance. The average carry in the early/mid game will only have 30 - 40 Magic Resistance, especially on the carries with only 30 Magic Resistance (Magic Resistance on many champions DOES NOT scale with level) Mundo with Magic Penetration runes and will have 34 Magic Penetration. Even against carries that have Flat Magic Resistance Runes in the early game (43 Magic Res), it will reduce them to 9 Magic Resistance (only 8% damage reduction).

Validating over

Q: Okay so Mundo does ALOT of damage with these boots but I still want an explanation for why you think extra damage is better over the defensive capabilities of ?
A: At the very beginning Mundo starts with 50 Magic Resist (33% damage reduction) and which can shave off large amounts of magic damage as it is, after the we get which grants an extra 30 Magic Resistance putting Mundo at 80 Magic Res (44% damage reduction) along with an extra 250 health. Also one of Mundo's biggest problems is being too tanky and dealing no damage. ensures he deals large amounts of damage (1/4 of an opponents health every 3 seconds is a LARGE amount) and has Magic Resistance covered by Runes along with the item after his boots.

Q: Okay so Mundo does disgusting damage and can make up for the Magic Resistance lost from not getting but what about the +35 Tenacity (35% CC reduction) from ?
A: Mundo's . If you've never played Mundo you probably wouldn't know that his grants CC reduction. Although it is only 10% at level 1 it increases by 5% every level reaching 30% Tenacity at level 5 (as much Tenacity as when calculated with the Juggernaut mastery). Also, because we are focusing on his after we'll reach that tenacity goal even faster while still receiving substantial reductions to CC.

Why not these boots?


Further increasing his tankiness is not a good replacement for making his do true damage/get as close to true damage as possible.



Although speed is a great asset on Mundo since he is a strong "kiter" being able to catch up to enemies with and slow them down with . The burst given because of outweighs the extra speed since his can already provide an level slow to chase down enemies (can also recieve a speed boost from if necessary).



We do want faster 's on Mundo BUT we'll be reverting to his earlier state of low damage as Tank Mundo if we do not get the all important Magic Penetration.



Since we are focusing on last and aren't building any Attack Damage/Attack Speed items on Mundo, these boots are not a viable choice.



Mundo with this build is STILL a tank and will always be in the front of the team/in the fight which means the passive from these boots would be useless on Mundo.



Mundo starts with an incredible amount of Armor which will scale his leveling. And as nice as the 25% reduction from right clickers is, the damage from are paramount.



Core Items:




is just TOO necessary on Mundo to ever be replaced with any other items especially now with the nerfs. Its known mostly for increasing regenerative/healing effects on champions, which makes it work incredibly well with Mundo's . It also grants 10% CDR for faster 's and 's, along with 250 extra health to support his early game, and 30 magic resistance to make him even tankier. All of these statistics while being relatively cheap at 1550 gold makes this item a MUST on Mundo.


along with is another very controversial yet necessary item on Mundo.

Why I dont go

Tank Mundo's biggest problem was having a huge amount of health and defense but with very little damage output and almost no way to help in team fights, one of the sources of this problem was , it would grant Mundo superfluous amount of health and Hp5 making him tankier but doing nothing for his damage output or his ability to help his team and since being a damage sponge with no reason to focus you DOES NOT help your team, I do not find the seemingly necessary to be useful on Mundo.

Validating over

Q: Trolololol! Yea ok, so how can Rylais possibly be any better?
A: First of all like gives Mundo a good amount of health although its only half as much as what 's gives, +500 health is still a very substantial amount, also he gets 80 ability power and although his scales terribly with ability power (.2 per ability power) he still receives a bonus to its damage and considering you do true/near-to-true damage because of the per second damage from adds up very nicely. Finally, the most important reason why you want to get is its slowing effect. With , Mundo's will slow for ~50%, easily isolating stragglers in retreat/saving the lives of allies being chased, also his can slow all enemies in a fight for both offensive and defensive purposes. Offensive: Enemy team is retreating, flash into team with on and slow down any champions caught in , then a champion you want focused and move on to other champions if you can kill the target fast enough (possible to escape if you dont the champion because is a damage over time spell which means it only gives a 15% slow with ). Defensively: If your team is retreating, allow yourself to stay with the enemy team and slow them down with , when your team is far away / your self away from the chasers (dangerous plan) or you can run with your team and throw back into the pursuers. In a 1v1 situation like if you were soloing top or if you ran into a jungler makes Mundo impossible to run away from unless they can flash over a obstacle. Along with a substantial health boost and a powerful slow to help your team, is a powerful tool on Mundo.
NOTE: By the time you buy you will have ~2.5k health.

