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DR. MUNDO BUILD GUIDE: I Need a Doctor: A Jungle Mundo Guide by buckeyballs

by buckeyballs (last updated 4 months ago)

1,539,913 Views 26 Comments
9
Greater Mark of Attack Speed(+15.3% attack speed)
9
Greater Seal of Armor(+12.69 armor)
6
Greater Glyph of Scaling Magic Resist(+0.9 magic resist per level (16.2 at champion level 18))
3
Greater Glyph of Magic Resist(+4.02 magic resist)
3
Greater Quintessence of Movement Speed(+4.5% movement speed)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

5
25
0
mastery 1 0/1
mastery 2 4/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
5 Offense
mastery 1 0/2
mastery 2 2/2
mastery 3 2/2
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 1/1
mastery 3 3/3
mastery 4 0/3
mastery 1 3/3
mastery 2 1/1
mastery 3 1/1
mastery 4 0/1
mastery 1 1/1
mastery 2 4/4
mastery 3 0/1
mastery 2 1/1
25 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
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 0/1
mastery 2 4/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
5 Offense
mastery 1 0/2
mastery 2 2/2
mastery 3 2/2
mastery 4 2/2
mastery 1 0/1
mastery 2 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 1/1
mastery 3 3/3
mastery 4 0/3
mastery 1 3/3
mastery 2 1/1
mastery 3 1/1
mastery 4 0/1
mastery 1 1/1
mastery 2 4/4
mastery 3 0/1
mastery 2 1/1
25 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
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

Changelog

02/14/13:
  • Patch 3.02
  • Spirit Visage CDR increased to 20%: since i consider this item to be core on mundo, any buff is good for him. tanky-cdr build is very strong on mundo and the global buff to CDR will only help him become stronger

02/11/13:
  • Guide Created
  • Guide Approved

Introduction

Hello all, my name is Buckey and I’m here to show you how I play one of the best junglers in season 3: Dr. Mundo! I have been playing lol for a little over a year while maining as a jungler and I have been fortunate enough to hit 1600 in season two. After successfully writing my first guide, I decided to show you all how I play my favorite madman from Zaun, as well as my approach to jungling in general.

Mundo is one of the best late-game junglers with no glaring weaknesses. I consider him to be in the top three of the jungle tier list, and for good reason. The only weak point in his game is very early game, when he’s doing his first clear. After that, he just needs to build health and will become an unstoppable force.

Pros:
Fastest clear in the game
Manaless
Best invasion/dueling in the game
Built in CC reduction, as well as built in AD steroid
Low cooldown ult that almost doubles his effective hp
Becomes almost unkillable with items
One of the best divers come late game
He goes where he pleases

Cons:
Hard cc + ignite will completely negate his ult
Very risky early game due to his negative sustain
Ganks are average/reliant on laner + exhaust or you constantly landing cleavers
No gap closer/can be kited

Masteries

[http://i.imgur.com/JagN9nt.jpg]

Before you all see that I do not go 9/21 and insta-leave for me being a noob, first hear me out. Mundo is one of those rare champs where all of his strength lies in tankiness. Therefore it is a waste of mastery points if you choose to invest heavily in either offense or utility. He does not need any sort of penetration for his clear/ganks to be effective, and he does not benefit from much of the lower-tier utility masteries. It is this reason why I choose to go against the grain and go 25 in defense. I strongly believe that the defensive tree is the strongest tree in season 3, and since mundo scales so well off of it, I invest as much as I can.
  • Make sure to get Juggernaut, it is one of the best defensive masteries in the current health meta and scales ridiculously well with Mundo.
  • I don't think Legendary Armor is as good, however. While this is a great late game mastery, it takes a while for it to kick it, since it increases BONUS resistances, not total. Instead, I choose to take Defender, which in team fights will automatically give you 5 armor and mr. In order for Legendary Armor to equal this amount, you need to attain both 100 bonus armor AND mr. TL;DR: Defender is a much more cost-efficient mastery, so take this instead of Legendary Armor.
  • Safeguard is a very good mastery, since as Mundo you're going to find yourself taking the brunt of tower aggro.
  • As a general rule of thumb, one-point-wonder masteries such as Good Hands and Reinforced Armor are much more valuable than one point in masteries where you have to invest more than one point. Because of this, I choose to take all of these one point masteries in the defensive tree. Good Hands is invaluable late game when death timers begin surpassing the one minute mark, and Reinforced Armor will completely negate the Lethality mastery, which every AD carry will take.

In offense the only points I choose to take are improved exhaust and attack speed/cdr. It is your personal preference to take one or the other. Attack speed will increase your jungle clear and increase your dps slightly, while cdr will let your spells be up quicker. I prefer the attack speed, but it’s up to you.

Runes

[http://i.imgur.com/yB2CALx.jpg]

Runes are pretty standard, but there is room for variation. Attack speed reds are standard for any jungler, as are armor seals and flat mr/mr per level blues. Quints are where you can see some variation depending on personal preference. You can get move speed to have better mobility. You can have armor or health to help you sustain your early game better; taking these will leave you with significantly more health after your first clear. I personally go ms, as ms quints got stronger in season 3 due to the global increase in base ms and one of Mundo’s weaknesses is his ability to get kited.

