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Dr. Mundo Build Guide by Federals1

Top [14.23] Challenger Dr. Mundo Top Guide

Top [14.23] Challenger Dr. Mundo Top Guide

Updated on November 20, 2024
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League of Legends Build Guide Author Federals1 Build Guide By Federals1 10 0 36,012 Views 0 Comments
10 0 36,012 Views 0 Comments League of Legends Build Guide Author Federals1 Dr. Mundo Build Guide By Federals1 Updated on November 20, 2024
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Runes: STANDARD

1 2 3
Resolve
Grasp of the Undying
Demolish
Second Wind
Overgrowth

Inspiration
Magical Footwear
Approach Velocity
Bonus:

+10% Attack Speed
+10-180 Bonus Health
+10-180 Bonus Health

Spells:

1 2
STANDARD (1)
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[14.23] Challenger Dr. Mundo Top Guide

By Federals1
ABOUT ME/ FUTURE GUIDES

ABOUT ME


On League I go by Federals1, and since 2018 I have hit challenger with at least 900 lp every single season.



I have also hit Challenger on EUW



I was also the number 1 Darius in the world in season 9.



Over the years have gotten top 10/5 on Volibear, Dr. Mundo, Sett, Garen, Malphite, Olaf, Aatrox and Mordekaiser. Most of the time I will play on my main account, so you can check out what I do there.

I will be livestreaming almost every single day for at least 8-10 hours (unless something comes up and I need to leave) at https://www.twitch.tv/federals123 , so if you want to check it out and see how it's going be sure to tune in! I will be answering any questions and trying to give my thought process while playing, giving general tips and such. I hope if you end up checking it you will enjoy your time.

I am going to start streaming at around 11 AM CEST and ending the stream at 7-9 PM CEST. There will be times when I will start/end the stream sooner/later but this is the general schedule you can expect.


FUTURE GUIDES


I will be making more guides in the future, some already being in the works. My goal is to make a guide for every single champion I am extremely confident with, and ones I've been playing for a very long time where I have unique insights to share.
I am currently working on multiple guides but I cannot give an exact date when they will be out. I will post them gradually as I finish them, so if you want to see when they are out for a new champion you can follow and be up to date. To make sure they are done quicker not all of them will them will have a matchup spreadsheet at the start, that alone takes me a week by itself, it's massive.
TIP BEFORE LANE STARTS
While you wait in the loading screen, or even before minions spawn, go on an external website and check what runes your opponent has. I use op. gg or u. gg, but any website that show runes in full works. You will be able to see exactly what your opponent's runes are, and it can play a big part in your very first trade and knowing exactly how you might want to play out the first few waves. Here's an example: you see the enemy has Resolve secondary. It's extremely important to see what he has in Resolve. You can check and let's say they have Bone Plating and Overgrowth. Now you know you should play out your first trade a bit differently, trying to proc down Bone Plating first, or knowing that if you go for a trade he has that extra block power. This is something you should look to do every single game to gain an advantage.
MATCHUP SPREADSHEET
https://docs.google.com/spreadsheets/d/1Z9DGU9wMKzOz34syRO-1a8ie9ABzJVmi6jevwvUEcqY/edit?usp=sharing

Here you will find every single champion matchup in the entire game and the way I tend to play them most often.
EARLY GAME
Dr. Mundo's early game is absolutely horrible, you basically have no power to fight most champions. What you actually want to do is just poke them down with your Q and E . Your E poke is more reliable than your Q one because it goes through minions, but you want to use both to just get them as low as you can, and only after they are low can you go in to kill. You also want to use your W to block out high damaging abilities/ combos, so that would be something like Sett W , Volibear E , Gwen fully stacked Q , etc. Since your W stores 80-95% of the damage you take for the first 0.75 seconds it means you can actually eat up a lot of key abilities and walk them off for the most part, but when your W is down you cannot really take them.

You don't look for fights in the river with your jungler or look to invade, your entire game plan is to scale up, so much so that when you hit level 6 you use your ultimate to regen your health, and not in the middle of combat to also use up the speed and small amount of extra AD you get. Once you get to around level 8/9 that is actually when you can start looking for longer fights and trying to win out duels more consitently and not having to perma poke the enemy first.