With all that said, I'm not ENTIRELY against


although not as useful as (in my opinion), is still a viable option over on Mundo. In exchange for Utility you can grant him 2x the health would have provided, I disregard the damage gives you because it isn't that large of an amount.
Pros of getting :
  • 105 gold cheaper than
  • 2x the health of
  • Incredible amount of Hp5
  • Choice of or does not effect damage
  • Slightly stronger since it heals according to a % of your maximum health
  • Saves you the trolling you get from building
Cons of getting :
  • Lose the utility of AOE slow
  • Lose extra damage on (makes a difference if your Magic Penetration is more than/close to their Magic Resistance)
  • Less of chance people will focus you (reverting back to Tank Mundo), however you still do damage because of choice in boots
  • 40% slow 's instead of ~50% slow 's
Choosing between and : If your doing good/your team needs more CC: get . If your doing bad/ your team has a substantial amount of CC/ you need more survivability: get



is also a MUST on Mundo. Odds are your game WILL have an ignite in it which take down the biggest part of Mundo, his . Along with its ability to shrug off CC, its biggest utility on Mundo is the ability to take off 50% healing debuffs. Not to mention the extra Magic Resistance to build toward your tankiness. In my past hundred games as Mpen Mundo I cannont remember a game where I was able to build a over a due to its 50% debuff removing ability, making this a priority as a Magic Resistance item on Mundo.



might have you thinking: WTF, ok maybe the boots, maybe even replace but NO ONE gets that item! Yes, another controversial item yet an incredibly powerful tool on Mundo. By getting this item you will have 49 Magic Penetration helping you do more % damage to an enemies health to help counter late game Magic Resistance items. Also it gives a nice boost to your health and ability power but is most important because it is one of the 4 magic penetration/reduction items in the game. And if I didnt emphasize it enough earlier, Magic Penetration is so important on Mundo because his does not scale on ability power but rather on a percentage of the enemies health, we take full advantage of that by allowing 's to shave off as much % health as possible which is only possible with more magic penetration.





Defensive Items:




is a fantastic item on Mundo, one of Tank Mundo's biggest problems was not getting focused. But lets take a look at what gets someone focused: they do damage or they are squishy. "This Mundo" and Tank Mundo are both not squishy however unlike Tank Mundo, "This Mundo" does a significant amount of damage because we focus on a small amount of cheap Magic Pen items (which is all he needs for damage) leaving space and gold for Tanky items. With that said, "this Mundo" has a much higher chance of being focused than Tank Mundo allowing you to fulfill your tank role however, in the situation the enemies do not target you, along with your damage, you can assist your team with slows (+), slows (), and more slows ('s active). Also, because we didn't get we dont have as much health as we would have so the +350 health boost along with +75 armor is quite welcome towards his tankiness.


is also a MUST on Mundo. Odds are your game WILL have an ignite in it which take down the biggest part of Mundo, his . Along with its ability to shrug off CC, its biggest utility on Mundo is the ability to take off 50% healing debuffs. Not to mention the extra Magic Resistance to build toward your tankiness. In my past hundred games as Mpen Mundo I cannont remember a game where I was able to build a over a due to its 50% debuff removing ability, making this a priority as a Magic Resistance item on Mundo.




When to get the "Other Viable Defense Items"

]



is the third procing item (one of the 4 magic penetration/reduction items). We look to this item mainly for it's Magic Resistance and Magic Resistance reduction aura. In the late game you will want to sell your for an because in the late game Armor/Magic Resistance take a higher priority if you already have a large amount of health (you will have ~3k in the late game). Also, by selling your for , you allow you AND your AP carry's to do more damage to surrounding enemies, further increasing your usefulness in a fight.