Summoner Spells



Explanation:
Smite is required on every single jungler. If you want to become a good jungler, you have to understand that, in a very large sense, smite is what defines you. One of your more important jobs is to secure global objectives, and knowing this spell inside and out is paramount to you having good objective control. There are two different parts to mastering smite: the damage it gives per level and its range. Damage per level is easy enough to memorize, but if you’re too lazy you can just hover your mouse over it to see how much it does. Learning the range is harder, but very rewarding to do. If you are trying to dragon/baron steal, knowing exactly when you can cast it will give you a mental edge on your opponent. One thing I like to do early game is before the camps spawn, I turn on smite to see the range indicator and stare at it, letting the range burn into my mind before the game starts. This may not work for everyone, but I’ve stolen quite a few dragons and barons by knowing exactly what the limits to my smite is.

Exhaust is not something you usually run on junglers, but on Mundo it’s pretty much required. Because his ganking is pretty average, he needs an artificial boost to it, and exhaust is just the thing. It's crippling ms and attack speed slow will almost always guarantee a flash, if not a kill outright in the early game. When ganking with your exhaust up, if you manage to hit your first cleaver, exhaust usually isn't needed, but if you miss, pop your exhaust and you should have no problem hitting your cleavers.


Flash is your second best choice, but as you know, Mundo goes where he damn well pleases, so he does not need flash.
Seriously though, he doesn't need it. His innate cc-reduction combined with his built-in ghost with his ult will take him out of almost any sticky situation. As Mundo, you want to be in the middle of the fight, disrupting as much as possible. Flash won't help you in this aspect.

Ghost is a redundant skill for Mundo, as he already has a ghost on a shorter cooldown (his ult). It also does not improve his ganking power as exhaust does, and does not have the late game scaling either.

Skills

Passive: Adrenaline Rush

[http://images2.wikia.nocookie.net/__cb20110504225351/leagueoflegends/images/9/90/Adrenaline_Rush.gif]

Explanation:
This passive scales with your max health, giving you extra health regen per 1000 max health. This passive is a big part of why stacking health on Mundo is so strong.  He will get to the point where his spells won’t cost a thing because he’s regening so much.  Of course, this won’t happen until later in the game, but it scales with late game, which is something you can’t say with every champion’s passive.




Q: Infected Cleaver

[http://images3.wikia.nocookie.net/__cb20110504225354/leagueoflegends/images/3/39/Infected_Cleaver.gif]

Explanation:
This is a powerful single-target, straight-line skillshot that does percent damage to the target and slows the target by 40%. This skill will weed out the good mundos from the bad.  Being able to land your cleaver consistently will permaslow any target and will result in a kill nine times out of ten.  This is your only cc besides exhaust, so the success of your gank is directly tied with how well you can land these.  The upside if you miss your cleaver is that it is on a very low cooldown, and combined with your cdr items, you will be able to spam it even quicker.  When setting up for teamfights, always make sure to spam this on the enemy.  Get one point in this at level two because it will absolutely shred camps, but max it last as the slow does not get increased with levels.

If you plan on invading, get this at level one in order to have cc on your side; just have your teammates help you more with the first buff.




W: Burning Agony

[http://images3.wikia.nocookie.net/__cb20110504225352/leagueoflegends/images/c/cd/Burning_Agony.gif]

Explanation:
This is a toggle ability that, when activated, will create an aoe around Mundo that will do magic damage over time as well as give him increased tenacity. This is Mundo’s double-edged sword.  On the one hand, it is what gives mundo the title of clearing king as well as his innate cc-reduction.  On the other hand, it costs a lot of health, especially early on.  If you’re not careful, you will kill yourself by misusing this spell.  Come mid/late game this won’t matter, as you will be regening pretty much all of the health cost.  However, this skill is the reason why first-clear mundo is so fragile.  You max this first due to its cc reduction and increase in clear time.

When you're clearing the jungle early, turn off this ability when the big monster is low and just finish it off with auto-attacks. Doing this properly will save you a significant amount of health early on in the game.




E: Masochism

[http://images4.wikia.nocookie.net/__cb20110504225355/leagueoflegends/images/b/ba/Masochism.gif]

Explanation:
When activated, this ability will give you a base amount of bonus AD for five seconds. You also get more AD based on every percentage of health you are currently missing. This is hands down the most powerful AD steroid in the game.  At rank one this will give you a free BF sword.  Turning this on at max rank will give you as much AD as a fully stacked bloodthirster!  You can even get an additional 99 AD if you’re at 1% health, totaling a whopping 199 AD (not an ideal situation, but just for the sake of showing this skill’s power).  This is the reason why mundo can build absolutely no damage but still be a terror in teamfights.  Max this second in order to increase your midgame/late game damage.

When you're about to engage on an enemy, wait until you're right on top of the target to turn this ability on, as its duration is only five seconds and you want to maximize this window.



R: Sadism

[http://images3.wikia.nocookie.net/__cb20110504225355/leagueoflegends/images/d/d9/Sadism.gif]

Explanation:
This ult defines Mundo.  It is the reason why late game Mundo is neigh unkillable.  It is the reason why an entire team can use every cooldown at their disposal with him just laughing it off.  In short, it is the reason why he can go where he pleases.  Combined with , Mundo will regenerate 72% of his max health at rank 3 as well as give him a powerful speed boost that will allow him to completely shut down an enemy carry or get him out of almost any sticky situation.

During the early laning phases, it's ok to use Mundo's ult to sustain himself in the jungle, but only if you don't see any ganking opportunities in the near future. I only do this if I have all of my small camps plus a buff up. Because of its fairly short cooldown, by the time you've bought and are looking to gank, it should be back up.

IMPORTANT: In teamfights, be sure to pop your ult when you are low, as the health cost is based on your CURRENT health. In other words, the lower your current health, the lower the health cost will be.  Try to keep track of enemy ignite timers, as this will completely cripple your ult.

