Dr. Mundo Build Guide by Viraemia
| Health | 3935 |
| Health Regen | 20 |
| Mana | 0 |
| Mana Regen | 0 |
| Armor | 247.69 |
| Magic Resist | 176.3 |
| Dodge | 0 |
| Tenacity | 35 |
| Movement Speed | 415 |
| Gold Bonus | 5 |
| Attack Damage | 110.23 |
| Attack Speed | 42.878 |
| Crit Chance | 15%S |
| Crit Damage | 0% |
| Ability Power | 0 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 7.68 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 20% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
I'm tired. There will be explanations when i wake up, but i really don't agree with any jungle mundo builds on here, so be patient and you'll have one in a bit. With pretty colors and pictures and sarcasm you can choke on. I'll go into detail about everything when i actually go into this guide enough. FOR NOW, i give you builds, which i promise do more damage and will have you tanking more than the rest of the builds on here.
Anyways,
Dr. Mundo is great champ regardless of having the fastest jungle clear times in the game. Because 9/10 of times you can't defend against his damage output. He has his own CC reduction, does big magic and physical damage that out DPS's most other champs and does % based damage. On top of all that, he is one of the best tanks in the game. So let's begin looking into
Dr. Mundo jangle.
Pros / Cons
PROS
-
Super tanky
Deals hella deeps
AD steroid
Fastest jungle clears
Great at invading/stealing
CONS
-
First jungle clear can be scary
Will be targeted by every healing debuff
Skill Sequence
Adrenaline Rush
It's a passive. It's not great until you get mid-late game. Or you get items that increase how much you heal for.
Infected Cleaver
Most melee champs get kited. Mundo, however, does not because of this. It's a skill shot that does some pretty good magic damage and slows pretty well for how low of a cooldown it's on. If you can land the first cleaver on an enemy, that dollars to donuts they won't be able to run away after.
Burning Agony
Outside of his ultimate, this is Mundo's tanking ability. It reduces the duration of all CC and deals up to 100 magic damage per second. However, it does burn health when you use it. So you do need cloth+5 to jungle with him early, but once you're level 6 potions and lifesteal become useless. I should also mention that this ability, NOT
Infected Cleaver or
Masochism increases his jungle speed. Maxing this, before all your other abilities gives you reliable damage output and CC reduction and faster jungle clears/creep farming.
Masochism
This is an attack damage steroid based on how much health you are missing. If you are laning as Mundo, then this is what you take first, and walk into lane and being trading immediately and get FB by yourself because the damage is unexpected and as it drags on, you deal more damage. HOWEVER, you're not laning, you're jungling. So if you're going for full tank or dealing heavy magic damage, you max this last. But if you want an AD heavy Mundo, then max this after
Burning Agony.
Sadism
This makes
Dr. Mundo, Dr. ****ing-Mundo. Low on health in the jungle? MUNDO! Need to engage with a movement speed bonus? MUNDO! Need to tank dragon/baron/whole enemy team? MUNDO! This heals for % of your maximum health, so getting a lot of health helps this heal for more as well as your passive. It's also on a pretty low cooldown so don't be afraid to use it in the jungle or trying to engage a gank.
Runes
Options for MARKS
For AD Mundo - greater mark of desolation - So your auto attacks do more, derp.
For Standard Mundo -
Greater Mark of Magic Penetration - The majority of your abilities and damage is magic damage. Check it in the post-game lobby. It's better than armor pen.
For no damage -
Greater Mark of Attack Speed <-- doesn't increase jungle speed by much anyways. Rather useless.
SEALS
Greater Seal of Armor - Only acceptable option for seals. Unless you have flat armor quints, then you can get creative. In which case, i suggest grabbing either greater seal of endurance, greater seal of vitality or greater seal of vigor. Take your pick, they're all viable as long as you have armor quints.
Options for GLYPHS
Greater Glyph of Scaling Magic Resist - Standard for most junglers. However, i could also accept using
Greater Glyph of Scaling Cooldown Reduction or
Greater Glyph of Cooldown Reduction. Not because It's good on Q, W, or E. But getting extra CD on that ult means you have it up basically once the heal duration ends. It's rather annoying to be against.
Options for QUINTS
For Standard AND AD Mundo -
Greater Quintessence of Movement Speed - Don't need extra health, really. Don't need armor pen. Why not make sure you're staying on top of their carries? It's a great way to go, trust me. Not to mention if you're going AD Mundo, then this ensures you are not going to be kited around all day and never deal any damage.
For All Around Damage Output - greater quintessence of desolation - Because you're running
Greater Mark of Magic Penetration with these, it ensures that the massive damage you do with
Infected Cleaver and
Burning Agony with actually do something, and your steroid-boosted auto attacks will do something as well with some armor pen. But still, he deals a lot more magic damage than physical.
Masteries
IMPORTANT MASTERY POINTS
Summoner's WrathImproved
Veteran's ScarsYour everything is based off of health. You use health for abilities, you scale off of max health. If you don't get this in your Mundo masteries, you're doing something very wrong.
Juggernaut3% extra health. Again, you want as much health as possible, 3% of a
Summoner Spells
Suggested Summoner Spells
Other Good Summoner Spells
Okay Summoner Spells
TROLOLOLOL Spells
Items
STARTING JUNGLE ROUTE
&
OR
&
If you want to counter jungle and gank then you should start with the cloth+5 option. But if you want to just gank early and not counter jungle, then you're going to go with the boots. Take your pick, but i like cloth+5.
BOOTS OPTIONS
OR
OR
Heavy magic damage team? Get
CORE ITEMS
Heart of GoldIt's mainly just an early boost item. It gives you something for your ultimate to scale off of and your passive and gives you GP10 which will later be built into a great defensive item called
Spirit VisageThis is the best item for
OR
Warmog's Armor or Frozen MalletBecause a nice, large health pool on Mundo is key. The option between the two is up to your team comp or if you're going AD Mundo. Don't have much chasing power or you want to go AD? Get
OTHER ITEMS
More Magic Resist:
More Armor:
TROLOLOL:
Jungling
You have quite a lot of options to start your route with
Dr. Mundo. My personal favorite is starting at your wolves and blue. The key to it is making sure you ask for a strong no-smite leash. After killing blue buff, take a point in
Infected Cleaver and run to their red. Take it. You can typically finish it and gank top lane before their jungler finishes their wraiths. If you want, you can wait inside the red bush for their jungler and kill him as he walks by or just go gank a lane. After stealing red be sure to go get your red, otherwise your counter jungling was useless and you and their jungler are even.
Ganking is pretty self-explanatory. HIT THE DAMN CLEAVER. However, if you're going for first blood you can just lead with
Exhaust and they will go nowhere once you hit them a red buff auto attack and an
Infected Cleaver. Remember that your main source of early damage is
Burning Agony and to have it up as long as possible during the gank. Be sure to chug a health potion before ganking because of this reason,
Burning Agony drains health like a mofo.
Summary
In conclusion, i hope this has been somewhat enlightening to you all about the big fat
Dr. Mundo jangle. He is a really fast jungler and extremely strong tank. With enough health and the right items backing him, he doesn't care about ignites or healing debuffs. He is strong. He is too strong for you.
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