Can I Stack all 3 Magic Penetration/Reduction Items? ()

Yes. BUT only under the condition you are tanking well enough without the higher Magic Resistance bonus from and the other team does not have a high amount of "50% healing debuffs" which would require you to get .
NOTE: Keep an eye on your allies items, 's aura DOES NOT stack, so if someone else on your team has it is a good idea to get a instead.

Why cant I just rush right away instead of getting first?

One of the biggest perks of is that all it needs is Magic Penetration, and both Magic Penetration items are relatively cheap (@1100, @1485). (2650 gold) is almost twice the price of and both give the same amount of Magic Penetration/Reduction. By going for first we can focus on building our armor/magic resistance items as soon as possible.


is only recommended for when the enemy team's AD carry's have far more damage output then the AP carry's. is a better choice over because we didnt get we will benefit greatly from the +350 health. Also, its health regeneration and attack speed/movement speed slowing active far outweigh the 30% damage return and extra 25 armor.


is a viable tool on Mundo. Since with this build you can Tank while at the same time doing good damage, there is a higher chance of you getting focused then pure Tank Mundo, which we want because we will have greater sustainability then our carry's. In the circumstance you are against a balanced team composition and aren't getting focused down by "50% healing debuffs" then you can replace or with .
NOTE: There is a 80% chance you wont need to get .


Almost forgot to mention...

is a good exchange for ONLY if the other team is building heavy Magic Resistance.
Note: There is a 90% chance you wont need to get .


*Consumables: > > (dont need )*

Applying Rylais slow to Q and W

*NOTE: Slows stack multiplicatively -> NOT 40%+35% -> 40% + (35% reduced by 65%)
*Double NOTE: Remember that 's slow is applied for only 1.5 seconds, so with the cleaver you get an extra .5 seconds of 40% slow after the initial ~50% slow*

Mundo's base movement speed is 320 which means it becomes 390 with .

The slow wont help much if your still unable to catch them after applying it so lets take a look at the Movement Speed's in which and can slow an enemy champion down to/near Mundo's speed.

applies a ~50% slow with


  • Enemies with ~380 MS and lower will be 200 MS under Mundo when hit

  • Enemies with ~480 MS to ~380 MS will be 100 MS under Mundo when hit

  • Enemies with ~580 MS to ~480 MS will have lower MS than Mundo BUT will probably not be slow enough for Mundo to catch up to in 1.5-2 seconds

  • Enemies with ~600 MS and higher will be as fast/faster than Mundo when hit


applies a 15% slow with



  • Enemies with 436 MS and lower will be forced to stay inside the

  • Enemies with 470 MS to 436 MS will stay inside for a few seconds but will be able to leave if not hit with

  • Enemies with 470 MS and higher will easily escape

Item Order + Cost

First Back

(1100 gold) is your main goal which shouldn't be too hard with your powerful sustainability (high Armor/Magic Resistance + reliable Hp5). If you sustained too much damage and were forced to b then getting (350 gold) is fine. Also, if you are forced to back before you can afford in order to gain more stats/sustainability I recommend building one of the starting items of : if opponent is AD or if opponent is AP.
*NOTE: DO NOT sell your for , the early game Health, Armor, and Hp5 is too important on Mundo*


Afterwards

An early (825 gold) is a smart choice if your duo-laning bot (for what ever reason ;)) after your or just if you want to make the investment for late game, as you should be building a

With your crazy burst damage in check, you can capitalize on more survivability and strengthening your with (1550 gold). You might need to split the cost and go for the (850 gold) first depending on how well your doing.