Skill Order

[http://i.imgur.com/0rpDnAV.jpg]

Mundo's skill order is very rigid. It is a case where one skill is clearly better than the other and therefore must always be maxed first. Maxing w will give him free tenacity, a stat that is very hard to come by in this game, making this is a priority. Getting Q at level two will make your clears much faster than E, but keep this at rank one until level 18. E’s steroid is too good to pass up, so max this second. And of course get ult at 6, 11, and 16.

Item Builds


DON’T GET MACHETE ON MUNDO. Again, before you leave and call me a noobasauras, hear me out. This item is a dead-end item on mundo. He already has the fastest clear in the game without any of the dedicated jungling items, so their passives are wasted on him. One could say “yeah, he’s the fastest clearer, but with jungling items he’s even faster! Faster is better, right??” No, not really. Whereas most junglers have to invest their money in clearing the jungle, mundo doesn’t. This is a huge edge that mundo has on other junglers: while they are sinking 1600g into wriggles, which is pretty much useless outside of the jungle, he’s already halfway on his way to a warmogs, which benefits both his jungle and his teamfights. In the case of mundo, it is because of his godlike clearing speed that he doesn’t need to invest any gold in such a limited item. However, Mundo is the ONLY jungler where I recommend not starting machete, as he is the only one who can get away with it.

Starting Items


This is my recommended start for mundo. Yes, you will be low on your first clear, but mundo is always low on his first clear. You will end up saving a lot more gold with almost no downside by going this route.

Possible First Buys


Get this item early if something went horribly wrong early game i.e. you got first blooded by an invasion and won't be getting alot of help. The early health, armor, and health regen will help him a great deal in bouncing back from a rough start.


You almost always want ninja tabi, as there will always be an AD carry to poke you. In the extremely rare cases of absolutely no AD (not in this meta!), pick up and use the cloth armor towards your locket, as locket is still good against AP. Kindlegem is a powerful item on mundo, as it gives him both health and cdr, as well as building into two core items on him.


Get giant's belt early if you get kills early. Rush this into a warmogs in these cases.

Other Boot Choices


I don't really like getting merc treads on Mundo because it is less efficient on him compared to other champions. Because tenacity stacks multiplicatively, you will get diminishing returns for it and will therefore be paying more for less. But in the rare cases where there is no AD carry and the enemy has tons of magic damage AND cc, then pick these up.
Boots of swiftness are pretty good on Mundo. They would be my second choice if the AD carry isn't much of a threat. The extra MS and slow reduction are great on him, as they will allow him to stick to targets easier.

ALWAYS GET

I cannot stress enough how important vision is in this game. Vision will win you games. By getting early wards in the enemy jungle, you can more accurately determine where the enemy jungler is at all times and be able to react accordingly. I’ve said this before in my first guide, but this is double important for junglers: whenever you go back to buy, ALWAYS get a ward before buying items; vision is more important.

First Big Buys


Unless the other team has absolutely zero AP, you are going to get spirit visage as either your first or second item. In cases where you are snowballing out of control, get warmogs first. But always get these two items on Mundo. Warmogs’ massive health and regen spike combined with SV’s increased healing effects is the foundation of the unkillable tank that is Mundo.

Late Game Item Choices


If you find yourself against an AP heavy team, pick up runic bulwark. In most cases you will get enough mr from runes and spirit visage, but there are always exceptions to the rule. If you do end up building this, make sure another teammate gets it so you get the double aura.


Randuins is amazing on Mundo; you will build this in almost every game as it gives both health and a powerful active that will boost his teamfighting presence.


Although it's not as good as it was before it was nerfed, this is definitely a good buy against an extremely AD heavy team.


Locket is one of the most underrated and secret op items of season three. It gives Mundo health, cdr, and armor as well as another powerful active that will shield a combined 1150 damage if used on all of your teammates. It is a great item if you find yourself peeling more than diving, as its defensive active can only be optimized if you're in close proximity to your teammates.


Zekes is when you have a hyper carry on your team and your job in teamfights is not to dive, but to peel for them. It will give your AD carry a good boost in survivability and damage. However in general i feel like this is a pretty weak item.


wits end is one of the offensive items I can see mundo buying, but I place more value in tankiness. Because he gets so much free AD, all he would need is an increase in attack speed to make his autos hit a lot harder. You get this if you want to be more than just a disruptor and try to kill important targets quicker. It's good to get this if the enemy peelers aren't very strong, either via items or skill mechanics, as you need to be able to stick to your target in order for this item to take full effect.


This is a good alternate item choice to take over wits end. The only downside to this item is that Mundo doesn't really scale off of AP that well. However, the liandry's burn will do massive aoe damage combined with his w in teamfights, and will do even more to those you manage to slow with cleaver. This damage will be more constant when compared to wits end, as wits end can only be maximized when your E is on.


Guardian angel is a very situational item where your team is very dive-oriented and you see yourself dying in the middle of teamfights. A cool trick with this item is if your ult is still ticking when you are getting resurrected, you will continue to regenerate your health! So if you do pick this up, think about waiting until the very last moment to pop your ult and resurrect with pretty much full health.


When teamfights begin occurring, get oracles if you can afford it. It is better on your team’s support, as the support is less likely to die in teamfights, but in my experience most solo queue supports are too selfish to get one, so the onus is usually on me. Don't get this unless you have money to spare and not too close to finishing a big item. Get elixirs if you sense a big teamfight coming up soon and need the extra health/ad/cdr.

MUNDO BUILDS WHAT HE PLEASES


This item gives me laughs and is a complete troll pick. However, combined with your e, you will be able hit a target with three guaranteed crits with max attack speed. You can melt pretty much anybody with this item, but it becomes an empty slot until the passive comes back up.

