IntroductionDoing rest of update tomorrow.
Hi, this is a guide to jungle Mundo. I will be going into detail about everything you need to know to become a top Mundo player. The strength and weaknesses of Mundo are quite similar to Shyvana's. You can even see him be used in competitive matches although Diamondez failed when he used him in the Kings of Europe tournament.
He was the first one to use him in competitive play and he failed but you still should not write him of as trash. Dr. Mundo is a very strong but also situational pick as he has some counters as told in the pros and cons.
This guide focuses on Carry-Mundo which is the best way to play him in solo queue.
- Extremely fast clear
- High damage threat
- Very fast with
- keeps you high health
- Good counterjungler
- Health is new OP stat
- Abilities all cost health
- Nearly no CC, so he can be kited
- Countered by and snares
- Ganks are not great (without )
- Unlike other fast clearers (Udyr, Shyvana) he does not have any skill that gives him move speed aside from his ult
Offense: The regular armor pen for late game and boosts for early game. Better than Utility imo, but up to preference.
Defense: Jungle stuff and late game tankiness, health is the new op stat which is good for Mundo. That is why you should not take Legendary armor. It does not have great benefits as a health stacker.
Will go more in depth soon.
RunesSame in Season 3
Marks:Flat attack speed marks give you the most damage and the fastest clear due to your steroid. Armor penetration is also possible but not as good (got nerfed too)
Seals:Here you really only have one choice: Flat armor seals keep you fairly healthy in the new stronger jungle.
Glyphs:You can choose your favorite ones. I like magic resist per level because it gives you nice tankiness late game and there are not many good magic resist items but you can take flat magic resist for early game dominance or even flat attack speed for a faster clear.
Quints:Movespeed quints give you a faster clear time and you can not be kited as easily as normally. Attack speed (benefits ), spell vamp (for jungle sustain) and health are OK too. Just figure something you like (that is not mana) and use it.
Summoner SpellsBecause you jungle you take . You need this to be able to secure buffs, dragon and baron. In the new jungle you can hardly get away without it.
For the other spell:
is usually best because your only other CC is your cleaver and that is a skillshot. So it makes your ganks way better and in teamfights it helps a lot too.
However, if the enemy team has a lot of stun ults (Morgana, Galio, Sona, etc.) or you want to do some crazy counterjungling (example game in introduction) is good too. Also vs. , and because you get caught to easily otherwise.
got nerfed again but it is just still pretty good.
Passive: Adrenaline Rush
Dr. Mundo regenerates 0.3% of his max health each second.
Your passive gives you 1 hp/5 for each 66.6 health you have so it is pretty powerful. With 3000 health it gives you about 45 hp/5, one of the reasons health is good on Mundo.
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
This spell is your skillshot slow. You do not use it for the damage (although it does good damage lategame) and the slow does not get better with levels so you leave it at 1 point for ganking and chasing.
W: Burning Agony
Toggle: Dr. Mundo deals 40 / 55 / 70 / 85 / 100 (+20% of ability power) magic damage to nearby enemies, and reduces the duration of crowd control effects on Dr. Mundo by 15 / 20 / 25 / 30 / 35%.
Cooldown 4 seconds
Cost 20 / 28 / 35 / 43 / 50 health per second
"Burning Agony" does extreme amounts of damage to anything around you and reduces CC. You clear the jungle very fast with this but do not forget to turn it of as it will drain your live pretty quickly till you get some HP. Turn it on whenyou want to:
- Get out of CC
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 15 / 30 / 45 / 60 / 75 health
This spell is a very nice AD steroid which gives even more AD when Mundo is low. This also helps you clear fast and it increases your damage by a lot for ganks and teamfights.
Dr. Mundo regenerates 50% of his Max Health over 12 seconds. Additionally, he gains 15 / 25 / 35% movement speed.
Cooldown 75 seconds
Cost 20 percent of health
Your ultimate is a great healing and hasting selbuff. It can be used to keep yourself high on HP (low cooldown) and for the ghostlike haste (to chase or run).
Do not use this ability when you are ignited unless you are almost full HP and you want to use it for the haste as it will heal you for less than it costs.
: whenever, obvious
: for a fast clear and maximum damage
: second for a good steroid and more damage, however you get 2 levels at 2 and 3 because you do not have enough HP for higher level W early
:weakest scaling, no slow increase, last but 1 point at level 4 for ganking
This is standard jungle start now. You can not start boots efficiently anymore.
This item allows you obscene amounts of counterjungling because you take less damage and have more pots but your ganks become even less scary till you get boots.
Get this now to be able to get more effective ganks going.
