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I approve.
Cleaver freely without HP problems.
Even your AoE hurts slightly less.
Unfortunately this guide isn't for me.
But I absolutely loved the spell vamp idea.
(Fix'd)
Regarding why getting 2 points in Utility Mastery , I find it simple; when ganks happen, most people will have some buffs on them, and when Dr. Mundo deals the killing blow to that guy, why not extend the buff? If this isn't a working idea I will have to put the 2 in utility mastery elsewhere hehe.
And I see your point in the transition from Warmog's to Atma's, but Atma's Impaler doesn't provide as much desence as Randuin's Omen, and Randuin's also has the hefty ability of slowing nearby opponents, a reduction in cooldown and extra health regeneration.
PS: thanks for the feedback, you've spotted out some very interesting points!
Time to make the situational thing.
I see what you're trying to do, and I'm going to give it a try, but I have a few things about your build I disagree with. Firstly, the utility tree. Why have you got it at all? I understand you want the buffs and stuff, but wouldn't it be better to give the buffs to carries/casters? I just feel it would be better in the offense of defense tree.
Nextly, I don't agree with the boots. I get you want spell pierce, but I still get the feeling it would be more useful for someone like Mundo to get Merc Treads (if for no other reason than the magic resist), Zerkers Greaves or Swift Boots.
For your item sequence I'd suggest switching a few things around. After boots it would be beneficial in the long term to get a heart of gold immediately, as you want that gold per 10 item for as long as possible, then transition to Atmogs (Warmogs+Atmas). Getting that damage early is pretty important for someone like Mundo. However, that's a personal preference and its up to you on how you want to play Mundo.
Personally, I really really like the concept, but I'll give it a couple of games before I give thumbs up or down.