Jungling

SOAPBOX MOMENT BEAR WITH ME

I personally feel that while jungling is not by any means a mechanically difficult role to play, it is the most difficult one to master. As a jungler, you are responsible for more things than any other role at every stage of the game. Throughout the entire match you must have very very good map awareness. What do I mean by map awareness? I mean you must be able to discern where every single one of your enemies are at every point in the game and make optimal choices based on this information. To do this you need a very intimate understanding of every jungler in the game in order to deduct where he is at any given time as well as being able to assess the situation of every lane to determine the possibility of enemy ganks. To make an extremely easy example: you are blue side against a shaco jungle. you know that, as a shaco, he will perform a smiteless blue with his boxes and go straight to his red, which will put his buff completion time at around 2:45-3:00. Knowing that he will finish his buffs and look to gank immediately, based on his postion at red, the best places for him to gank are mid and bot. From here you have to figure out based on your laners’ position as well as how the enemy laners are acting where exactly shaco is about to pop up. Knowing the tendencies of every jungler and knowing how you should react to it is paramount to you becoming a better jungler.

This example is only within the first three minutes of the game. As a jungler you are constantly assessing the situation and thinking of ways to exploit it. You are constantly keeping track of buffs and objective timers. As this role requires a great deal of responsibility, it is no wonder why it receives the most flak while in game. If you don’t manage your time perfectly, one of your lanes is going to suffer because of it, and naturally they will blame you.

This is a lot to process for those unacquainted with the ways of the forest, but trust me when I say all it takes is diligence and a willingness to learn. And trust me when I say that there is no better feeling in league than being able to outplay your jungling opponent. Completely asserting your will on him by making him feel unsafe in his own jungle, or stealing buffs right under his nose, or coming in for a perfect countergank gives you a rush like no other. This feeling is the reason why I love jungling so much.

Tl;dr jungling is hard, but no other role is as rewarding.

Now that I’ve gotten off of my soapbox, let’s actually talk jungling.

First Clear

As a manaless jungler, you have the choice of starting either blue or red. Most people talk about jungling routes by this terminology (starting blue or red) but as a manaless jungler, mundo’s routes are defined as top or bottom. If you want to gank early, you start with the buff on the bottom of the map (red for blue side, blue for purple side). Doing this will put you in position to gank the two easiest lanes to gank: mid and top. If you feel like you won’t be able to effectively gank either lane, you start top (blue for blue side, red for purple side). In this case your goal is to powerfarm until you see a good opportunity.

At your first camp, start with w and position yourself so your aoe will hit all the monsters. Have your laners help you kill them off. Run to your first buff and do the same thing. If the laners decide to give extra help i.e. they take the buff below half health, consider starting smiteless (in this case you would rush to your next buff and immediately gank while you have a huge level advantage.) If not, smite it when it’s low health, then go to your second small camp. Kill it and then run to your first camp, wait a few seconds for it to spawn, then kill it. Finally, go to your second buff, kill it with smite, then either buy your first items or look for a gank. Notice I completely ignored the double golems. I usually don’t even consider investing my time in killing them until I have at least a few basic items, as it is very out-of-the-way and doesn’t give enough gold for how difficult it is to kill. Only if you’re camping bot lane (if you’re blue) or top lane (if you’re purple) can I envision myself regularly taking them.

Counterjungling

Mundo is the king of counterjungling. He can take an opponent’s entire jungle before they can react. However, as counterjungling is not as effective in season 3 due to the increase in ambient gold, this should only be done in guaranteed cases. These guaranteed cases include an opposing jungler with a weak early game and/or slow clear time OR if you know exactly where the opposing jungler is. Even then counterjungling is only felt if you are able to take a buff. Keep these opportunities up by keeping track of their buff timers and warding their jungle extensively. I really like putting a ward in the brush next to wraith camp as well as the brush across from the blue buff to give invaluable information of the jungler’s position. Based on his status combined with what camps are up, I make a judgment call of what to take. If he’s on the other side of the map, or if he’s at half health, I will take any buffs that are up as well as the main creeps from the small camps. If he’s just on the other side of the jungle, I’ll be content taking his small camps.

Don’t be afraid to ambush him in his jungle, too. However, you MUST let your laners know when you are doing this so they can react faster than their laning opponent. As mundo is a god-tier duelist, he should have no problem permaslowing a target while doing tons of damage while waiting for the closest laner to come finish the job. This is a VERY risky strat; if your ambush fails, you will find yourself far from safety with half the team converging on you. Do this only if you have a clear advantage (enemy laners are low/pushed up/buying, opposing jungle is not warded, jungler is behind, etc.)

Ganking

There are several factors that you must take into account when ganking a lane: the lane’s position, your laner and the enemy laner’s current power via items or levels, your ganking synergy with the laner, how big the creep wave is on either side, and the probability of a countergank. The first factor is one that everybody knows and is very easy to identify: is the enemy laner past the halfway point in the lane? If so, the gank just got much easier. However, more often than not this should not be the only thing you should take notice. If you see that the enemy laner has two doran’s blades while your laner still only has boots, there is a big possibility that your laner will die if you try to force something. In cases like this, it is better to just show your face top to make the opposing laner play more conservatively or push the lane hard to give your laner time to buy. What do I mean by ganking synergy? You want to assess how well your skills complement each other. Usually this is achieved by one champ having good cc while the other has good damage. mundo’s cc is pretty good, but having a hard cc on your laner makes your job much easier, as you have the damage to kill pretty much anyone. Usually you want to follow up their hard cc with a guaranteed cleaver, allowing you to permaslow them until they flash away/die. Another factor that ties in with laning position is the size of the enemy creep wave. DON’T try to gank when your laner has a huge wave at tower; he’ll probably get more experience and gold last hitting those creeps than getting a kill. DON’T try to fight the laner in a large enemy creep wave early, even in 2v1 situations. Minions do a deceptively high amount of damage early game and can easily turn your gank into a double kill. Finally, keep track of where the enemy jungler might be and take that into account when deciding to gank a lane. If you think he’s nowhere close, it’s usually safe to try to gank. But if he’s close by, you have to ask yourself a few questions: how much can he do to counteract this gank? Can our 2v2 beat their 2v2? Can we kill the laner before he has a chance to react? Thinking about this matchup will greatly increase the effectiveness of your ganks.