Get this if you want to focus on snowballing early into domination through early advantages because of better ganking through faster clearing.
These are the boots you usually get because you already have a lot of Tenacity from Tenacious and your . They make you more durable against jungle creeps and AD champions. Since you will not be getting more armor until you have finished your core build, i highly recommend you buy these unless the enemy team has some crazy AoE ultimate composition (in which case you get ).
Mid game against balanced team:
This is one of the key items that Mundo needs to really be effective as it offers a reliable slow which is very important to chase down people. It also offers a very nice amount of health which will help you considerably and some AD to help you do more damage. It is a great item and there are only very few situatons in which I would exchange it with (if the enemy has a lot of raw damage).
You get a lot of important stats from this item as well. It mostly increases your damage by a ton, with the attack speed that goes into and the magic damage on every hit, but it also makes you quite durable versus magic damage. So by now, assuming you got you have all the stats you need:
- Attack damage
- Attack speed
- Magic resist
This item gives you mass amounts of health which Dr. Mundo scales very well with( and ), it also gives some nice HP/5 to sustain your health costs.
Since you will be having high amounts of health (from , and maybe even more), this is definitely worth the investment as you not only get nice AD and crit chance, but you also get armor which you will be kinda lacking at this point. After it got nerfed to 1.5% instead of 2% it loses about 15-20 damage which makes it a little worse but its stats still make it worth getting vs. an AD heavy team.
Health is the new op stat and this offers it and also armor which is still needed for not taking too much damage from ADs. The Active is also good.
Once you have acquired a high HP amount this will grant you a lot more healing from . It also offers MR, CDR and health. This is basically a light version of FoN, so you want to get this if the enemy team has some magic damage but not too much.
This pretty damn amazing sword is the item that gives you the most DPS in the game. Once you feel, you are so tanky, you are not going to die just get this and become an even larger damage threat than you already were. The crit chance and crit damage it offers also work well with .
is a pretty good item for almost every character in the game - especially tanks - and Mundo makes no exception. It gives you MR, armor and this cool revive passive. Usually you get this item pretty late because it is most useful late game when death timers are long.
Options for your team
This is a nice option for your team because especially if the enemy team is stacking AoE the extra stats for your team are huge. However you should not get if you are the only tank of the team as a is cheaper and gives you way more health. But especially in competitive play this is a great item for the team. However, sometimes your support wants to get it so you have place for more selfish items.
If your support gets and you still want to contribute more to the team then get . It offers nice CDR you do not really get otherwise and some health. But most importantly it helps out your AD carry, so he/she can carry you to victory.
Building examplesIn the builds below I skipped the jungle items (
and). Decide wgat you take depending on team comp and gankability of lanes. If you take just leave out one of the items.
The normal build:
Mostly described in the Item section. After the look who is fed/farmed on the enemy team and decide if you need more armor, MR or you are just roflstomping and need damage damage. The build above is pretty standard though.
Versus double/ triple AP teams:
Getting into does not give you much damage early but because APs mostly consist of burst damage you can not really die with this build and since Mundo has high base damages you do not need much until after (with or ). Round up your build with and versus the enemy AD or just get for more DPS.
Versus heavy AD:
Exchanging with still but gives you damage but armor instead of MR. After that you need some MR, so get as it is cheap and also offers health. Last item is up to choice but is pretty common.
You want to start at wraiths (get damage from your team) and then do red (get a pull). If your golems are not taken go on golems to wraiths (need to wait a bit) to wolves to blue, gank or b. If they are taken do wolves to blue to wraiths/golems, gank or b. You mostly want to farm the jungle and get gold and exp but you can also counterjungle effectively and gank.
You want to donate all blues after the first to your mid if he/she has mana. When you do not have or there is almost no point ganking though unless your laner has some CC (chapter "Ganking") or the enemy is hopelessly overextended because you yourself bring very little CC.
Always time buffs/dragon/baron.
You can also start at your wolves and blue (not using ) and go do the enemy red right after or, depending on where there jungler starts, start at your wraiths and red (not using ) and then do the enemy blue buff.
After you have acquired both buffs this way you can usually try to kill the enemy jungler once he comes, but if he does not come, he is counterjungling you so get back to your jungle (when stolen enemy blue) or completely take his (when stolen enemy red) but alway leave 1 wraith/small golem.
If he does come do not try to kill him to hard as it is his jungle and his teammates will be there sooner than your's but you can easily get first blood versus some champions. Boots are recommended for this counterjungling as otherwise you might not be fast enough at clearing their buff and they come midway through.
