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Dr. Mundo Build Guide by RedNBlue

Jungle All you need and want* Rednblues S12 Mundo Jungle Handbook

Jungle All you need and want* Rednblues S12 Mundo Jungle Handbook

Updated on November 11, 2022
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League of Legends Build Guide Author RedNBlue Build Guide By RedNBlue 11,560 Views 0 Comments
11,560 Views 0 Comments League of Legends Build Guide Author RedNBlue Dr. Mundo Build Guide By RedNBlue Updated on November 11, 2022
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Runes: Dr. GWHP Runes(Use Most Games)

1 2
Resolve
Grasp of the Undying
Demolish
Second Wind
Overgrowth

Precision
Triumph
Coup de Grace
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist

Spells:

Runes Every game
LoL Summoner Spell: Challenging Smite

Challenging Smite

LoL Summoner Spell: Flash

Flash

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

All you need and want* Rednblues S12 Mundo Jungle Handbook

By RedNBlue
Introduction
Im Rednblue, I am a Jungle main, and I have been doing a lot of Dr. Mundo recently. Mundo has become one of my highest win-rate picks with over 60% winrate in ranked over a course of 30+ games on him.

I am currently an M7 Dr. Mundo and I have come to love the fact that like his passive says, you can "Go where you please" and just trample the enemy team when your fed.

VOTE for this guide

Mundo Early Game
Starting off on Dr. Mundo, you will usually always be starting bottom-side jungle. I would personally never start top side, as I prefer early drakes no matter who I'm playing. Now before all that, you do not need potions, DO NOT BUY POTIONS

Your starting setup should be an Emberknife and a Control Ward. I usually use the ward to set up the drake pit for an early drake, and obviously get rid of enemy vision in the area.

First clear, full clear your camps always unless somehting pops up and its opportune to stop taking the camps and go get a kill or assist. When i first back i prefer to have at least 1 kill, and to have not died. Dr. Mundo's clear is fast enough that you can full clear and only be a few seconds late for the Scuttle .

After the first 15 minutes the game is pretty straightforwards as to what you want to do. You farm whenever there isnt an objective up,kill anybody who does something stupid, and take objectives when they are up. Mundo, with a Bami's Cinder can take a drake solo with a smite or two at levels 5 and 6. Use this to your advantage and don't attract a big crowd to the drake and try not to fight if there is no need to.
Mundo Thought Process
MUNDO REALISM



When playing Dr. Mundo your goal should really be able to go where you please, you should be able to do something stupid and get away with it, obviously without dying. If you are able to get away, your probably winning and you should then continue to group up with your team and run them down, literally just run at them.

Make sure to be doing as much damage as possible with your combos, if you don't pose a threat, you won't be able to peel for your damage for your life. You have to go for their damage or whoever is threatening your damage depending on the game you pick one.

Remember Jungling basics, DONT GANK, go get a kill. Many junglers don't have the right ideas in their mind and when someone says they want a gank, they just go in and try to kill the enemy. Only go in if you can kill them or at least make them use their flash, repeat gank.

When going in for a gank, use your cleaver as much as possible to slow down the enemy. Dont be afraid to use it too much, get the most out of your cooldowns and throw it if you have it, as if you might as well not play Dr. Mundo

List of Drakes You want:
Infernal Drake
Mountain Drake
Cloud Drake
Ocean Drake
Hextech Drake
Chemtech Drake

...when it is put back into the game of course(Chemtech)

Check that out, you want any drake that appears, you want to be the team that gets soul, unless if it comes down to ignoring drake to win the game. Trading objectives is something that you want to do. But another thing that is also good, is just getting all the objectives by forcing the enemy team off objective X by threatening something else more important like maybe their Nexus Crystal and then when they all Recall to go and stop you, you go take the objective and laugh at them.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Mundo Itemization

Mundo Itemization



Dr. Mundo is a tank [1]

Always build a Thornmail [2]

Usually anything that isnt defensive doesnt work [3]
Mundo Runes
For the runes, you always are going to be taking Resolve tree, I prefer the yellow tree for secondary, as I find that it is easier to secure early kills and gold with Coup de Grace and Triumph for sustain and gold. Both granting you that ability to be unkillable in pair with Overgrowth, Grasp of the Undying, and your choice of Second Wind, Bone Plating,or Conditioning. Each one is optional.

