IntroductionDr.Mundo currently is one of the strongest junglers in the game due to his superb jungle clear and his extreme durability from midgame onwards. This makes him one of the stronger picks in the game due to him dealing quite a bit of damage all game as well as having the ability to tank a sufficient amount of punishment. Hopefully this guide will show you how to use his PHD in fun to your advantage.
MasteriesI put 1 in offense for the exhaust bonus and 29 in defense for a huge defensive boost. I used to only have 29 here but due to nerfs, I've decided to make Mundo extremely tanky rather than try to slightly speed up his jungle speed. Once I figured out that Mundo doesn't need the offense tree to already do significant damage, I just focused the points on making him stronger so he can last longer in fights and do more damage as he is alive longer.
RunesThis rune setup is to enable Mundo to start being a tank at earlier levels. Despite what people may think, Mundo isn't a invincible tank early and this rune setup somewhat makes up for it until he gets enough items. This setup allows Mundo to have an extremely high armor value from level 1 onwards meaning he'll be able to gank and counter jungle with more health due to him taking less damage from attacks. This armor also makes him take less damage from camps so he'll have more health between them to duel other champions.
Attack speed marks are what I prefer as attack damage is useless on Mundo as his E move can basically give between 100-199 damage which would make AD runes in proportion to Mundo's natural attack damage with skills, very small. Armor pen could be useful but without anything to stack it, 15 armor pen is fairly useless mid-end game.
Seals are flat armor as usual.
Glyphs are magic resist per level as often by the time you're dueling casters or being forced to tank the AP carry ultimates since your team has no balls, you're probably gonna be hitting level 6+. Which means you won't be behind by much compared to the flat MR runes and if you hit level 9-10, you'll be stronger than a person going flat MR. So unless your games are all 20 minute surrenders, you'll likely want the per level ones to be stronger for the final stretch which will be long.
Quints can be anything but I prefered armor for the reasons in the first paragraph.
Smite for obvious reasons, exhaust is mostly due to Mundo needing a extra CC aside from his cleaver. Exhaust will make Mundo more durable when he dives in as the target he uses it on will likely be their highest damage dealer which means Mundo will last longer in his ultimate. Also exhaust makes up for his low CC. I've found that the other summoners just don't seem to give much to Mundo compared to exhaust.
Passive: Adrenaline Rush
Dr. Mundo regenerates 0.3% of his max health each second.
While I don't think it does that much, this is still useful throughout the game as extra regeneration as it'll keep your health up between jungle camps or when you use spells. Obviously it won't matter during fights as it won't amount to much but the downtime between them or a siege, this will be very useful in topping off your hp.
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
While this does fairly decent damage, I like having this spell at level 1 due to the fact it's slow is massive at that level and doesn't change with later levels. However just level 1 is the reason why Mundo can trash the buff camps. The damage on players (without penetration) is fairly meh at most levels but this spell can do massive damage to buffs, dragon and baron. However it does have a cap limit on dragon/baron so don't expect it to completely wipe them out quick, though the cap limit raises by 100 per level (it starts at like 300 then goes to 400 and so on...) if you level it. Personally I don't level this past one due to Mundos other spells doing far more damage.
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
This is what makes Dr.Mundo clear camps like a machine without Wriggles as it's high damage per second in a AOE will make short work of the small camps while his cleaver can lower the big one while this and E provide a steady flow of damage to finish it off. Simply being near the enemy with this on will greatly damage them for a good portion of the game as they can't shrug damage like this off as it's a large portion of HP to squishies. This also has a nice anti CC mechanic (only works if it's on before the CC hits) as it allows Mundo to be mobile in case he does start dying or gets ignited which means he won't be focused down as easy since he is running away. Be sure not to constantly have this on when you don't need it as it does drain a significant amount of health if left running for too long.
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
The strongest AD modifier in the game, nothing comes close to this in raw power. Sion gets 60 AD, Master Yi gets 70, Mundo gets between 100-199. This spell at level 1 alone is fearsome as it gives between 40-79 damage for one point. Combine this with cleaver and burning agony and it's no wonder Mundo clears fast and deals huge damage to tanks early and squishies all game. This spell makes Mundo basically the strongest level 3 duelest in the game (maybe Fiora or someone could even with him) as he has a nice % dmg cleaver and 2 super strong level 1 spells.