Deciding on Subsequent Situational Items(Your Inventory: ())

Your next buy after will be (740 gold),(1110 gold), (700 gold), or (475 gold) (to build towards ).
*Note: The items are in order from higher to lower chance of needing to buy*


- If you buy you do so with the intention of building it into a (1640 gold) as soon as possible.
Buy if:
  • Opponent has /healing debuff and AP damage skills/stuns or snares
  • Opponent has mainly AP damage

- Purchasing does not mean you have to build straight into (3105 gold) but it is meant to increase your defense from both AP/AD and true damage, and is a safe option if you are unsure of which situational item to buy next.
Buy if:
  • Opponent has but little or no AP damage/no stuns or snares
  • Opponent does not have but you are having trouble in your lane
  • Opponent can use true damage

- Buying is a smart decision when put up against an AD opponent who relies on auto attacks to deal damage since you buy this item with the intent to build it into a (1350 gold) as soon as possible.
Buy if:
  • Being pushed out of lane by ranged harass
  • Opponent is a melee champion with little or no crowd control

- This item is bought with the goal of building it into a (1485 gold) as soon as possible to help your damage against opponents stacking magic resistance against you, or to help along your snowball if you are shutting down your lane.
Buy if:
  • You are having no trouble with your lane and do not need the extra sustain against your opponent
  • Your opponent does not have heavy burst and is stacking magic resistance


Buying Your Last Items


Still in the Laning Phase (All Outer Turrets are alive):

Bought or
  • Having trouble with your lane -> buy
  • Winning your lane -> buy

Bought
  • Having trouble with your lane -> buy against CC or AP damage/ against AD damage
  • Winning your lane -> buy
  • Winning your lane but opponent has strong escapes (MS boosts/dashes) -> build into

Bought
  • Buy your next item according to the enemy team as a whole: if enemy team has /healing debuffs/heavy CC, if enemy Ranged AD/AD champions are carrying the team, if the enemy team as a whole is doing well.


No Longer in Laning Phase/ Mid and Late Game:

When you are no longer in the laning phase you are no longer building to counter your lane opponent, but rather to build against the enemy team as a whole. Mpen Mundo's build is structured to look like this - Inventory:
- Magic Penetration
- Regen Buff/Health/Cooldown/MRes
  • Health/Utility
  • Magic Resistance/Healing Debuff Counter
  • Armor/Health/Cooldown/Utility
  • Magic Penetration/Magic Resistance /
*Note: The first two items are concrete in order with first. The last 4 items are built situationally according to your lane in the early game, and the team in the mid/late game*
*Note 2: The highlight indicates the main stat for the item to better understand how I structured Mpen Mundo's Inventory*

_______________________________________________________________________________________________________


If you ever hit full build, turn into unless another teammate has it in which case you can build a ////(for sh*ts and giggles). Furthermore, if the game lasts long enough you can turn your into a

*See "When to get the 'Other Viable Defense Items'" subsection under the "Item Builds" chapter for when to get other Defense Items, in all cases always start with (740 gold) or (700 gold)]*

Total: 13,120 gold (If you get )

*NOTE: Do your part for your team and buy 's for crucial points and 's for Baron and Dragon*

*NOTE on : You can consider selling your after you get . However, NEVER sell it for an AP item ( or ), in that case keep it until you can sell it for the whole item if necessary*

Early Game

  • Use your to check bushes every once in awhile.

  • Focus on getting last hits with your while focusing more and more on harassing with each extra level you put on .

  • Make sure there is a target behind your initial target in case your target dies and causes you to miss your .

  • Remember that repeatedly missing 's will have you effectively killing yourself (The more we level up , the more health it takes to use it)

  • On top of the Cooldown for assuming you hit your, target if you wait ~1 extra second you will completely heal the cost (takes 10 seconds to completely heal a missed )

  • and is a powerful combination for when you are going in for a kill or running from an enemy.

  • DO NOT use to farm

  • Unless you can time for CC reduction (turning it on when CC is about to hit then turning it off right away to save health) do not use in the early game to reduce CC.

  • Only use to last hit if you are pushed against your turret. (combine and to secure last hits against turret)

  • Don't underestimate the damage of your even though we aren't building attack damage or attack speed items, it is worthwhile to get a few hits of harass with it, IF you can afford it (especially when they are inside minions, so it is hard to target with ).

