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Spells:
Flash
Smite
Ability Order
Goes Where He Pleases (PASSIVE)
Dr. Mundo Passive Ability
Runes are fairly simple.
I go with the following:
- This allows for that needed jungle armor, as well as the capability of early counter-jungling.
- To have that later sustain and balanced defensive output.
greater mark of desolation - Armor pen needed not only to jungle, but this helps Dr. Mundo easily get kills when ganking.
- The attack speed needed to do this very crucial jungle route.
I go with the following:
- This allows for that needed jungle armor, as well as the capability of early counter-jungling.
- To have that later sustain and balanced defensive output.
greater mark of desolation - Armor pen needed not only to jungle, but this helps Dr. Mundo easily get kills when ganking.
- The attack speed needed to do this very crucial jungle route.
These are pretty simply as well. Taking a defensive/utility tree will give you the following:
The damage and armor pen is virtually so insignificant early on it isn't worth getting for Dr. Mundo.
When it comes to late game however, it helps, but games with a well played team and Dr. Mundo should only last around 30 minutes.
-
Better speed for ganks
Longer buffs
Reduced time of death (Ideally you won't die)
Flash cooldown lowered
Less damage
Less armor pen
The damage and armor pen is virtually so insignificant early on it isn't worth getting for Dr. Mundo.
When it comes to late game however, it helps, but games with a well played team and Dr. Mundo should only last around 30 minutes.
Dr. Mundo like health. Enough said.
Dr. Mundo is meant to be that initiator that people don't want to even remotely target for three reasons.
1. His DPS scales very well with his E Blunt Force Trauma and W Heart Zapper combo.
2. He can pop Maximum Dosage, Flash out, and waste 4 seconds of the enemies time and skills. (This is very important to always save your Flash to get out of situations like this, because Dr. Mundo likes to be ulted on.)
3. He has ridiculous health and defense with this build.
Items in explanation:
Mercury's Treads - Paired with the passive from Heart Zapper , getting ignited should only be a slight worry.
Heart of Gold - Grab this early and reluctantly. You can jungle non-stop with Dr. Mundo, by popping Maximum Dosage every minute or so. This rewards you even more for that. (This later builds into Randuin's Omen.
Warmog's Armor - If you don't know, you shouldn't be looking at a Dr. Mundo guide.
Spirit Visage - This passive helps an incredible amount with both Goes Where He Pleases and Maximum Dosage , not to mention his health regen as it is.
Randuin's Omen - This active can be the difference of: Getting a kill, escaping a gank, stopping their AD carry from a double kill, etc. This can be the difference of winning or losing a game.
Atma's Impaler - For that extra 61 damage I believe it is. The armor and crit helps too.
Force of Nature - Dr. Mundo want double passive. Dr. Mundo get double passive.
Dr. Mundo is meant to be that initiator that people don't want to even remotely target for three reasons.
1. His DPS scales very well with his E Blunt Force Trauma and W Heart Zapper combo.
2. He can pop Maximum Dosage, Flash out, and waste 4 seconds of the enemies time and skills. (This is very important to always save your Flash to get out of situations like this, because Dr. Mundo likes to be ulted on.)
3. He has ridiculous health and defense with this build.
Items in explanation:
Mercury's Treads - Paired with the passive from Heart Zapper , getting ignited should only be a slight worry.
Heart of Gold - Grab this early and reluctantly. You can jungle non-stop with Dr. Mundo, by popping Maximum Dosage every minute or so. This rewards you even more for that. (This later builds into Randuin's Omen.
Warmog's Armor - If you don't know, you shouldn't be looking at a Dr. Mundo guide.
Spirit Visage - This passive helps an incredible amount with both Goes Where He Pleases and Maximum Dosage , not to mention his health regen as it is.
Randuin's Omen - This active can be the difference of: Getting a kill, escaping a gank, stopping their AD carry from a double kill, etc. This can be the difference of winning or losing a game.
Atma's Impaler - For that extra 61 damage I believe it is. The armor and crit helps too.
Force of Nature - Dr. Mundo want double passive. Dr. Mundo get double passive.
Pretty standard for a Dr. Mundo jungle.
Sometimes you can focus on leveling Infected Bonesaw once Heart Zapper is level 3, depending on how your feel your jungle is.
Sometimes you can focus on leveling Infected Bonesaw once Heart Zapper is level 3, depending on how your feel your jungle is.
Flash - Obvious reasons. Escaping a bad situation (they happen), making a good baron escape/engage, or even chasing a kill (I don't recommend burning it unless it's first blood).
Smite - Obvious choice for any jungler.
The ONLY other notable skill is:
Ghost - Doesn't compare to Flash overall. Sure it is good for ganking, but if you hit your skillshot, it wouldn't matter. Not to mention if Dr. Mundo wanted to run fast every minute, he would gain full health while doing it. ( Maximum Dosage )
Smite - Obvious choice for any jungler.
The ONLY other notable skill is:
Ghost - Doesn't compare to Flash overall. Sure it is good for ganking, but if you hit your skillshot, it wouldn't matter. Not to mention if Dr. Mundo wanted to run fast every minute, he would gain full health while doing it. ( Maximum Dosage )
This is the most important part of Dr. Mundo jungle.
I've done this many, many times, and I have ALWAYS achieved the following result:
Level 4 @ 3:13-3:20.
My Route:
The ending red lines are completely situational.
If no ganks are ready, go back to base and buy Boots, 2-3 sight ward, and 1-2 Health Potion.
I've done this many, many times, and I have ALWAYS achieved the following result:
Level 4 @ 3:13-3:20.
My Route:
The ending red lines are completely situational.
If no ganks are ready, go back to base and buy Boots, 2-3 sight ward, and 1-2 Health Potion.
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