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Recommended Items
Spells:
Teleport
Smite
Items
Ability Order
Goes Where He Pleases (PASSIVE)
Dr. Mundo Passive Ability
Introduction

This is aiming to be a precise, short, straight to the essential guide. I will not discuss every single item and invocator spell of the game. I will instead focus on pertinence, and mention only what I consider you need to know about.
I will explain why I build him this way with reasoning that go beyond comparing power of individual items. I weight an item power with how much it costs, how it synergizes with the rest of the build and at what time of the game it's bought.
But a guide is not just an item order. I will also give you as much short advices as possible so you can not only take the advantage and snowball, but also recover from a bad start as the awesome Mundo, the jungler that goes where he pleases.
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As you can see, we already have quite high natural dps, we have an ult and passive that both scales with resilience, so logically we are going to build our items around this strength and focus on being as tanky as possible.
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Pros :
+ Awesome clear time + High dps without any item + Good mobility and harass |
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Cons :
![]() ![]() - Mediocre gank potential - Not great snowball - It's your fault if people loose their lanes ! FACT |
Mundo is good 1 on 1, and can chase opponents easily. However against careful opponents he is not so good at getting kills. He is top hero on getting control on team objectives, helping your team push, and he is handy in teamfights. Because he doesn't snowball, it's often best to leave your teammates last hit when you gank and leave their farm alone.
Armor a must as jungler/tank, then we take MR runes. They are better scaled because we won't fight casters early on.





A rank:



B rank:


In green parenthesis the estimated amount of health the resilience runes should save you before 1st recall, estimated with a recall at 3:15. As you can see health regen is a clear winner in this category, but other quints provide useful bonuses you may prefer.
Masteries : 21 in defense is a must as Jungle Mundo. There is a GAP in jungling sustain between playing 21 defense and not playing it. The points in perseverance can just as well go in





The 9 remaining points go in utility. Although we benefit for some extra dps, I like to play with a teleport that benefit from this tree as well as getting extra move speed, buff duration, and invocator spells CDR.
Invocator spells : This is something interesting. While you really can't be wrong with





My personal choice is


The starter is a standard


Next, get


The early core is finished with

Helped by
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Think about it this way : what does it have more than the



The



Next there is several good choices.
- Usually, if no one else does it, the
Runic Bulwark is a great finisher to the tank set. The dual resistances are high and the aura pleases your allies. The item alone is winning teamfights.
Spirit Visage gives Magic resist we don't previously had. Passives are also handy. Unless I face heavy AP team, I don't consider it tanky enough for it's price, however.
Randuin's Omen is a good counter to AD champions and provide initiation power if your team lack some.
- You can delay any of these items in favor of
Avarice Blade if you are doing well and are confident you won't die. This will boost your late game power.
Somewhen, think about enchanting boots. The best choice is probably

Late game, we can focus on boosting dps. We are a low value target compared to an AD carry, and we can count on the tankiness to eat most punishment. Since we have

Atma's Impaler You gain 45% dps on autoattacks with
Blunt Force Trauma and 45 bonus armor
Wit's End Gain roughly 60% dps on autoattacks and 20-40 magic resist
Zephyr is the most expensive but provides the most utility. Grants roughly 55% dps on autoattacks, as well as good move speed, cdr, and tenacity.
Phantom Dancer for the ultimate dps gain, 82% with some bonus mobility.
Note that





If you feel like an object have been forgotten, that may give an advantage on a given situation, feel free to talk about it in comments.




After level 6, and unlike other champions, jungle Mundo have no main skill that is important to max first, all skills fills different needs and scale more or less equally. Grab levels of what you like when you like. My personal preference is to level all skills at about the same rate.


At 1:40 start farming the wraith camp. Allies may give 1 or 2 hits to help you but they must not pull them and not kill them. With burning agony this should take you at most 200 hp. Head to red at 1:55, and ask help from allies. You may success without it but you will have a much better start with a bit of help. Drink potions as early as possible and last hit with



Alternative start, if the opponent jungler runs on blue, do THEIR red instead. Safer if you don't do wraiths. Then back to your jungle, do your wolves, wraith, golems if healthy enough, recall to get hp pots and wards, head blue. You took a big gold and xp advantage on them, gg wp.
Keep in mind all timers of the buffs, the drake and baron whenever you've done them. Buffs spawn every 5 min, drake 6 min and baron 7. If you begin your route before the spawn and be there a bit before spawn or just on time, you give yourself increased chances to secure it. This is how you are making sure your buffs don't get stolen, and is complementary with ward coverage.
You can also try to steal your opponent's main buff at around 7:05. Try to get a ward here a bit before, rush in or teleport if the opportunity is good. Repeat your steal every time it's working, don't forget to secure your buffs after that. If you do so the opponent jungler will be slower in his jungle, underfarmed and will be unaware of repop timers. Taking an opponent main buff is doing the job in terms of denying him, and can almost be compared to taking a kill on him.
Spam those little thingys a bit all around to see what happens. You have no idea how wards can shape teamfights and decide winners, saves lives, give opportunity kills etc. you can ward close to every bush of the damn game for the sake of it. Check this for screenshots. Cover several paths !
I don't intend to do a full guide on warding, I spam them more than I think much about their purpose except when we baron (I always ward when we baron, we can't afford to be engaged unprepared). I just wanted to tell you to WARD.

These are some tough skins that have stong cc and/or initiate but low damage output. They rely on being tanky and helping the dps of their team to score kills.
Although their damage should never be underestimated, they are not the best duelists. Stealing from their jungle is a good idea, because they should not be able to pin you down 1 on 1 if they surprise you nomnoming their jungle. It's a totally different story 2 on 1, however, so always make sure you can escape fast and their allies are not missing.
Special note about

These ones are more offensives, they have decent fighting abilities that they are able to scale up, but in return have lesser cc and initiation power. Although they can scale decently, they are not prime target and can't carry the game unless they are really really fed. Don't focus, but try to fight and slow occasionally.
They are generally looking for kills because they scale well and can snowball. They can replace the AD carry if he is failing. Their weakness is generally in their clear speed/sustain or in kiting vulnerability. Counter them early and keep them behind by kiting/fighting them often. If they are denied or simply don't kill much, switch focus to laners.
This is more or less the same thing, except these ones have enhanced mobility and will in general build a little less tanky. Against them, make sure you never wander at low health. In general if you are built they will not focus you, and you will not be able to chase them to death very often. Consider sitting your laners, that may help to counter their gank game.
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