A jungler must be able to manage his time effectively between lanes, as he cannot be everywhere at once. Taking this into account, you as a jungler must decide what lanes are better worth investing your time in. Does your bot lane have a hypercarry that has a weak early game? Help them more than the malphite top who will be useful no matter how little items he has. Does your mid lane have the potential to snowball hard off of an early kill and therefore accelerate his window of opportunity to roam? Force mid’s flash and come back later to finish the job. Does the enemy top have a weak early game but has the potential to snowball out of control if left unchecked (i.e. singed)? Pay a visit early to keep him playing passive.

A part of investing your time effectively is knowing when a lane is completely lost. If your top fed three early kills, there’s probably a big chance no matter how much you help him he won’t be able to bounce back. In these cases your top should just try to hold tower as long as possible while you pay extra attention to your other lanes. Don’t feel bad for abandoning him; your goal is to win this game, and you’re much more likely to succeed by investing your time in other lanes.

As far as actual ganking is concerned, it’s pretty straightforward. Figure out where the enemy’s vision is by asking where wards in the vicinity are and take a route that circumvents this vision. There are three types of ganks: river gank, jungle gank, or a lane gank. The river gank is the easiest to do: simply walk up through the river and come into lane. However, this does not have a large success rate, as the river will most likely be warded and the enemy laner will have enough time to react to your presence. A jungle gank is where you traverse the enemy jungle in order to end up in a place where they don’t expect you to be. This usually involves the tri brushes. If you’re blue side, you can jungle gank top lane. If you’re purple side, you can jungle gank bot lane. Both sides have multiple choices of jungle ganks for mid lane. This gank is harder to pull off, but when done correctly, will result in more kills. The final and hardest gank to pull off is the lane gank. This is when you sneak into the lane brush in either top or bot lane and wait for the enemy to push past you before ganking. This is the hardest gank to pull off and the riskiest because of the amount of time you have to invest in this gank. However a successful lane gank almost always results in either burnt summoner spells or kills.

High Priority Targets

These champs either have the potential to snowball out of control, scale extremely well with items and will be a terror if left unharassed, or have a powerful ultimate that makes ganking almost impossible post six. You need to pay special attention to these champs early in the game; if you can cripple them within the first five levels, they usually have a hard time coming back.

: post six she become impossible to gank with her ult and flash. Get her early while her mobility is still subpar. She excels at roaming and does a ton of damage (she has the highest base damage full spell rotation out of any mid laner) so it is extremely important that you force her to stay in lane and play behind.

: she’s pretty easy to gank as long as she’s not near any brushes. If you let her get to six without being hindered too much, her base stats and tankiness will result in your laner being completely dominated, which will inevitably lead to her roaming.

: she’s very much like akali in that if you don’t stop her early game, she will poop all over your team with her multiple gap closers and powerful abilities. She’s much easier to gank pre-six though.

: one of my least favorite champs to play against. All she needs to do is build a liandry’s and tank items, and she will end up doing more damage than your midlane. When ganking her, don’t give her an opportunity to rappel away. Dodge her stun and she’s most likely a kill. She’s very mana hungry now after her nerfs, so even making her waste abilities on you will give your laner an edge.

: she has a weak early game, but will absolutely smash anyone on your team if you let her farm up.

: the lantern version of irelia. His early game is a bit stronger, but much riskier. If your laner is able to bait out his q and e, he’s probably dead meat. Like irelia, he needs items to become big, so just putting pressure on him will cause him to miss out on gold.

: he's a midlane hypercarry that is extremely important to shut down. It is an easy lane to gank that you MUST gank. You can’t really stop karthus from farming because he can max range q’s to last hit. However, he’s extremely immobile and will die to any kind of gank that isn’t at his tower. So your best bet is to camp him early to put your midlaner far enough ahead that he can zone karthus by himself.

: pre-six he’s easy to gank, post six he’s impossible. Because he’s such a good assassin, camping this lane is a good idea too. His silence destroys pretty much every midlaner, and if he ends up going even by the time they're both six, your laner lost.

: a kat without items is useless because all she brings to the table is damage. Camp the crap out of this lane.

: she’s a powerful lane bully who scales very well into late game, no matter what her build is. Get her before she chunks your laner too much.

: very difficult to gank, but it is important to keep her aggression down, as she can 100-0 any mid laner. She is all about the early game; if she can't get any kills of of mid she will be completely shut down. She can’t cs very well, so advise your mid to constantly push and roam.

: another jax/irelia in that his early game isn’t that great, but if he gets the upper hand he will be unstoppable.

: like riven jungle, she relies on kills in order to scale well, and this aggression on her part will put her in dangerous situations. Take advantage of this.

: late game hypercarry: exhibit B. He’s extremely squishy early game and is pretty susceptible to ganks. But if you don’t stop him he’ll become a monster.

: the pushing king. His early game is extremely fragile, so you must take this window of opportunity before he becomes big.