It goes without saying but, if you get hard counterpicked you're not a champion, you're basically just a minion. If you fight someone like Irelia or Illaoi your entire goal changes from trying to scale up, to just trying to not die 50 times because of how hard you're gonna get anihilated. On the opposite end, if you fight a champion who is not super strong early on and who cannot stop your scaling reliably like Malphite, you can scale up very easily and get to your mid and late game powerspikes.
MID GAME
Once you get to this part of the game it is much better for you. Once you get your rank 2 ultimate you are now an actual threat. You can look to fight a lot more champions, tank more, and be an actual threat, in both the 1v1 and teamfights.

That being said, if you happen to fight % health damage champions like Fiora, Sett, Gwen, etc. they will still very much melt you and even some non top lane champions like Kai'Sa, Kog'Maw, Brand or any % health damage dealer will murder your health most of the time.

If your enemy laner has better split push power than you, like a Tryndamere or Fiora, you have 2 options: either go and force a 4v5 teamfights, or match them in the side lane. Dr. Mundo can wave clear quite well due to his E , so he can actually stonewall a lot of split pushers in the side lane.
If the enemy has better teamfighting but is noticably weaker on side lane like Malphite or Ornn, your best bet is to just keep forcing that person to answer you in the side lane, and if they cannot clear the waves quick enough you can just destroy turrets. If it is a cannon wave you can guaranteed get a Demolish proc on the turret and anihilate its health.
LATE GAME
This is Dr. Mundo's peak in power. Once you gain your rank 3 ultimate it is go time all the way. You will regenerate like crazy, and if you have items like Titanic Hydra or Overlord's Bloodmail you will deal a TON of damage. You can straight up walk into 5 people and rush for the carry, and the enemy team will need to all focus you down, or else they might risk you unironically 3 tapping their main dps.

But like before, % health damage is still your biggest enemy, and now it might be worse than ever in terms of how quick you die from it. If you play vs Gwen she will still destroy your health, same for a full build Kai'Sa, or Brand, or Twitch, Kog'Maw, Fiora, almost any and all % health damage will make you go from unkillable raidboss, to dying before even half your ult is done.

If the enemy team has no % health damage, then you can just perma force a 5v5 and run them down extremely hard, because they will need to use everything they have on you, and even that might not be enough.
ABILITY TIPS AND TRICKS

GOES WHERE HE PLEASES (P)




Once you hit level 15 you can have your passive be on you at all times. The cooldown gets to 15 seconds, and when you pick up the canister your reduce 15 seconds, so as long as you constantly pick it up you are cc immune. In the early game do not go for it if it falls close to your opponent, you might take more damage than you end up healing. You can also bait the enemy into a Q hit by pretending to walk up to get it and then as they get close to stop you, walk back and throw your Q .

INFECTED BONESAW (Q)




Not a whole lot to say here, just a few interactions to point out. If you have healing reduction you, the Q heal will be reduced, so even if you hit a champion with it you will not gain as much health. On the opposite end, if you have an item like Spirit Visage the heal will increase, so if you hit a champion you will actually gain a bit of extra health from it. Keep in mind that in the early game the health cost can be quite taxing, so try not to perma spam it if you know you are probably not gonna hit the enemy champion, and do not use it when you are super low health or you might die from it. Even if it can't reduce you below 1 health, if you have an Ignite ticking you down, or Darius bleed , or any dot, you will just die from that after.

HEART ZAPPER (W)




The first 0.75 seconds store 80-95% of the damage you take, so try to time your W for a big burst ability or combo, like Sett W , Darius ultimate , Gwen full stacks Q , Jax Q +E +W combo, etc. Another thing to note here is that if you have items that increase your heal power, like Spirit Visage, it increases the hp you gain. So if Darius uses ultimate on you and you time your W well, when you recast it his ultimate will actually heal you. It's good to just keep in mind. Another cool thing to know is that if you manually recast the ability it counts for activating Sheen, but this is barely ever gonna come in handy in game.

IMORTANT DETAIL: If you are low health and have grey health stored from your W and want to ult , ACTIVATE YOUR ULTIMATE FIRST AND THEN POP W. This is because Dr. Mundo's ultimate gives him extra health based on his missing hp , so by being lower health when you use it, you gain more health, so if you W first and then ult you will gain less health.

