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I also think that the build isn't tanky enough to be viable. Mundo is gifted with high damage output ONLY if he can stay on his target. This build will not burst down a carry, will still require you to get in the thick of things, and will not stop you from being burst down by the other team. You're melee, regardless of your cleaver's range.
Like your use of the gunblade, though. Hadn't tried it on Mundo and it made me laugh. Quite a good item on mundo, not for the damage or ap, but thanks to his high base damage and naturaly synergy with resistance items. Mundo is my main and I did try your build several times, but it just didn't please me when I played it, honestly. You don't fill the role that your team needs: someone who can take some and deal some. All this build can do is deal some, imo. I loved melting squishies and I've always loved high spellpen builds with the cleaver hitting so hard, but I felt like the cleaver was the only ability I could use without risking my life. I really wanted to love this build, but it just doesn't seem to fill a role. You want ranged poke, get a ranged carry, ap or ad. You want a duel, get a duelist. This build can't go in for last-hits on champs like it needs to, unless it's 1v1.
In my opinion, your "offtank" build is not that much better than a squishy caster. I won't be trying him out as AP (stacking warmog's and shrugging off damage like it's nothing is more fun to me), but I hope you won't "not care" about my opinions, because it's a good idea to take in criticism as well as praise.
Too little magic resist. I remember your point about having a load of spell penetration. Well, expect most AP carries to carry spell penetration marks and quintessences. In other words, they will have about 14 spell penetration and 15% spell penetration.
(100 - 14)*.85 = 73.1. (only runes)
In actuality, you shield 40% of the damage. That's quite a bit. But if you're not playing against total idiots, then they would have a Void Staff or Abyssal Scepter. The abyssal scepter will make you reduce 36% of incoming magic damage. With a void staff it would be 27%. With both it would be 23% (sometimes tanks like Amumu get Abyssal to free up a slot for AP carries).
(100 - 14 - 20)*.85 = 56.1. (with runes and abyssal)
(100 - 14)*.45 = 38.7. (with runes and void staff)
(100 - 14 - 20)*.45 = 29.7 (with everything)
You have 2.5k HP. Good for a carry, but insufficient for an offtank with 100 magic resist. In teamfights you'll die way too fast for your ult to regenerate HP to its full ability. Suppose you have 800 DPS, and you'll heal 200 of it. That's not enough to be a sufficient offtank. I would suggest getting magic resist/level glyphs at the very least.
I would prefer that people play tank mundo to utilize his passive and ultimate (he already has a nice amount of damage) or another AP offtank, but if that's how you play him, that's perfectly fine with me (besides you're in EU so I probably won't ever see you xP). Just try to add a "situational items" section -- what if someone in your team uses Abyssal Scepter? Example: Kennen.
Hm, interesting idea, been playing other things for a while, I get to routine again and reply to your comment extensively, but in advance: thanks for feedback :D
Too little magic resist. I remember your point about having a load of spell penetration. Well, expect most AP carries to carry spell penetration marks and quintessences. In other words, they will have about 14 spell penetration and 15% spell penetration.
(100 - 14)*.85 = 73.1. (only runes)
In actuality, you shield 40% of the damage. That's quite a bit. But if you're not playing against total idiots, then they would have a Void Staff or Abyssal Scepter. The abyssal scepter will make you reduce 36% of incoming magic damage. With a void staff it would be 27%. With both it would be 23% (sometimes tanks like Amumu get Abyssal to free up a slot for AP carries).
(100 - 14 - 20)*.85 = 56.1. (with runes and abyssal)
(100 - 14)*.45 = 38.7. (with runes and void staff)
(100 - 14 - 20)*.45 = 29.7 (with everything)
You have 2.5k HP. Good for a carry, but insufficient for an offtank with 100 magic resist. In teamfights you'll die way too fast for your ult to regenerate HP to its full ability. Suppose you have 800 DPS, and you'll heal 200 of it. That's not enough to be a sufficient offtank. I would suggest getting magic resist/level glyphs at the very least.
I would prefer that people play tank mundo to utilize his passive and ultimate (he already has a nice amount of damage) or another AP offtank, but if that's how you play him, that's perfectly fine with me (besides you're in EU so I probably won't ever see you xP). Just try to add a "situational items" section -- what if someone in your team uses Abyssal Scepter? Example: Kennen.