Dr. Mundo Build Guide by Arcaroth

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author Arcaroth

False AP Mundo is true OP Mundo

Arcaroth Last updated on September 19, 2013
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False AP Mundo is true OP Mund (Cheat Sheet)

Champion Build: Dr. Mundo

Health 3685
Health Regen 40
Mana 0
Mana Regen 0
Armor 138
Magic Resist 179.000054
Dodge 0
Tenacity 0
Movement Speed 429.94
Gold Bonus 0
Attack Damage 110.23
Attack Speed 0.878
Crit Chance 0%S
Crit Damage 0%
Ability Power 200
Life Steal 0%
Spell Vamp 0
Armor Penetration 0
Magic Penetration 37.83
Cooldown Reduction 10%

Recommended Runes

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.

Masteries + Notes


Offense: 9

Honor Guard

Defense: 21


Utility: 0

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"Why? Why? Are you a troll? Are you mad?" No, my dear reader, I'm not a troll, or mad; I only want to show how an imaginative and different build can be as reliable as the most common ones, even more than the standard strategies, because some champions have a huge potential to explore and Dr. Mundo is one of this champs.

Dr. Mundo is one of the most persistent tanks in League of Legends, his health level is astronomic and his ultimate grants him a second life. But this role has a problem: most time you are not dealing enough damage. "Tanks don't deal damage, they are pure defensive!", and that's right, but why would you want to be a simple wall if you can be something more? What about a tank that kills everything he wants, even enemy tanks, easily? In this guide I'm showing you how. Enjoy.

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Basic concepts

So I've heard you don't know Dr. Mundo... This champion relies on his life more than any other character because of his Adrenaline Rush and his Sadism, which scale with your maximum health, and because he spends health when casting abilities. He also has a ranged attack with slow, an AoE (Area of Effect) spell and an attack enhancer, and his ultimate grants you extra movement speed.

The objective of this guide is to explain how to do tons of damage while we keep our tank role efficiently, which convert us in a surprisingly tough offtank both offensive and defensively.

This build focuses on two important statistics:

  • Health, which is Mundo's ammo and his survivability core.
  • Magic penetration, to hit as hard as we want.

Also, because of things like Abyssal Scepter, our potential in team fights will be improved a lot, and our Burning Agony will be destructive here.

And remember, you are the tank of your team, a tank who deals damage but a tank after all, so protect your squishy mates, initiate the fight and be in the middle of everything. There will be time to smite enemies, but you have to be there when your team needs you.

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Pros / Cons

+ Infected Cleaver and Burning Agony are destructive.
+ Mundo moves fast and has a slow.
+ Strong AoE and utility in team fights.
+ With Rylai's Crystal Scepter, nobody will escape from you.
+ Abyssal Scepter helps your team casters.

- Not as much health as other builds.
- Ignite counters you.
- Morellonomicon and Executioner's Calling too, but they are rarely seen.

* If the enemy team has too much Ignite, buy Quicksilver Sash, at least during mid game.

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9 points in Offense in order to obtain Arcane Knowledge . 21 points in Defense because of these increased tenacity and tanky abilities.

The points in Unyielding , Defender and Reinforced Armor can be put in any other mastery you desire, but be sure you have Honor Guard .

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Greater Quintessence of Movement Speed

Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Scaling Magic Resist
Chase enemies, dodge skillshots (or intercept them), easier positioning, run away when needed... Movement speed is always useful and Dr. Mundo loves it.
We want Magic Penetration in order to make our Infected Cleaver and Burning Agony painful.
You are a tank Armor and helps on top lane, you will suffer at early game without it.
Again, you are a tank, but Magic Resistance is not needed during the early game against the major part of the top lane champions, so it's more useful at the mid and late game. If you prefer flat Magic Resistance runes you can use them, it's up to you.

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Summoner Spells

These are the perfect spells for Dr. Mundo, and Ghost is a must have. I think that Ignite is the best choice as your second Summoner Spell and helps Dr. Mundo to deal that extra damage to win the fight, but you can pick Exhaust if you like it, even Cleanse. I don't recommend Heal because it only heals a maximum of 355 HP and its cooldown is really bad, neither Flash because you already have a mobility spell. Ghost is more useful in Mundo than Flash because of his AoE damage.

Alternatives to Ignite:

While Ghost is truly important for this build, Ignite can be substituted by:
  • Exhaust if your Infected Cleaver is not enough or you want an extra CC strongly reliable on 1 vs 1.
  • Teleport for a fast and unexpected repositioning, also useful for returning quickly to the action when you recall or even to escape if you survive under enemy fire during the 4 casting seconds.

