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

I take a simple 0/21/9 approach for
Dr. Mundo with a point in
Tenacious
and
Defender
instead of grabbing
Perseverance.
Why?
Simple, you do not reap it's benefits unless you're excruciatingly low ( somewhere around 10% hp). I'd rather take the extra tenacity and resistance that can make the difference.
source:Your text to link here...




Why?
Simple, you do not reap it's benefits unless you're excruciatingly low ( somewhere around 10% hp). I'd rather take the extra tenacity and resistance that can make the difference.
source:Your text to link here...

I always start off with

Core Items

In season 3 this seems to have become a stable in jungling. Your role as a jungler is to roam as much as possible and put pressure on the map. these boots helps with that.

CDR, Health, and cheap. This item is very versatile if your team needs a more supportive jungler then it can become a











Highly Recommended

Stable, nothing much to it other than you cant play



Building armor never hurts (unless of course the other team is all ap).





Ever since the season 3 changes to this item it has been even better for


Supportive



The main purpose of these are if your team needs a more supportive jungler instead of straight up tank.



Situational







This is route I usually take Wraiths>Lizard(smitless if possible)>ancient golem>>gank
otherwise Wraiths>Lizard>golems>wraiths>wolves>ancient golem.
Of course you dont have to follow this path, if you see any of your lanes being extremely pushed against you should consider whether you can help that lane or not.
Since you're jungling you wont receive as much gold as everybody else therefore you should always grab a camp in between each gank. Keeping time of your team's buff's is your job. It isn't too hard: buffs 5mins, drag 6mins, and baron 7mins.
CAUTION: DO NOT ATTEMPT IF UNSURE WHERE JUNGLER IS
High risk, high reward is your mindset here. Depending on what division you're in depends on whether you will need a ward or not (silver 1+). Knowing which buff your opponent start is important because this will determine which one side you will start. If the opponent starts at blue you can start red (ask for a smitless leash and let your team know you're invading(usually your mid would accompany you after you get your buff)) and just walk in, lure the buff into the brush, kill it, and leave.
Buffs appear at 1:55 with this you can estimate when they will roughly finish which tends to be around 2:15ish which you can then time for the next respond 7:15. quite simple eh? Usually I would ward the brush and smite steal it before the jungler gives it to somebody.
Counter jungling doesnt always have to be that complicated. Just taking the big Wraith, Wolf, or Golem is enough. However keep in mind that just taking 1 camp doesnt do much, you have to consistantly keep it up for it to actually have an effect.
High risk, high reward is your mindset here. Depending on what division you're in depends on whether you will need a ward or not (silver 1+). Knowing which buff your opponent start is important because this will determine which one side you will start. If the opponent starts at blue you can start red (ask for a smitless leash and let your team know you're invading(usually your mid would accompany you after you get your buff)) and just walk in, lure the buff into the brush, kill it, and leave.
Buffs appear at 1:55 with this you can estimate when they will roughly finish which tends to be around 2:15ish which you can then time for the next respond 7:15. quite simple eh? Usually I would ward the brush and smite steal it before the jungler gives it to somebody.
Counter jungling doesnt always have to be that complicated. Just taking the big Wraith, Wolf, or Golem is enough. However keep in mind that just taking 1 camp doesnt do much, you have to consistantly keep it up for it to actually have an effect.
Preferably you would want a team that can initiate in other ways besides having you running into the team balls deep(get kited for days). As tanky as
Dr. Mundo can be he cant tank forever. In fights you should always go for their carries. This will force attention and damage onto you and not your team. Although
Dr. Mundo doesnt do a great job at this, if need be, he might have to play the roll of babysitting your own carries, making sure they dont die. Using you
Exhaust offensively to nullify enemy's damage or defensively to protect your carries is also very important, and can lead to a victory or loss.



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