: talon’s toolset dictates that he goes all in with trades, and this is in your favor as far as ganking is concerned. As soon as you see him e onto your laner, he has no way to get away from you pre-six.

: very immobile, but he’s probably one of the strongest heroes in solo queue when used correctly.

: another extremely weak early game champ that you MUST shut down early. Once he gets levels on his q and gets his revolver he will become immovable in lane and will be a teamfighting monster. Force his w and immediately come back a few seconds later for the kill.

Jungle Matchups

When I’m assessing jungle matchups, I’m taking five things into account: how well can they clear, how well can they gank, how well can they duel, if they have any mechanics that counter me, and how good they transition into late game. Nobody beats mundo when it comes to clear time, but with the faster junglers it gets harder for him to easily harass the opposing jungle. mundo’s only glaring weakness in laning phase is his very average ganking power, and there are many junglers who consistently outshine him in this department. There are, however, very few junglers who can outduel a mundo with exhaust (olaf, lee sin, and darius are the only ones I can think of that are even matches with him). And there are very few junglers who scale into late game as well as he does (amumu, olaf, hecarim, malphite.) It is in this sense that mundo has no real hard matchups in the jungle. However, the junglers who are able to give him a harder time than others are those who can pressure lanes better than him while being able to generally keep their own jungle unmolested.

Easy

: one of those junglers where you have to harass him from the first moment until the end of laning phase. If you can shut him down in laning phase, he won’t be tanky enough in teamfights to be a threat to your team. This is one of the few matchups where I recommend counterjungling and dueling early and often. Tell your laners that this is your intention early and advise that they push hard while you go hunting for that sad mummy. Doing this will force the enemy laners to stay under tower in order to not lose any cs. Invading his first blue is almost always recommended, as he is fairly mana-hungry and will quickly run oom in the jungle. Compound this weakness with your strong dueling capabilities, and you should have no trouble keeping this champ down. IF YOU DO NOT DO THIS amumu will become as scary, if not scarier, than you in the lategame, so it is imperative that you shut him down early.

: very fast clearing speed, but her dueling and ganking pre-six are pretty bad. You can harass her if you want, but you’re better off counterganking her. She is nowhere near as scary as mid Diana, so she won’t be doing as much damage to your team unless she gets a lot of early kills.

: a jungler you can abuse early, but with caveats. Take his blue and he’s completely crippled, but once he gets points into his fear and silence, you’re better off staying in your own jungle, as he can cc you to no end. His ganking pre-six is no better than yours, but his post-six ganks are terrifying. Make sure to always keep track of where he is post six and react to it.

: extremely underwhelming jungler. He clears extremely slowly, he’s very blue buff reliant, he’s very item-dependent, and his ganking is worse than yours.

: clears fast, but easy to kill.

: early mana-hungry, less so after getting mana regen. Will always be useful because of ultimate. Only chance is to treat him like amumu.

: another super weak early, super strong late jungler. Nautilus is theoretically one of the strongest junglers if the meta were just a little bit different. His power will only be felt marginally midgame and will only peak late game. Like amumu: if you can harass him early and often, he will never be able to get to that late game form.

: nunu was one of my favorite and best junglers in season 2, as is evidenced by my 7-0 ranked record. However, the changes to season three made this counterjungling monster much less so, as explained in my counterjungling section. He still has the best objective control in the game, and if he’s paired with a hyper carry, his team can peel for days while his vayne/kog melts your team. There is no real way to shut this guy down, as his kit will always allow him to be useful in teamfights. On the bright side, his jungling path is slow and predictable, so you will be able to come to lanes at the right moments with him.

: honestly I haven’t seen a rammus jungle since the middle of season two, so I can’t make a good assessment on him.

: extremely slow clear time, but he’s a very good ganker as well as a good duelist. Most rengars in the jungle won’t get enough gold income to become any kind of threat late game, so in many cases this is an easy matchup.

: very kill-dependent. If she doesn’t get kills early and often, she won’t be able to scale into late game at all and will be completely useless. She’s a pretty fast jungler with good damage, but a very risky pick. Counterganking her effectively will allow you to always be able to outscale her.

: another super weak early, super strong late jungler. She has many similarities to nautilus in that both of their early game is extremely fragile because of their weak base stats, but if left unchecked their item build will make their kits extremely powerful.

: I seriously hate this champ so much I refuse to buy him because of how broken his early game is. If you have half a brain you can easily snowball any lane you wish. With his level 1 boxes his first clear will probably be faster than yours. However, you can hinder this by invading his blue. Even going to blue to pop his boxes will completely cripple him, as he will be forced to use smite and will take much more damage due to having no boxes. As a rule of thumb: have your laners play passively until you can adequately determine where he is at all times. shaco is the biggest example of early game pressure; if he cannot get successful ganks off early, he will be completely useless in every other stage of the game.

: He’s EXTREMELY slow, probably the slowest clear time of any jungler. You can very easily abuse this by constantly taking his camps. However, once he hits six his global presence gets turned on and he will be able to afk farm while looking for a good ult opportunity. He won’t be as tanky as you in teamfights as he cannot farm as efficiently as you, but his ult will always be a gamechanger.

: she is a weaker version of you. She clears almost as fast as you, but her ganks are worse than yours, she duels not as well, and her late game isn’t as good. If she’s ever able to stay in melee range with a target, she’ll do an insane amount of early damage, but she can be very easily kited with your cleavers. Keep in mind that she does snowball pretty hard and scales very well with items.

: another one of the slowest junglers in the game. Try to counterjungle him, but don’t try to fight him as he’s an exceptional 1v1 champ. His ganks pre six are atrocious, but become godlike as soon as he gets his ult. However, since he’s such a slow clearer it takes him much longer than others to get to level six, and he probably won’t be able to hit six on time unless he gets easy early kills.