Jungle Match-Ups,: You can counterjungle these guys but do not fight them in their jungle as they are tanky and can lock you up with CC until their teammates clean you up.
: These are very blue relient and slow junglers. Also they are weak in the early levels. So counterjungle these guys to death. Invade their blue early, take their wraiths all the time, do whatever you want basically.
(): These are the great counterjunglers. Against those you just want to farm your jungle and countergank, as otherwise they will take all of your jungle.
Other match-ups are pretty standard.
Blue Buff:You get this on your first clear mostly for experience. After that you want to give it to your mid (assuming he/she uses mana) or otherwise your top (assuming he/she uses mana) on blue side, same with mid and bot on purple side. If your on blue side with and you might as well take it for full exp.
Red Buff:This is very helpful for you as it offers a slow until you get or and a good amount of true damage. but once you get one of those you can give it to your top (purple side) or AD carry (blue side) if they can make use of it.
Good lanes to gank and bad lanes to gank for
Good lanes to gank for are lanes with nice CC (mostly stuns, snares) like: and so on. They allow you to output crazy damage on the CC'ed target.
Other people it is a lot harder to gank for like: and stuff like that as you offer nearly nothing but your damage and in a gank and if your laner has no CC the enemy just runs to their tower.
Easy lanes to gank
Lanes without a dash or CC-removal/shield like or tend to be gankable the easiest as they have no real way of escaping you besides flash. Also top lane is easiest to gank generally because their distance to tower is higher than mid lane's and they do not have as much ward coverage as bot lane.
Hard lanes to gank
: Once she hits 6 she has 3 dashes and to escape so you have to gank her pre 6.
: If you gank her she can sometimes just 1v2 you because of the crazy DPS she has. So do not gank this unless you are full HP.
: Oranges too gud.
: Slams around the place and knocks you away.
: Triple dash and untargetability, let your teammate bait him to use them.
: Movespeed buff, slow, knock-up and knock-back.
: Black shield, binds you, nothing you can do.
and : Both are almost ungankable post 6 as they will probably just kill you. Renekton also has a double dash.
: She has a mini dash every 2 secs and increased movement speed while in brush and in ult.
: Ult, and he just runs away. You need to get him pre 6.
: Taunt-dash, you do reduced damage, almost impossible unless really pushed up.
: Pool broken. You can not really kill a good Vlad when your laner is not Warwick or something like that.
Early Game and Mid GameEarly game you want to follow one of the jungle patterns shown above looking at what the enemy jungler is. After you have decided on your route and starting item go to the respective buff and tell your teammates to cover. You should not gank pre level 4 unless a very clear opportunity arrives (enemy dives, etc.). Mostly farm up but also counterjungle when you see the enemy jungler ganking. Focus on one lane that is easily gankabile and can carry.
Come mid game you want to man up for objectives and try to take dragons, towers and buffs while continuing to farm the jungle and gank.
Here teamfights start breaking out (section below).
You start to get really strong and your GP/10 starts paying of.
Late Game and TeamfightsYou are really strong right now. Mundo's damage potential late game is higher than almost every other jungler's.
Run with your team to get objectives (baron, towers, inhibs). Teamfight well.
You want to stand in the frontline to protect your carries. When you can, exhaust the enemy carry (AP or AD) and run at them with W and E. Use your ult if you need to catch up to someone.
If the enemy team engages you might want to exhaust the person that dives onto your carry.
Oracle's ElixirBecause Mundo is so tanky with a lot of regen and move speed you can pick up . It is very good if you are ahead and you want to drive home the advantage. Group with your team and roam through the enemy jungle clearing wards so they have no more vision and you can bait dragon/ baron (especially versus teams without ). It also helps you not to get caught and after you killed some wards it also pays off in terms of gold. However, often you want to leave buying to your support.
Mundo in 3v3I have lately played a few 3v3 ranked games with my team and gotten some experience with Mundo there as well. Generally you can go bot or top but I would advise a solo lane. Jungling is also possible if you want to. For lane I would max for maximum trolling of the enemies or if you can not hit it max . and counter him a little too well which is why you can not just max and run into all of them with . For items they stay about the same except that you do not get and and are gone and if you are winning you can buy at any point of the build. For summoners if you jungle they are the same and if you lane go and or . Stay back a little more and throw cleavers if they have healing debuffs and otherwise or after they blew them on someone else just run at them and own them.
Final CommentsThis was Jungle Mundo all the way, so intense. Now you know everything to become a good Mundo and devistate the enemy team. They shall fear you. Thanks for reading and I hope you had even even half the fun I had writing this.
PS: Please excuse my sloppy grammatic. I am not a native speaker.