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Spells:
Flash
Teleport
Ability Order
Goes Where He Pleases (PASSIVE)
Dr. Mundo Passive Ability
Intro and Pros / Cons
I generally play
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Pros:
-Lots of HP and HP Regen
-Can tank just about the entire enemy team
-Super Tank
Cons:
-Very long to build
-Not that much damage output.
-
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Tier 1:
We pick up
Resistance
and
Hardiness
because you are a tank. The more damage you can shrug off, the better
Tier 2:
We pick up
Durability
because as
Dr. Mundo, the more HP you have, the more effective your
Goes Where He Pleases (Passive) is. And we pick up
Vigor
to give us even more HP Regen
Tier 3:
We pick up
Indomitable
and
Evasion
to shrug off more damage. Two damage and three percent isn't much, but in the long run, it just might save your life. We also pick up
Veteran's Scars
to give us more HP. Remember, as
Dr. Mundo, with more HP comes more HP Regen due to his
Goes Where He Pleases (Passive)
Tier 4:
Now
Siege Commander
is an awesome Mastery! When you are tanking those tower hits for your team, you might need to take the tower down just a little bit quicker than normal, and this mastery will let you do it. While you are around an enemy tower, it's Armor is reduced by 10! That's about 1% extra damage! It's not much, I know, but instead of doing 50 damage, you will now be doing 50.5 damage. Add 10 attacks into that without the mastery, and that's 500 damage. Add in the mastery, and that's 505 damage (This is all scaled down to show the math easily). Now add in all the minions and other champions attacking it too. See how quickly it can add up?
Enlightenment
is quite an awesome Mastery. It gives you 0.45% Cooldown Reduction per level maxing out at 8.1% at level 18. This allows you to spam that
Infected Bonesaw (Q) even more often!
Tier 5:
Honor Guard
allows you to shrug off even more damage. Why wouldn't you grab it?
Mercenary
gives you extra gold per champion kill OR assist. This mastery is probably one of the most overlooked masteries in the game. Why wouldn't you grab it? It allows you to decrease the time it takes to get all of your items
Tier 6:
Juggernaut
is an amazing Mastery on
Dr. Mundo. It gives you 3% increased HP, which in turn, because of your
Goes Where He Pleases (Passive), increases your HP Regen. It also shortens the duration of disables by 10%. Combined with the
Mercury's Treads and
Heart Zapper (W) brings the Crowd Control Reduction up to 80%, but only if it's a stun or slow! Otherwise, it's 45%, sadly, but 45% is still awesome!
We pick up
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Tier 2:
We pick up
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Tier 3:
We pick up
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Tier 4:
Now
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Tier 5:
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Tier 6:
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Runes
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These are odd runes for a tank. I grab these runes for 3 reasons.
1)
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2)
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3)
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All three of them deal Magic damage, therefore, they need the Magic Penetration
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This should be obvious. You're a tank. You need Armor. If you don't have Armor, then how are you supposed to tank those pesky Carries?
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This should be obvious as well. You're a tank. You need Magic Resist. If you don't get Magic Resist, how are you supposed to tank those pesky Magic DPS's (Ex.
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Tanks need HP and as
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My Spells:
Flash:
If you don't understand why we grab
Flash, you shouldn't be on this page at all. If you ever watch the pros play, almost all of them grab
Flash for a reason. It's great in multiple situations. If you are getting chased, you can
Flash over a wall to escape. Or if you are chasing and they
Flash over the wall, you can
Flash over it to chase them down. See why this skill is a must?
Teleport:
Now, I generally pick up
Teleport as my next spell, simply for getting back into lane quickly after leaving the lane to gank, protect another lane, or to buy an item. For late game uses, when there is a fairly big minion push in one lane, and
Teleport isn't on Cooldown, you can go into a bush, and then teleport to that lane so that you can thin out that push. Overall, a great Counter-push/Ganking tool.
Other Spells I Would Use:
Exhaust:
Exhaust applies a 70% Attack Damage and a 35% Magic Damage reduction as well as Move Speed Reduction. Great for getting those kills. It can also be used to run away, while slowing and decreasing their damage. Overall, a great spell.
Ignite:
This Summoner Spell applies a 50% Healing and HP Regen Reduction on the target, and it deals damage, true damage mind you, equal to 25 x your champion level + 125. Early game, I would only use this if you know you are going to get the kill or you could also use it to stop their
Health Potions from healing them at all. The pots get reduced to 50% healing over 10 seconds, and their passive HP Regen is cut by 50%, and then on top of that, they take true damage as well. Not too shabby, eh?
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If you don't understand why we grab
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Now, I generally pick up
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Other Spells I Would Use:
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This Summoner Spell applies a 50% Healing and HP Regen Reduction on the target, and it deals damage, true damage mind you, equal to 25 x your champion level + 125. Early game, I would only use this if you know you are going to get the kill or you could also use it to stop their
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This is probably one of the best passive abilities in the game.
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Now if you ask why we max
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Now you may ask why we don't even touch
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Finally we come to
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When it comes to
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Item Sequence
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Mercury's Treads
1100
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Spirit Visage
2900
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Force of Nature
2800
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Thornmail
2700
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Madred's Bloodrazor
3800
Core Items:
First off, we grab the
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Now you get the
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The
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Now it is time for the
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So, now that you look back at the items, you notice you don't have any Armor. Well, it's time to fix that little problem. Start your
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Situational Items:
Now if you are wondering why to grab the
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If you would rather have even more Armor and Magic Resist, I would go with the
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Note:
Beware of people getting an
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