Medium

: probably shouldn’t try to fight this guy head-on, as the dot from his passive and low cooldown q will ravage you. He clears very quickly with his passive and q, so counterjungling is out of the question. His ganking is subpar, with his success completely reliant on your laners screwing up big time. He has no gap closer and is very short-ranged; he does make up for this with obscene amounts of damage. If you find yourself in an even 2v2 early on, you’re probably better off just backing away. However, his late game is subpar, as he’ll be building tanky and won’t be a big teamfight threat.

: he is one of the hidden op junglers right now. If the cho can land his q’s well, your team is going to have a bad time. You can’t really shut him down as he has good clear speed as well as having good ways of kiting you. Stealing his first blue will only slightly hinder him instead of shutting him down. This is a very even matchup where you both get extremely tanky no matter what.

: a jungler you have to take care of. Can be shut down, but if you don’t, he will snowball harder than any other jungler. His clearing speed is pretty slow early and can be hindered by taking blue buff. This will only affect his first few clears, but this will result in relieving pressure in your other lanes since he will be trying to play catch-up.

: one of the best all-around junglers in the game. Contrary to conventional wisdom, jarvan is not very mana hungry if used correctly. He has decent clear speed, he has a gap closer/escape, and he has three forms of cc. Your best bet in reducing his effectiveness is good counterganking because after his initial burst, he doesn’t have anything to follow up. He suffers in the fact that he can do everything well, but he doesn’t excel any anything. He’s not as tanky as the best tanks, he doesn’t do as much damage as the best damage dealers, and he doesn’t have as much cc as the best peelers. But he is a jack of all trades, which makes him a very safe pick.

: an aggressive early ganker who transitions well into late game. He is very blue buff reliant, so early blue invade is highly recommended.

: nocturne is an incredibly snowbally jungler who relies on ganks in order to succeed. He has the most powerful ganking ultimate in the game coupled with a great AD steroid and a hard cc. ask your teammates to always ping whenever they’re jumped by nocturne so you can react by either immediately ganking another lane if you’re far away, counterganking if you’re close by, or taking dragon if no lanes are open.

: he hasn’t seen much play after the nerf to his ult and w, but in my mind he’s still a top tier jungler. His q is extremely broken. With it he can more reliably permaslow people than you, and it does a surprising amount of damage. Don’t try to duel him unless you’re able to steal his blue early, as he’s mana hungry. In teamfights if you see him pop his w/shurelias, immediately go on him and do everything you can to peel him away from your carries.

: pretty even matchup where you both clear about as fast, do about as much damage to each other, but with weaker ganking power. Udyr is stuck being a peeler late game, whereas you can be a peeler or a diver, depending on the situation.

: I feel like xin is an extremely underrated jungler, at least in my elo. His clearing time is not amazing, but he makes up for it with deadly ganks, high base damage, low cooldown abilities, and an amazing ability to tank and dive lategame.

Hard

: a powerful early and midgame jungler who falls off late game. Lee sin’s job is to make his laners so fed that they will make up for his subpar late game power. This puts you at odds with him, as your weak point is in the early game, so it is hard to counteract him. You can’t steal anything from him because he clears so quickly, and you can’t fight him 1v1 because of his broken tool kit. Your success is reliant on keeping your laners safe from his presence by counterganking effectively, therefore negating his biggest strength.

: one of mundo’s toughest matchups. He clears almost as fast as you, ganks a bit better than you, duels about as well as you, and transitions into late game about as well as you. His only big weakness is his reliance on blue buff early game; his super-fast clear speed is tied both with is passive and spamming q, which eats up mana like no other.

: probably the only champ who hard counters you, especially when you’re the only tank on the team. Given enough time, the double bruiser meta we are seeing today will make trundle rise to prominence, but until then he’s our little secret ;). His peeling is better than your ability to dive because of his pillar combined with his ability to turn you into a squishy. His pillar can also be used to separate your team and to pick off targets. He can also beat you in the jungle in a 1v1 because of his pillar and his

Early Game

Early game jungling is all about observation and deduction. You must keep close attention to both where you are in relation to your lanes and where the opposing jungle may be. This can be achieved by keeping careful watch over how your other lanes are doing. You must be able to think from the other jungler’s perspective; ask yourself which of your teammates would you most likely try to gank at any given moment in time. With practice, you can more reliably figure out what the other jungler is thinking and be able to counteract that. This is a general jungling tip, but for mundo, all he really cares about is farming hard for those first early levels unless an enemy lane is grossly overextended.

Always look at your mini-map. While you’re farming you don’t need to really pay attention, so constantly take a look at every lane’s cs numbers and items to get a good idea of which lanes are doing well. If your teammates are nice enough to call out burnt summoner spells, keep track of them and try to gank while those spells are down.

If you’re ever able to spot the enemy jungler, do whatever you can to take advantage of this information. This will be accomplished by doing one of three things: counterjungle, gank, or countergank. Gank if the jungler is far away and you see an opportunity, counterjungle if there isn’t. If you’re in the vicinity of a gank, immediately counter-gank.

Mid Game

People have a tough time defining the midgame. I usually define it as when every player has their ult and the midlaner begins roaming. There are always exceptions to this, but generally this is the case.

Midgame is all about objective control. At this point in the game you’re looking to either take dragon or towers, with a priority on towers. If you can get your midlaner to follow you, this is a perfect time to perform a 4 man dive on bot lane. If done correctly this will at the very least end up in a taken tower and perhaps even a double kill in your teams favor. If your bot lane manages to kill the other bot lane with a good amount of health, have them immediately come help you take dragon. While the enemy bot lane is down, the other team has a numbers disadvantage and cannot contest.

