IntroductionHey this is my first guide over here on SoloMid. It's a direct import from my Mobafire guide of the same name;
Inb4 Hurr durr Mobafire is for scrubs.
I will explain my "credentials" here as well before we get started;
720ish Normal WINS, so over 1300 normal games played.
Currently 1420 elo. (My ranked Mundo scores are bad because I sucked when I first started Ranked but I will be bringing them in line shortly)
Mobafire Veteran, I have visited Mobafire nearly every day since I first made a profile there and I have learnt a LOT about building champs from that.
PS: My old build(http://www.mobafire.com/league-of-legends/build/dr-mundo-offtank-for-ranked-33962) and my old, old build (http://www.mobafire.com/league-of-legends/build/dr-mundo-blue-pills-when-he-pleases-24861).
Off-tank Mundo VS Tank MundoHonestly this really shouldn't need explaining so I'm going to summarise this section.
Cannot draw focus fire from the enemies! Deals LITTLE damage and has no hard CC! What does it matter how tanky you are when your whole team dies?
Absolutely too squishy and will not survive long enough to deal damage. Also, Mundo's base attack speed is also very low!
THE WINNER IS....
OFF-TANK/DPS SOAK MUNDO!
Can soak up some damage from the enemies! Deals MORE damage then DPS Mundo (Because you live for longer!) and can anti-carry single targets (Cleaver chase!) Off-tank/DPS soak Mundo is dangerous enough to warrant focus fire but tanky enough to survive it while his carries rip apart the enemies.
Why did I choose these? A few reasons.
1. Mundo's base attack speed is LOW, he needed a pre-game steroid to buff it to a decent amount (this will help you last hit and will make you stronger in early game lane fights)
2. The other two choices I have considered (ArP and Crit Chance) are both WEAKER then attack speed! (A mate of mine did the calculations)
After umming and ahhing about these seals for a good loooooooooong while I went ahead and bought them. I've decided that the benefits they grant far outweigh the benefits from other seals we can choose from. The reason being is that these seals give Mundo THREE TIMES the benefits that any other seals will (not including flat health seals).
1. You gain flat health (well duh Adon, we knew that already!)
2. You gain increased HP/5 (Through Mundo's passive)
3. You gain increased attack damage (Wait what are you smoking Adon?)
You will gain an increase in attack damage because we buy Atma's Impaler in this build! These three reasons are why Seals of Vitality are my number one choice for off-tank Mundo.
There actually isn't that much to my choice of cooldown reduction runes. When you combine the CDR from masteries/items and runes we get a total of %21.1 CDR which is enough to grab blue buff without wasting CDR and enough to have Sadism up when you really need it. Feel free to use MR runes if you don't like CDR.
The reasoning for choosing HP/lvl seals still stands here. You also gain a strong early game and good lane control (health regeneration during the laning phase). Of course other options are available but I feel they lack the stength of health quints.
I build my way towards the 15% MP because this increases the strength of Cleaver and Burning Agony. I also get CDR, Crit chance and Improved Exhaust, all of which strengthen Mundo.
Mundo benefits from EVERYTHING gained in this tree (except AP%increase but we still get an AS%increase). The main ones I try to get are the increases in AS, Armour, Magic Resist, Health and total damage reduction.
Don't get me wrong, this is a fantastic tree for lots of champs but what Mundo gains from the other two outweigh anything gained from this tree. IF you wish to use this tree then take these 21 points;
The anti-carries favourite tool and the carry's nightmare! Ever since it's change (I call it a buff) it is freakin' OP. It has many uses and I will list them here;
1. Lower the enemy carries damage output (Extremely strong against AoE carries!)
2. Slow the enemy (If you are being creep blocked and can't cleaver them)
3. Lower the enemie's armour and MR (Need the mastery point)
4. Bait tower dives (When they commit they will have a low damage output)
I'm sure you could think of more but just these four alone make it strong enough for me to take it.