BLUNT FORCE TRAUMA (E)




This will reset your auto attack timer, so make sure you always auto attack first and then use E to get a bit more damage. In lane this is a great poke tool as the passthrough damage doesn't stop on minions, so you can poke through the wave. Another thing that I like to do in a 1v1 is if I don't have Titanic Hydra and I am fighting in a wave I will actually use my E on a minion. The reason being that you will still do some damage with your E to the champion, but it can also possibly clear out some minions so you have an easier time lining up a Q hit.

MAXIMUM DOSAGE (R)




This is the ability that makes Dr. Mundo a very hard late game scaler. His rank 3 ultimate buffs up his healing even more by giving him an extra effect that makes it to where if enemy champions are near him he will increase the healing and missing hp he gets. In the early game however, you are not gonna feel any healing, especially the rank 1 ultimate . If you are low at level 6 you might as well just use it to heal up a bit, it really isn't a combat ultimate at rank 1. Once you hit level 11 you actually don't want to use it like that anymore, but until that point you can just use it to sustain yourself in lane. Also, Spirit Visage does amplify the healing on his ult , but if you hover over the item it will show that it doesn't but it actually does, it's just an odd bug.
ALL FINAL ITEMS EXPLAINED
Heartsteel: This is Dr. Mundo's most bought item by far. It has incredible synergy with him. The infinite health is really good, plus the actual damage when you pop it can be felt very nicely later on into the game onto squishy champions. Unless you are extremely starved of recources you should buy this item always.

Warmog's Armor: I know a lot of people buy this item on Dr. Mundo, but in my opinion it is extremely overrated. Sure, it's very good for lane, but it means you're usually locked into buying Heartsteel right after, and the issue with that is that you don't get the high damage of something like Titanic Hydra in your 2 core, nor do you gain any armor or magic resist, like how you would from Spirit Visage or Thornmail/ Sunfire Aegis. If you are playing vs a Sett and you get these 2 items, you can NEVER teamfight, because he will ult you and will 1 shot your entire team because of how much health you get from those 2 items combined, but you also lose the side lane because he will do like 600 dmg per auto when he has his Q up. It's only really good for the first 14 minutes of the game, and then it starts to fall off significantly, unless you play a playstyle where you walk up to hit the turret with Demolish and then run away. If you are ever going into a teamfight and the enemy has high damage numbers or % health damage you are gonna get popped very easily. That being said, there are lanes where you literally cannot walk up to a minion without losing 50% of your health, so in those it's fine.

Spirit Visage: Extremely good item for Dr. Mundo. It amplifies his healing by a lot. It has been bugged for some time and it doesn't show it increases his ult healing, but it actually does, it just don't say by how much when you hover over the item.

Thornmail: Generally the item you buy if you need heal reduction on Dr. Mundo. Solid item all around.

Chempunk Chainsword: You onlt take this in specific matchups where you buy Executioner's Calling because you actually need to apply the debuff yourself with attack and getting attack won't really happen, like vs Vladimir.

Mortal Reminder: If you want offensive heal reduction usually it's Chainsword , but the pen feels nice in some cases and you have a 25% chance to utterly explode any squishy out of orbit.

Sunfire Cape: Good item overall for Dr. Mundo. The burn damage is actually good in the 1v1 and it provided okay wave clear.

Titanic Hydra: The best damage item for Dr. Mundo, the auto attack reset increases your damage by an insane amount and the AOE on it ensures you can clear up any minions in the 1v1, so you can have a much easier time hitting your Q .

Overlord's Bloodmail: This item will give high damage to Dr. Mundo, but if you do not have Titanic Hydra, but that first and then Bloodmail . There is a specific section in the guide that showcases why you should always do it this way.

Sterak's Gage: Extremely underrated item for Dr. Mundo. The shield even at 3 items gets to be MASSIVE. You can get well over 5 THOUSAND shielding on it at full build. It also makes it to where you can hold off on your ult until you see your Sterak's proc, so you can actually get low and get more value from your ultimate , and you don't have to be afraid of getting instantly burst down before you get the ult off.