If you ever manage to catch the jungler in top lane while you are bot, immediately go for dragon, as your smite will outdamage any other champ who tries to steal it from you. If the enemy top laner comes down to contest dragon and your own top laner is still in his lane, try to distract the other team and tell your top laner to take top tower.

IMPORTANT: at this point in the game, you must ALWAYS save your smite for objectives. Don’t use it on a monster camp or a laning minion. A smart, observant team will immediately force a dragon fight if they know that your smite is down.

Late Game

Late game is all about sticking together, pushing lanes, and looking for baron opportunities. If you see the enemy on the bottom side of the map and your team is in good position, IMMEDIATELY try for a baron. However, keep in mind that although baron is a powerful objective, it is nowhere near as important as towers and inhibitors. When put in a situation where you can either take an inhib tower or baron, always go for the tower. Late game is all about catching people out of position; one caught player can cost his team the game.

If you don’t have all six items left, always keep a spot open for wards. You must ALWAYS have the map warded, no matter what. At this point in the game it is a good idea to also invest in an oracles. If you have no free item slots always remind your support to ward.

Team Fights

Mundo can fulfill two different roles in teamfights. He can either protect his carries (a peeler) or try to kill the enemy carries (a diver). What you do as Mundo in teamfights depends on both how strong you are and how strong the other team is. If the team has no reliable way of getting to your carry, or you have a support who can effectively take care of the carries by himself, then you can probably dive the enemy team. However, if they have good initiation or have someone who can quickly kill your carries, then it is better to peel until that threat is neutralized. But in general, what Mundo does best in teamfights is to disrupt. As long as you’re in the enemy’s face and they’re wasting valuable cooldowns on you, you are giving your team an advantage.

Late game teamfights usually revolve around either a baron dance, a tower siege, or a jungle fight. If you see the enemy attempting baron, do your best to contest it. You have the advantage of baron aggro-ing the enemy team and have essentially a sixth teammate while they’re being targeted. Mundo is good at sieging towers because of his nasty poke with his q. If you ever see an important target out of position, or if you manage to bait out an important ultimate on the other team (i.e. sona ult or amumu ult), that's usually a good time to engage.


If you’re huge and/or their divers/peelers are weak, be a diver. If their divers are strong aka fed irelia, peel for your carries. The more cooldowns the other team uses on you, the better.

Comments

April 12, 2014 - 03:23 PM #1

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January 20, 2014 - 09:34 PM #2

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October 19, 2013 - 09:50 PM #3

Agreed that buying tenacity on Mundo is wasted but getting the 15% from masteries is pretty much always useful. Sun fire is pretty terrible on Mundo since you can get the dps boost from other items at better cost effectiveness. I'm beginning to wonder if building witz end is better than building laindries since it actually takes into account your team and boosts E usage considerablly instead of just ignoring it past level 9 in the build. Taking spell vamp quints and Q at level 1 gives you the best sustain/clear times now since the meta is all about clear the buff camps then ganking so the skill

October 8, 2013 - 11:58 AM #4

consider cleaver max. bigger creeps have most health and a few ticks of early level W are enough to clear jungle. also cleaver does more damage in ganks and leveling it up reduces cooldown so you can slow more often.

pls check out muh guides:

[url="http://www.solomid.net/guides.php?g=61570-regatto-twistedfate-build-guide"]tf[/url]

[url="http://www.solomid.net/guides.php?g=61634-regatto-alistar-build-guide"]ali[/url]

August 17, 2013 - 06:55 PM #5

good if the enemy jungler is a strong 1v1 champ like shyvana or udyr. the reason why i like ms quints is because they are the best scaling quints in the game due to the limited number of ways one can get ms. regen quints are very early-game oriented, while ms quints are mid/late-game. i personally don't like mixing up quints because the benefit you get from just one isn't worth the slot; it's generally better to get all of one thing rather than split it up.

August 14, 2013 - 07:15 AM #6

What do you think for quins of 2 movement and 1 heath regeneration or 2 heath regeneration 1 movement quin runes to help his early game

April 10, 2013 - 09:03 PM #7

Question to the guide maker. Dr.mundo isnt picked anymore because of his negative sustain during the early clears he got and still he becomes a beast at lategame. But when the time reaches lategame all of your carry's dont deal enough damage cuz you dint feed them. Dont know my oppinion of Dr.mundo currently but he is at a very bad pos atm.



Just my 2 cents.

March 25, 2013 - 11:39 PM #8

Umm spell vamp quints... Are the best.

March 25, 2013 - 08:48 PM #9

@ryztad both spirit stone upgrades are good, but remember that elder lizard burn won't proc on his w, which is a huge part of his DPS. also its damage was nerfed recently. ancient golem is nice to become tankier, but i honestly prefer every other item over it. tenacity isn't that great on mundo, but if you like stacking it then by all means do so. if you want a good armor/health item i very much prefer randuin's or sunfire cape.

but if it works for you, then by all means do it. i'm not the authority on mundo, i'm just showing how i play him in particular :)

March 25, 2013 - 03:11 PM #10

Hmm wouldnt it be good with spirit stone? U get health regen and you can build it into Spirit of the elder lizard (which i wouldnt cause mundo are supposed to be tanky, but if u rly want dmg) or Spirit of the stone golem (?) (and that gives 500 health + 30armor + 14 health regen + mana regen, even though mana regen is useless.) But still, its pretty good stats for someone who is health based. but just a question :)