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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Everything on Infected Cleaver as soon as possible, then upgrade Burning Agony. Masochism is not our priority, but one point on it helps when hitting towers. Of course, a point on Sadism at levels 6, 11 and 16.

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Why Magic Mundo is OP Mundo [Basic idea]

We have arrived to the most important chapter, the one which will answer questions like "Why the hell should this build be acceptable?".

First of all, the objective of this build is to deal damage, deadly damage. Dr. Mundo has two offensive abilities:

25% of enemy's current health as magic damage (minimum 280 damage) and a 40% slow for 2 seconds. It doesn't scale with anything but magic penetration gives it a great potential. If your target has 2.000 HP your magic damage is 500, which is a hard hit, even the minimum 280 damage is respectable. Oh, and it's spammable; abuse.
95 magic damage per second plus the 20% of your AP, and grants Mundo a reduction of the stuns and slows that affect him. This is an AoE spell, if you potentate its damage you will dominate the team fights because, you know, you have to be in the middle of it, you are a tank, so almost every enemy will be near you.

We know the tools, now we have to polish it, but first let's take a look on the second objective of this build: durability.

We are still very tanky with things like Sunfire Cape and Rylai's Crystal Scepter, but it's true some health is sacrificed in order to buy offensive or utility items; for example, there isn't any Warmog's Armor in our standard build, so feel free to build something more defensive if you really need it. But don't worry, you will be really hard to knock down and you will have plenty of time to destroy your objectives.

Beyond health, we will look for magic penetration, which is the main resource of Dr. Mundo's offensive and our priority, always with some defensive stats.

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Detailed build [Items]

Start with one of this:

Boots of Speed for the extra mobility to dodge and position easily, while the three Health Potion let you spam your Q and recover faster when needed. Your passive Adrenaline Rush will do the rest. Keep in mind that you don't have wards, so be careful with your push and the enemy jungler.

sight ward

You sacrifice some extra heal for a sight ward, useful if you think that the enemy jungler will gank with low level. Less durability, but it's a safer beginning. I'm used to begin with this one because Mundo likes movement speed and, at the same time, I like to have a ward near me. Remember: buy a ward, save a life.
sight wardsight wardsight ward

9 minutes of ward protection and a total of 900 HP regeneration with the potions. This is a good set when you want to be in your lane much more time than usual. You loose your extra movement speed, so be careful with enemy skillshots and be sure that you won't have to run away in order to save your life, because you will be too slow.

There is another option, and it is Cloth Armor. I never buy it because it isn't used in any interesting item for us, so I have to sell it later, but consider it when you are fighting against a pure physical laner who can hit you easily. Pick a sight ward and a couple of Health Potion too.

First recall:

+ +sight ward

Sorcerer's Shoes and Haunting Guise grants you extra movement speed, health and magic penetration, three stats that you love. Now you will have 37.83 of flat magic penetration, so your Infected Cleaver becomes a real weapon which will help you a lot on your lane.

If you have enough money, start building your next item buying a Kindlegem, it's cheap and the extra cooldown reduction and health will let you stay more time in your lane.

sight ward can save your life, so keep your line permanently warded against ganks.

Continue with:

Spirit Visage is cheap and it's passive affects your Adrenaline Rush, the health you recover when Infected Cleaver hits and the percentage of life healed by Sadism. Also, cooldown reduction is great if you like to spam your cleaver and use your ultimate often, and it gives you magic resistance and some health.

Sunfire Cape gives Dr. Mundo a lot of health, armor and a perfect passive for this build, because its 40 magic damage per second are affected by magic penetration. It's like a permanent 40 extra damage for your Burning Agony.

Now you have some extra health, armor and magic resistance, but we want more, so let's buy more health and a delicious extra CC. And remember to take your sight ward every time you recall.

Filling empty gaps

The Rylai's Crystal Scepter should be your priority if you are building it and you don't need extra magic resistance for now, so you will gain a nice amount of HP, extra slows and some AP, which is never bad. Infected Cleaver will have a 52.5% slow and Burning Agony will slow a 15% in an AoE, enough to obstruct the whole enemy team.

Abyssal Scepter grants you magic resistance and a very useful aura that reduces enemy's magic resistance. You will help your team a lot with it because you will be in contact with enemy champs almost every fight.

Evolving last items

You should have all the item gaps filled, so simply finish the items you are building.

Liandry's Torment has an interesting passive, but we keep it in our inventory because of the magic penetration. We have money and we have everything we want, so let's evolve it. Also, it's the moment to sell your Spirit Visage and buy a Warmog's Armor if you were planning that.