Jak'Sho, The Protean: Very good item to take on your 4th or 5th item slot, it will increase your armor and magic resist by quite a lot.

Kaenic Rookern: This is the best magic resist item in the entire game, and it's even better for Dr. Mundo. Due to the massive amount of health you get on Dr. Mundo, the shield provided will be probably 1 thousand health or more, and if you also have Spirit Visage the shield gets even bigger.

Randuin's Omen: Very good item into champs that buy a lot of crit like Yone, Caitlyn, Tryndamere etc.

Unending Despair: Due to the fact that Dr. Mundo gains a bunch of health, the healing the item provides also increases by quite a bit. That being said, it's much more situational that you might expect, but can be very good if you just need to be a big meat shield for your team.

Frozen Heart: Even though it gives mana this item can be bought into comps with champions that auto attack a bunch. Sure, you don't use the mana, but the Attack Speed slow effect is very good.

Knight's Vow: This item can be done if you are playing a matchup that destroys you in lane and your gold income is lower. You can at least provide more value to one of your carries by eating up damage they take, because you don't provide any cc so you might as well soak up some damage.

Hollow Radiance: Usually you're never taking this, it's a meh item all around, but it can be okay in some specific cases, but very specific cases.

Force of Nature: It's a solid magic resist item, but if you want to defend yourself against AP champions nothing beats Kaenic Rookern. However, if you need more speed then Force of Nature is great on that end.

Abyssal Mask: The shred can be very good for both you and your team. Because Dr. Mundo's Q deals % current health magic damage the shred can make you do quite a bit more damage, but it also helps out any ally who also deals magic damage.

Hullbreaker: I have been taking this item more and more. The turret taking is insane, and it allows you to walk past tanks where they can stonewall you really hard on side lane, such as Ornn or Malphite. It's even better if you also have Titanic Hydra for complete anihilation of turrets.

Death's Dance: As wired as this seems, Death's Dance can be an incredible last item for Mundo. The bleed effect is nuts for him. Because of how much health he will get he can have well over 1.5k damage in bleed on him, and if he gets any takedown, that all heals. On top of that, the item has a bonus AD ratio, and Dr. Mundo gets a ton of AD, so you can end up healing a lot from not just the bleed, but also the actual heal of the item, making him tank up A LOT.
ALWAYS TITANIC HYDRA BEFORE OVERLORD'S BLOODMAIL
The reason you want to always do Titanic Hydra before Overlord's Bloodmail is because Titanic Hydra ALWAYS outdamages Overlord's Bloodmail. I actually made a video to showcase this:

You can see that even at literally full build, having Titanic Hydra is going to give you more dps almost always, you need to get the full value of being low health on Overlord's Bloodmail for it to BARELY deal more damage, and that doesn't account for the fact that Titanic Hydra has an AOE effect and an active that deals even more damage, and that also resets your auto attack timer, enabling you to do even higher damage. Even though it shows you have more AD with Overlord's , Titanic Hydra also has an effect that gives you more damage, just not AD. It makes your basic attacks deal % max health damage, but because Dr. Mundo has no AD scalings and only deals damage through his auto attacks and E , it acts exactly like actually gaining AD.
ALL POSSIBLE RUNES
KEYSTONE RUNES:

Grasp of the Undying: You are running this keystone 99.9% of the timme. It is the most consistent rune for Dr. Mundo. Not much to say about it, it's just the keystone rune that fist him best in almost every situation.

Phase Rush: This is an extremely matchup specific rune. You use it into champions like Tryndamere and Olaf, where if you get slowed by them you just straight up die as you have no way to pry them off you, so you use Phase Rush to run away.

Unsealed Spellbook: This rune is taken into matchups where both Phase Rush and Grasp and unusable, basically when you would get anihilated if you walked up to proc Grasp but also where the speed from Phase Rush doesn't help, so matchups such as Illaoi, Irelia, Varus etc.



RUNE SLOTS:




Triumph: It can be okay to take if you want to, it's actually really good in the late game for the healing.


Legend: Alacrity: You can take either this or Legend: Bloodline.


Legend: Bloodline: Dr. Mundo can actually use the lifesteal rather well due to the high amount of AD he gets.


Last Stand: The best one out of the 3 from its respective space.