  • Bush control is VERY important with Mundo, if you can effectively control the bushes then you can effectively zone your enemy off of last hits/experience.

  • Focus on getting your as soon as possible (aim for buying it all at once with 1100 gold), DO NOT sell your to get it. The defensive stats from in the early game along with the Hp5 are too important to lose.

- Effectively using @lvl 1:

  • Use it to regain health when below or at half total health, unnecessary to save your for later if your low, try to get it on Cooldown as soon as possible so you can use it again sooner.

  • DO NOT engage and then use it, DO NOT use it when taking minion aggro
  • Wait until you've healed the 20% health cost for using the spell before engaging an enemy, IF using it for a kill
  • Remember it has a speed boost, use it to chase down/escape if necessary.

- Smart use of . Check for 3 things: 1) Enemy is low on health. 2) Your low on health. 3) 2-3 Minion kills away from Level 6. 4) Have safe access to a bush.

  • Go into bush, allow your minions to kill enemy minions so you can level up/kill minions with your cleaver
  • Use , allowing your self to heal past the 20% skill cost
  • Surprise your enemy with higher health (dont come out of the bush and say "ha! i have higher health now") take this opportunity to try and kill your enemy.

NOTE: Purpose of this strategy is to make your enemy not B when you go into bush, thinking that you are low so they have a chance to survive an attack from you.

Mid Game

  • Should already have/have started building , take full advantage of slow, assisting allies with chases/escapes,

  • Do your part for team and help ward choke points with 's,

  • With and level 2 Mundo is able to solo dragon by himself.

  • Begin traveling with team as you should now have a good amount of health for tanking.

  • Before entering a team fight focus and burst down a single enemy with 's,

  • Combine (if at level 2) and to engage/initiate a team fight. (if there aren't any other strong initiators on your team),

  • Sell your at this point for a higher tier item.

  • ALWAYS throw your 's! Early/Mid Game is where "This Mundo" shines because late game people start having higher amounts Magic Resistance which will stop your from doing true damage.

Late Game

  • By this time Mundo will now epitomize his Mpen/AP Tank role. At this point you will have ~3000 hp and ~170 armor/magic resistance.

  • Remember to get for the cooldown on your 's and .

  • This is around the time you should sell your for an .

  • Lead your team in team fights if you are the only tanky champion.

  • When you use be sure to couple on your with it if you are in a fight.

  • baron and dragon to give your team the upper hand in map awareness for those areas.

Team Fights

  • Mpen Mundo has 3 jobs in team fights: Pre-fight poking with , Soaking damage with and against , and bursting down carries in the back of the team

  • Throw as many as you can into the enemy team, weakening them as much as possible before the team fight so your team has the upper hand in health.

  • When deciding who you should focus with your always be aware of their Magic Resistance

- When choosing who to focus with your :

  • 1) Make sure their Magic Resistance is below/close to your Magic Penetration
  • 2) Choose target with highest damage output

- If you are designated tank

  • Stay at the front of your team
  • Initiate by leading team into enemies with and if your team doesnt have any stronger intiators

  • DO NOT forget to use your active.

- Effectively using slows

  • Always have your on so the enemy will be constantly slowed incase they want to retreat a losing fight.

  • Your applies a ~50% move speed debuff with , take full advantage of it by isolating enemy's/saving an ally getting chased.

  • When you get your , if you have a champion like or on your team, allow them to initiate and then go into the back and burst down the AD/AP Carry, keeping them close with your slows from , , and even if you have it.