And for the rest you can probably assume your not going to be taking Inspiration tree and hopefully not yellow tree primary. Fleet footwork isnt the way, same goes for Predator and Phase Rush, for jungle I prefer to tank more, but if your at risk of heavy kiting even with you hitting cleavers then go for something out of the box.
Jungling Crap

Jungler Objective Basics



As a Jungler you are going to be focusing on one of these four Jungle Institute Activities or JIA - Farming - You try to get as much gold and cs as possible as fast as you can by any means Necessary. Dueling - You track down the enemy teams Jungler to fight them and kill them usually resulting in them not getting their powerspikes and you winning the game by any means necessary. Objective Taking - You take Drakes, the rift heralds, Barons you know which objectives to prioritize in any given situation. Ganking - You keep up in level while helping your team snowball and thrive as efficiently as possible, this is hard for a decent amount of people to do as it takes some experience to know how to be efficient.

Drakes



When it comes to prioritizing Drakes sometimes it can be hard if you aren't experienced but this will help you get a good understanding of which drakes to take and which drakes you CAN give up if needed or if there is a better objective available.

Infernal Drake
The Infernal drake is the one and only drake that is great in any situation no matter the game,Infernal drake gives extra damage that is adaptive so it will change based on your champions damage type. This drake should be a no brainer to take and you should not try to give this up as it is a great powerspike and it will change the course of a game a good deal.

Mountain Drake
The Mountain Drake is a great drake to have when going against a team with a lot of close range bruiser damage dealers, these types of champions will usually take Conqueror or something similar. This is a great drake to have when going against a team with champions like these, Yone, Darius, Sett, Yasuo, Fiora, Yorick, Nasus, ect.

Ocean Drake
The Ocean Drake is a great drake when the enemy team has a strong marksman and/or a longer range mage. What this drake will do is allow you to regenerate health faster from the poke that these types of champions will shoot at you. ultimately allowing you to maintain a good health and be able to Come back and fight without backing. Champions that this is great against are champions that will use Arcane Comet, Summon Aery,ect. Of course Marksman is an obvious role and is very definitive but for the long range mages those would consist of champions like these, Xerath, Zyra, Janna, Lux, ect.

Cloud Drake
The Cloud Drake is a great Drake to have when you have powerful ultimates on your team. Its really simple, champions that have powerful ultimates would be, Shen, Karthus, Xerath, Orianna, ect.

Hextech Drake
The Hextech drake is one of my favorite drakes, especially for soul. Hextech drake grants ability haste, which in turn grants your team more damage as a result of having their abilities up more. Hextech drake is a no-skipper, and reall is the same with all drakes, I as all junglers should, prefer to have all the drakes and get a soul, to end a quick game and force either a surrender, or finishing the opposing team off in whatever way it would have happened before. Now if the Hextech Drake is set to be the soul in your game, or the 3rd drake to appear. The map will grant Hexgates which is a portal that enables you to move to certain locations on the map quicker. You will see them in your games so not much is needed to be said, but the always get soul, no matter the drake.

Other Buffs:

Rift Herald
Rift Herald is a good Epic Monster for pushing lanes and getting tower plating, I would make sure to get the first one pre-14 when tower plating falls.

Baron Nashor
Baron Nashor is a great buff for finishing off the losing enemy team by pushing the waves. You usually take this objective after getting an inhibitor allowing you to super power up your super minions for a strong push.
Closing
Thank you for choosing to read through my Dr. Mundo build, if you made this this far into the build without closing the tab please leave a vote and comment your thoughts. I will continue to update and test out more and more unique builds that you will be able to be the first other than me to use. I am always working to allow you to be as flexible as possible, which helps especially in those really difficult to gain a lead games.

Thank you again, :)
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League of Legends Build Guide Author RedNBlue
RedNBlue Dr. Mundo Guide
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All you need and want* Rednblues S12 Mundo Jungle Handbook

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