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Patch 5.22 (Mundos Preseason to Season 6 Comeback) Hopefully
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Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Goes Where He Pleases (PASSIVE)
Dr. Mundo Passive Ability
Threats & Synergies
Darius
His Passive will wreck your Healing making him place your HP still to keep you low and finish you off, Build Bulky Armor to fight back or passive until help arrives (Tip: You can Max E second to do more AA damage and slightly out trade him more than losing more Health from Maxing W second)(Heavy Armor and HP recommended)
Introduction
-- Sorcery Is a good start on Ferocity because of the 2% Extra Damage from most of Mundo's Abilities in His kit mostly have short Cooldown and is easily spammable.
-- Feast Feast is very good on Mundo for safe farming as His Q's new addition from returning full original cost from landing the killing blow with Q and Get 20HP back every 20seconds after it going off cooldown seems pretty great to keep yourself sustained passively.
-- Vampirism Its Obviously good to take Vampirism due to the massive Cleave spam and small lifesteal from AA farming which is a better pick.
-- Oppressor This is a strong pick this mastery tree because of Mundo's Q spamming and long slows which is good to deal an additional 2.5% damage on those who are slowed which is your relying source of damage when its a 1v1 in top lane.
As For going into the Resolve Tree this is what makes Mundo tanky in this Current Preseason.
-- Recovery Mundos base health regen is slightly a bit more upper which is above 3.0 and that is good, you can get Unyielding if you have flat MR runes and want an extra 1-2+ Defense Boost.
-- Tough Skin This works well with your Dorans shield start or keep that in and decide to get rejuv beads as an alternative passive play.
-- Veteran's Scars This is OBVIOUSLY needed for Mundo as his main goal is to Build Health and Tank with a side of whooping @$$.
-- Perseverance I highly recommend this than Insight 15% cd on summoner spells because early game if you decide to go all in and back off with minimum health, this bad boy kicks in while your low and does it work to keep you regenerating and 25% of extra luck that you'll survive from another ability hit but with ignite possibly not.
-- Legendary Guardian This one is self explanatory giving you some bonus MR/Armor to be tanky when its a 1v2 to escape with and very useful to engaged within a teamfight and get the maximum 15+ Armor/MR bonus.
--(OPTIONAL) Swiftness another good mastery is the extra 15% tenacity and slow resist to escape from cc ganks early game and if not in the mood to get extra combat defense from legendary guardian this one is well suited also with merc treads to reach the max 45% tenacity at mid-late game length
As to the end of the Keystone mastery choice this one is a critical pick that i decided to use and why.
-- Grasp of the Undying This helps you survive in fights, from what the description says, its really strong for mundo because all you would have to do is Build Health to increase the amount of health you can steal back by based off 3% of your max health which is why the Greater Health quints have a major role in this keystone mastery. You can go for the Bond stone and deduct 4% damage, sure its good but this is very good because of the sustain you can get from fighting and with spirit visage to have 20% extra heal bonus which i think its pretty OP, dont underestimate this keystone and give it a try and i'm sure you'll like it alot during your matches.
-- Flash is your trusty-to-go-to summoner spell to escape most of the time of near death situations from your ult on CD or from hard terrain CC from an Azir/J4 Ult and escape from a near death wombco combo situation.
-- Exhaust can help slowing enemies while applying the 2.5% dmg with oppressor and their low defenses for a short time, the spell has good low CD wait time but not recommended unless if you love taking exhaust for most games, or against lane bullies like Darius Swain and other high threat levels to encounter and making sure you want to win lane.
-- Ignite is good to take and secure a kill exactly at the point you get level 2. (IF YOU HARASS HARD ENOUGH) but not good but to consider to take if tp is viable still, but by your preference you can take ignite and flash if you want the old school way of fighting top lane and become an island there., because you harass them easily and sometimes they'll play more passive than you while you have ignite on you and they'll know your a threat to them if they cant out trade you.
-- Ghost is an optional escape spell over flash because its Lower CD time and Movement speed boost lasing 10 seconds to chase down or run away from dying. (Best used when you have a potential kiting team or initiating fights with your ult.)
TL;DR take tp/flash its mostly good.
+High HP Scaling
+New masteries makes him Viable
+Tanky champion to take hits and Does lots of dmg
+Fun to Play
Cons
-Ignite hurts his spree of healing
-The return of Executioners Calling
-No Escape potential if Ult is on CD
-Caught out, or Hard CC on mundo will result a possible skirmish/teamfight loss
- These counter mundo Ignite Blade of the Ruined King Executioner's Calling Mortal Reminder
--Thanks to Re4XN's help on some tips to polish the build and guide to be more clear!
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