Changelog

8/14/2011 - Released guide
8/14/2011 - Corrected Spirit Visage health amount from 300 to 250
8/14/2011 - Corrected misinformation on Summoner Spell Heal reducing healing effects from heals other then Summoner Spell Heal's
8/15/2011 - Corrected misinformation on their being 3 magic penetration/reduction items when there are 4. ()
8/17/2011 - Fixed typos in the "Early Game" chapter and added more information
8/17/2011 - Added to the "Why not these boots?" subsection
8/17/2011 - Corrected Sadism heal per level under "Skills" chapter
8/17/2011 - Finished "Item Build + Cost" chapter
8/17/2011 - Added "Applying Rylais slow to Q and W" chapter
8/18/2011 - Added Rune Option 3 (Same stats except +1 Magic Resist)
8/19/2011 - Added as a viable replacement for with explanations in "Item Builds" chapter under explanation
8/27/2011 - Fixed small typos
8/27/2011 - Changed (3/3) on Archmages Savvy to (3/3) on Deadliness
8/27/2011 - Changed Rune Option 1 from Cooldown to Magic Pen focus
8/27/2011 - Changed early health estimate from 3k to 2.5k
7/18/2012 - Updated information regarding nerfs to Mundo.
7/18/2012 - Updated item information as well as runes and masteries.
7/19/2012 - Corrected information in "Applying Rylais slow to Q and W" chapter.
7/19/2012 - Reworked "Item Order + Cost" chapter

Final Comments

If you still feel that after reading my guide this is an inadequate Mundo guide please try it in an actual game, I promise you that it is viable! Also, I apologize that this guide isnt as detailed as my Galio guide because Mundo isnt as complex a champion as Galio. Thanks again for reading my guide and if you haven't done so yet please check out and comment on my Galio guide! http://www.solomid.net/guides.php?g=2724

Comments

October 12, 2013 - 04:20 PM #1

so...... we go top??

July 24, 2013 - 07:20 AM #2

you have 4 points in legendary armor

April 26, 2013 - 12:07 PM #3

There is still heart of gold and force of nature in your guide

February 2, 2013 - 11:13 AM #4

Very nice build ! I was against a Cho Gath, it was funny :DD

January 4, 2013 - 06:45 AM #5

I don't think it's a bad guide I just had a question about the masteries. If you're running Mundo as AP why wouldn't you have the attack masteries in AP instead of AD?

December 30, 2012 - 09:56 AM #6

This needs to be rethought and updated. Rylai's, Torment, pen boots are all very awesome! Scimitar is an interesting idea that I might try, ignite really fks Mundo and everyone runs it. I think thornmail/Warmogs should get another look. Also your masteries need to be updated and rethought (Magic pen, go into the defense tree). Jungle Ap mundo is viable just not found atm.



Build would go something like this- Warmogs, Pen boots, Lil. torment, Rylai's, Thornmail, Abysall/Spirit visage/Mercurial Scimitar. Gives you 1700 HP, 100 armor, about 60-70 MR. Thornmail is great with the nerfs to Lifesteal since they will be taking 12% of the damage dealt if they have a bloodthirster instead of just 5% more if they don't build a thirster. Also Rylia's+Torment+cleavers/burning agony will be dealing 35%/3.33%+127 magic damage a second which is quite a lot. Oh and I don't know if thornmail procs torment or not but I know it is affected by magic pen.

December 27, 2012 - 06:12 PM #7

Hello.. Ive tryed this couple of times but I still messing around that you are VERY squissy when getting focussed. I always beleved that mundo has a role that he initiates with someone out of pos and cleave him until you get in ranged. With that said you want to be tanky as fuck when you are getting near your target. Still I dont beleve this way is the best way building Dr. Mundo. I will still upvote it for the hardwork! Also take a look at my Jungle Mundo guide :)

December 23, 2012 - 11:24 AM #8

This guide has a good basis. I believe if ran, Sorc Boots, Haunting Guise, Spirit Visage, Void Staff, Liandrys Torment, then Sunfire Cape and maybe a GA at the end. With that build, it gives you a reasonable amount of both resistances, tons of magic pen, a decent bit of health, and the added dmg to you abilities through Liandry's and Sunfire help you not fall of late game with your abilites.

December 23, 2012 - 04:46 AM #9

I would also say run ghost/exhaust or ghost/ignite. Never get QSS it wastes a slot, unless you get the Scimitar of course. With thew new items I'd definitely go Sorc, Liandry's, Rylais, Abyssal as a standard build with situational items after. He has no mana, but as a 5th item Iceborn Gauntlet would get lots of use and be more defense and slows.

December 23, 2012 - 12:23 AM #10

Update your guide.

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