Taste of Blood: Decent sustain tool due to the fact that you gain more healing because your E gives you more AD and you can proc it through minions.


Eyeball Collection: Best one from its respective space generally.


Ultimate Hunter: Dr. Mundo needs his ultimate to function later on into the game on every single fight, so the reduction from this helps quite a bit.







Nimbus Cloak: Generally good rune.


Nullifying Orb: Because Dr. Mundo gains a ton of AD it scales decently later on, it's basically a Hexdrinker late game, if not a bit more.


Transcendence: Dr. Mundo likes to gain Ability Haste for his ultimate so this works rather well for that.


Celerity: It buffs up your Phase Rush speed and your ultimate speed, so it can be okay.


Gathering Storm: The only usable rune in its respective slot for Dr. Mundo.







Demolish: Best rune in its slot by far, the push power is massive.


Conditioning: More scaling as you get into the mid game, but the Second Wind healing is usually needed for the laning phase.


Second Wind: Best rune in its respective space for sustaining in the lane. It also heals more when you get Spirit Visage.

Overgrowth: Best rune to take on that slot, the other ones never.







Magical Footwear: Usually you will take this on the secondary rune page, they feel good for Dr. Mundo.


Cash back: When taking Unsealed Spellbook you might take Cash Back over Magical Footwear to try and cheat out as much gold as you can because you're already gonna get destroyed if you need to take Spellbook as your keystone.


Triple Tonic: The extra skill point isn't that great for Dr. Mundo but it can be decent. The second pot is also basically completely useless and it won't allow you to win a 1v1 with the increased AD.


Biscuit Delivery: I actually take this over Triple Tonic because the sustain is actually not horrible, and again, if you are forced to take Unsealed Spellbook your goal is survival at all costs.

Approach Velocity: Best rune for Dr. Mundo in it's respective space, you also generally take it on your secondary runes alongside Magical Footwear.


Cosmic Insight: You take this over Approach Velocity when your keystone rune is Unsealed Spellbook as the lower Teleport cooldown comes in handy very well.
PROS
+Decently safe lane as he can farm from afar with Q
+Good poke due to his Q and E
+Extremely tanky going into the mid game
+Forces enemies to buy heal reduction just for him
+Close to immortal when you get to the late game
+Is a monster at taking down turrets
+Mixed damage that doesn't fully fall off later on
+Can be permanently cc immune late game if the enemies don't walk over his passive canister
+Can soak up a lot of pressure in the late game, you basically need 3/4 people on him at all times to kill him
CONS
-Absolutely no early game pressure, you're never getting priority
-If he gets hard counterpicked he's completely useless and can do close to nothing
-% health damage will always murder him even in the late game, he gets shredded by it
-Has no hard cc, he only has his Q slow
-If he is forced to build full tank he actually doesn't deal an insane amount of damage
-Gets outscaled in some matchups but also doesn't bully them in lane
-Has no peel, if an assassin jumps on a squishy the best he can do is throw a slow
DR. MUNDO VS CAMILLE VIDEO GUIDE
This is a video I made going in depth on the matchup between Dr. Mundo and Camille. In my eyes I am of the opinion that Dr. Mundo actually COUNTERS Camille and not the way around. Hopefully the video does a good job of explaining why I think that is the case and how you can win the matchup more reliably:
OTHER GUIDES
If you liked this guide, perhaps you would like to check out some of my other ones as well. As I make more guides for more champions this list will be updated to contain all of them. Simply click on the words below the champion portrait and it will take you to the respective guide.


Volibear Top Guide




Darius Top Guide




Olaf Top Guide




Garen Top Guide




Mordekaiser Top Guide

UPDATE LOG
Here there will be a list of all the significant changes I am going to make going forward on the guide, so you can look here to see what the newest updates are, or old ones:

Update Log


Patch 14.22
9th November 2024:
- added the link to the matchup spreadsheet as it has been completed
- added Chempunk Chainsword and Mortal Reminder as possible item choices
Patch 14.20
9th October 2024:
- added Mordekaiser to the other guides chapter
Patch 14.19
5th October 2024:
- added other guides chapter
- added table of contents
25th September 2024:
- added some visual flair and coloring to every guide chapter section exept pros and cons, no need for those
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