Dr. Mundo Build Guide by Adovid
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.
Dr. Mundo Build
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.
If you are teamed with a group on Twisted Treeline that needs a tank and is attack damage heavy but you still want to play Mundo you can focus on magic damage with magic penetration and the results aren't bad at all. Magic penetration also improves the effectiveness of Sunfire Cape for good synergy for wandering/farming and all around effectiveness.
Just remember to keep moving!
Priority on Infected Cleaver and Burning Agony while Masochism is put on the back burner as we will be focusing on magic damage.
If you are less skilled at using Infected Cleaver you can put slightly more emphasis on Burning Agony but you should always start with Inefcted Cleaver for it's utility in bush checking.
Runes & Masteries
Not too hard to explain...
, More Magic Penetration
Greater Seal of VitalityMore Initial and Late game Health
More Cleaver and Sadism(better to have more early than to scale much later).
With 9-21-0 in masteries you will have even more of the above.
It's a nice item for extra tankiness early on and will make you pretty hard to kill with those Greater Quintessence of Healths and the additional health regen makes it good for lane sustainability.
But Mercury's Treads are a must on Mundo?!
Awe come on, don't flake out on me now at the most important point in the build! We are on twisted treeline, it will take a lot to kill us and we don't need to worry too much about cc. It's better for the sake of magic damage! Take one for the team! Force that Maokai to get some magic resistance so your allies can rofstomp him for not getting enough health or armor.
If you still have your doubts let me just say this: True percent health damage cleaver to their face!
Works nicely for early lane sustainability and more lane more level more damage is what mundo should be worried about at this point in the game.
Force of Nature
More important than magic resistance is health regeneration and move speed for more chasing and wandering since you won't be killing people with spike damage(what did you expect, you're not a mage...)-- also the fact that it makes them think twice before getting something like a Madred's Bloodrazor is a nice bonus.
The Belt is so you can get something to live longer as soon as possible because I had to learn it the hard way myself, never rely on Chain Vest to save your life-- it just isn't worth it without the health. Not even if you can't afford it and you sit on 700 gold forever...
Sunfire Cape, more magic damage that benefits from a hero that stacks magic penetration and who would otherwise be stuck with abilities that would scale poorly. Survivability is a good bonus.
This item is situational in that if you don't see the opponent with magic resist items and you don't see any champs that you know for a fact scale magic resistance innately then you have no real reason to get it than for farming minions as their magic resist scales over time. Otherwise it's good to keep killing while having more health.
What about Void Staff or an Abyssal Scepter? Your allies should be dealing physical damage so you have no use for these items, you would rather have more health than more magic resistance since you have Force of Nature and if they stack enough magic resistance to make Void Staff even remotely useful you would have done your job anyway and things are out of your hands now, get some survivability or more physical damage.
More cooldowns, more healing, more health. This is another one of those items Mundo gets a lot out of. I still feel you can skip this if you're feeling like you need more damage because the 10% cooldown isn't thaaat much for cleaver and doesn't do really anything for burning agony but the health and bonus regen/healing and more frequent Sadism add up for survivability.
This item is nice because it gives you some physical damage and works nicely with the sustainability you already have and gives you an extra magic damage nuke benefiting from magic penetration. The extra slow is always welcome. It's not the kind of item Mundo would get first, obviously you need enough initial health to make this item useful on Mundo. If you aren't too worried about staying in a fight then you should get a Madred's Bloodrazor instead for more magic penetrating funniness.
These are some pretty standard tactics for Mundo but I figured I would give them some appropriate names.
Kiting and Cleaving
The idea is that you didn't stack physical damage or attack speed and you have to wait for your spells to go on cooldown so it's better to spend your life kiting and using Infected Cleaver to your hearts content than it is to try to resolve some kind of macho issue behind the bleachers.
March of Burning Agony
Basically when you have your enemy in the grips of death right next to you, you don't stop to attack them-- you just lend them a helping hand by marching in Burning Agony right along with them back to their base. They usually don't make it.
Twisted use of Sadism
Use Sadism as an offensive spell for it's movement speed as much as possible so no one can escape you. Don't try to rely on it as a tanking mechanism, it won't always save you in those instances but it will almost never fail you when you use it for chasing.
Why not use this build all the time?
Are you kidding? AD Mundo when played well is wayyy better.
Why bother with MrP Mundo if AD Mundo is wayyy better?
So you can play Mundo where Mundo pleases.
Why did you bother to get Ghost when you already have Sadism?
Mundo move MORE faster where he pleases! Why you question Mundoo?!
Why play Mundo?