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
The two things you have to note about Mundos durability is the two things when in combination will stop this spell from making him invincible. Ignite alone does not stop this spell as Mundo can run away with his huge movespeed while he waits it out and proceeds to go back in as the ultimate still has numerous more seconds. Simply snaring him down to stop the movement isn't enough as he's regenerating a ton of health. However if both of these conditions occur, Mundo becomes squishy very fast as this is his real durabilty move (as any champ can run defensive items) and if it gets countered, Mundo isn't more durable than the average bruiser. This means if you get ignited and you're banking on this to help your durability, you better be mobile enough not to be focused down or else you'll be bursted down quickly if the opponent is smart. This spell can often be used at full HP to initiate as Mundo can run in and cleaver people to death using this spell like a ghost, not to mention that the first 5 seconds of this ult will not get him to full unless he has mad natural regen due to the 20% max life cost.
Skill OrderI max W first due to it's huge damage which helps clear the jungle super fast all game long. It also is very strong in ganks as you can run with the enemy to do significant damage and remove CC thrown on your faster to keep up the chase. I get level 1 Q at level 2 to have a easier time with the next buff camp (often I hit 3 after I kill the 2nd buff camp) as it does significant damage to it. It also allows for a level 2 gank though I don't do that often without E as that makes it a almost sure kill on most lanes. I get E at level 3 for that reason. I max E over Q due to E being simply far more useful/stronger in a drawn out fight and Q is more about poking and slowing than raw damage.
These are best for early ganks or a quick buff steal (see jungling paths) as unlike cloth/5pot, you don't want to be dueling for extended periods of time as you have less potions and armor to keep your HP topped up in case the laners come and go after you. These are very useful in a gank as it assures you won't be outrun by laners with boots and you'll outrun laners without boots which will make a very easy gank. I highly suggest getting a big leash if possible if you use these boots as nerfs to Mundo may make it harder to do alot of the jungle without dying.
These are for extended counterjungling as it allows you to duel the enemy jungler where you're for sure going to win if you use your potions correctly as Mundo will have 70+ armor and most opponents won't be able to defend against Mundo's mix of physical and magical damage he has at level 3. You can still gank with this build as you can recover hp if you lose any during the gank but remember that moving slower may cost Mundo a few hits or the ability to get in range of the target.
Solid in every way if you can get it early (say pre 11 minutes) as it pays itself off (unless the game ends at 20) and gives a good stat as well as building into a very useful item. Not much bad to say about this as there isn't much important to rush (like say a shurelias) due to Mundo mostly needing just defensive items.
You can get these early (over HoG) but you have to have a good reason for it such as doing a early dragon (with tabis) or needing that extra movespeed to perform a gank the instant you get these boots to make use of the extra movespeed you'll have over the enemy. Otherwise I wouldn't rush it unless I knew I could probably get a kill with it in the next couple of minutes.
Spirit Visage is a decent anti AP item if you're not too far behind, it gives HP/MR/CDR as well as that bonus regen/heal thing. Aegis is a all purpose defensive item which also helps your team, you can also replace this with a giants belt (to make a warmogs) if you think you'll be the focus target. Often you won't have time to get both or else your warmog's will be super late. I highly suggest getting warmogs as it can bring up Mundo's HP to 4000 which makes him become a near invincible machine that early in the game. The warden's mail is a must if the enemy has a AD affected by it (aka any ranged carry) as mid-late game they'll be hitting you hard and this item can greatly slow down their dominant phase for another 10+ minutes as it'll force them to get 3 damage items to truly start hurting Mundo.
Often I'll get the armor/mr item according to which is hurting me more then get the warmogs before getting the 2nd.
JunglingDepending on your leash and items, Mundo is extremely flexible on routes:
Option 1 (on blue) (ganking top/mid)
Wraiths->Red->Wolves->blue->gank top or mid or head back to wraiths
Option 1 (on purple) (ganking top/mid)
Wolves->Blue->wraiths->red->gank top or mid or do golems/wraiths
Option 2 (powerleveling)
Wraiths->Red->Golems->wraiths->wolves->blue->gank or wraiths or buy
Option 3a (counter jungling)
Wolves->blue->enemy red if they don't start wraiths->red
Cleaver the red buff from behind the wall so it leashes around towards you as you walk up to it and so the enemy jungle won't be able to see the buff at his cavern (they'll have to facecheck the brush)
Option 3b (counterjungling) (organized team)
Wraiths (leave 1)->Red->cross over mid to enemy red
A couple of average games:
Final CommentsHopefully you have learned a bit about Mundo from this guide as he currently is one of the strongest jungles and I'm sure everyone loves some easy elo so they'll be spamming this guy. Remember that his speed allows him to gank earlier when opponents don't expect it and his skillset allows him to damage far more than the average ganker. Mid to late game this guy becomes the ultimate annoyance to backlines as they'll have trouble peeling him off or killing him unless hes pinned down and ignited. So enjoy Mundo and his PHD in fun!