Either of these work well there are also some big reasons you might like to take Flash over Ghost;
1. I feel like reaching the end of the defensive tree would be stronger then missing out to get Ghost.
2. Mundo has Sadism for movement speed.
3. I buy THREE movement speed increasing items (Force of Nature, Phantom Dancers and Mercs) and these three together give Mundo GREAT mobility.
Grab Sadism when possible. Max Cleaver because of it's power then max Masochism to be used in conjunction with your attack speed seals and when you have the health it's safe to finish maxing Burning Agony. A pretty basic skill sequence.
OR (If you're fed)
OR (Less Tanky more DPS)
Jungling MundoI've seen people do it and I don't think it's a good idea at all;
1. He has bad jungle sustainability (no health return)
2. He is a slow jungler
3. He has weak ganks (Cleaver can be creep blocked)
However, that doesn't mean Smite is a bad idea! Mundo is a great smite carrier along with your jungler. The reason you might want to double smite is because;
1. Mundo is beefy enough not to need a second spell
2. It becomes near impossible to have dragon and baron stolen from your team
3. If your jungler gets picked you can still fight the enemy at baron/dragon and possibly get a smite-steal.
I wouldn't recommend running double smite in solo Q however. As it requires more team cooperation.
Counter Madred's BloodrazorIt's pretty simple actually and buying Spirit Visage is one step on the way to countering the anti-tank item Madred's Bloodrazor. How? Madred's Bloodrazor deals MAGIC damage. So, stack some Magic resistance, you really don't need too much as the champions that normally stack this are ranged DPS and they should be the first target in team fights. If you see Warwick with it even better, he dies faster as he is melee.
Early GameThis is possibly the most important stage of the game for Mundo, if you can't win your lane (Out-harassed, out-CS'd, Ignited, etc.) then you're going to be in a bad spot for the next 20 minutes.
Aggression is the key, you need to control how much you harass and commit. For example; if you try to fight them when they have a large minion wave you're obviously not going to win (minion damage+can't hit cleavers through minions). The best time to fight them is after you have landed some well-placed cleavers or during a jungle gank.
I highly discourage using Masochism or Infected Cleaver to last hit too much, eventually you'll notice the effects this has on your health pool. The best time to be using these two skills for last hitting is when/if you are pushed to your tower and you don't want to miss any gold.
To last hit at towers;
Let the tower hit the Melee creeps twice then last hit them.
Hit the Ranged creeps once (WITHOUT Masochism on), let the tower hit them, last hit them.
Cannon creeps are a bit trickier but you can throw a Cleaver then Masochism effectively doing a "double strike".
(These amounts change depending on the units health at the time of the tower hitting them, use your gut instinct!)
Mid GameI prefer to spend most of Mid game farming/pushing but it's also optional for Mundo's to roam a little.
When roaming you want to keep these things in mind(listed in order of preference);
1. Is dragon/baron warded?
2. Are any lanes gankable (ie. pushed to the tower)
3. Are there any MIA's you can call (dem lazy teammates!)
4. Do we have sight of the enemy jungler or his buffs?
So most of roaming comes down to wards and ganks.
(Mundo isn't a strong roamer, doesn't have hard CC but he does have good mobility over the map. Preferably you'd want a roamer like Alistair, Eve, Maokai, etc.)
Late GameMost of the time late-game is decided by Baron but it can also be decided by pushing harder then the enemy team, if you have good ward coverage in their jungle feel free to push a lane until you see them coming. If more then 2 people come to gank you it leaves your team free to push the opposing lane/do another dragon/POSSIBLY do baron if you're pushing bot lane.
And when it comes down to team fights remember that you are NOT a tank, don't be all macho. Just chill until your tank initiates then start roflstomping enemy carries.
Final CommentsNothing much more to say here. You can view my Mobafire profile here;
Thanks go to Pelenini for the statistics concerning Mundo;
Hopefully you all see that Mobafire does have some good guides to show.