Almost all enchantments are good, each one helps in a concrete situation, but if you don't know what you should buy, choose Enchantment: Alacrity, always helpful.

Oh, and don't forget the elixirs when everything is finished.

Other interesting items

If you don't like something of the standard build you can replace it for one of these items. But first, what should you remove from the standard build?
The items I recommend in order to replace the ones you don't like are:
1000 extra HP are always good, and that passive is awesome. This item is always a good choice and it's Mundo's favourite dress.
Health, armor and very nice abilities. You will we in the middle of the teamfight, so the active will hit a lot of people.
Tons of armor and a passive that is improved with our magic penetration. A very cheap item, you can buy it early or mid game and sell it later if needed.
If the enemy team is buying tons of magic resistance, buy it. Even the enemy tank will seem paper against it.
Considere it if you like the extra CC ability, but think if you are interested in the other stats. Usually, not very useful

Always ignited?


Buy Quicksilver Sash, wait for ignite, use its active, laugh and kill. Also, its magic resistance is always good. If you are planning to keep this item during the late game, you can evolve it to Mercurial Scimitar and obtain some extra movement speed with its active.

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Damage calculations [It works!]

We are level 18 and we have the standard items, runes and masteries. These are our statistics, the ones we care of:

  • Health: 3.976
  • Health Regen (with Adrenaline Rush and Spirit Visage): 40 HP per second
  • Armor: 141.19
  • Magic Resistance: 179.8
  • Ability Power: 218
  • Magic Penetration: 8% + 37.83 *
  • Movement speed: 429.94
  • Cooldown reduction: 23%
* Additionally, Abyssal Scepter reduces the magic resistance of all nearby enemies by 20.
** Some values are different from the top table because I'm counting masteries too while the table doesn't.

Let's see how many damage can we deal with our abilities:
If our target has, for example, 2600 HP and 100 of magic resistance, Infected Cleaver deals 2600 x 0.25 = 650 magic damage. First, the Abyssal Scepter is applied:
100 - 20= 80 MR

Then, the 8% of magic penetration:
80 - 80 x 0.08 = 73.6 MR

And, at the end, the 37.83 flat penetration:
73.6 - 37.83 = 35.77 MR

If MR>0, the damage multiplier is 100/(100+MR), in this example it equals to 73.654%, so the final true damage is:
650 x 0.73654 = 478.751

Now the target has 2121 HP, and the next cleaver will deal 390.55 of final true damage. When the target has less than 1120 HP, Infected Cleaver will deal the minimum 280 magic damage, that in this example it means 206.231 of final true damage.

One more point: with the 23% of cooldown reduction you can spam your Q every 3.08 seconds, and with the Rylai's Crystal Scepter it slows the target's movement speed by 52.5%. Let your cleaver fly!
95 magic damage per second plus the 20% of your AP results in 138.6 magic damage per second; moreover, you can add 40 more magic damage per second because of your Sunfire Cape, so with Burning Agony activated you are dealing 178.6 magic damage per second to all the enemies that surround you. If we go back to the cleaver example, that target would suffer 131.546 final true damage per second. Break into a team fight with your W activated and watch how the enemy team disappears.

Notice that all the enemies will we slowed by 15% because of simply being near you.

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Are Rylai's Crystal Scepter and Abyssal Scepter really worth it?

  • 80 ability power
  • 500 health points
  • Extra slow for your Q and W
...Buy it if:
...+ You want extra health
...+ You want more CC
. .
  • 70 ability power
  • 45 magic resistance
  • Reduces enemy's magic resistance by 20
...Buy it if:
...+ You need extra magic resistance
...+ Your team takes advantage of it
...+ Friendship is Magic
Both of them give Dr. Mundo more survivability and utility for us and our entire team. I really recommend to buy these two items, specially the Rylai's Crystal Scepter, but the best you can do is to test them by yourself and see if they fit your playstyle.

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I'm trying to achieve the point where competitive game and funny game converge, where you can have fun and play in a more personal and different way while your efforts are rewarded with grateful, maybe unexpected, results. If you are here, you are already helping me, so thank you. And it's incredible that you have arrived so far, congratulations!

Thanks to jhoijhoi for the "Making A Guide" guide, and to Fuggernought and his "Fuggernought's Awsome PWNDO", where this idea was born. Thanks to Rettani too, who corrected a couple of misunderstood points.

And again, thank you very much for reading this guide. Feel free to add comments, critics and questions, and don't forget to rate it!

See you soon!