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Dr. Mundo Build Guide by I Am Goliath


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League of Legends Build Guide Author I Am Goliath

Goliath's guide to Mundo

I Am Goliath Last updated on December 6, 2017
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Cheat Sheet

The Madman Of Zaun

Dr. Mundo Build

Resolve
LoL Path: Resolve
LoL Rune: Grasp of the Undying
Grasp of the Undying
LoL Rune: Unflinching
Unflinching
LoL Rune: Conditioning
Conditioning
LoL Rune: Overgrowth
Overgrowth

Domination
LoL Path: Domination
LoL Rune: Cheap Shot
Cheap Shot
LoL Rune: Ravenous Hunter
Ravenous Hunter
Bonus:

+130 Health

Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
8
10
12
13
Ability Key E
6
11
16
Ability Key R








My other guides:


Hey guys, my name is Goliath. I've played League of Legends since season 2, and have mained top lane and mid lane since season 3. I've been high Diamond in every season since season 4, peaking at Diamond 1. League of Legends has always been the main game that I have stuck with over the years, and is probably the most enjoyable game that I've played.

I've always been drawn to top lane and and mid lane since they're both solo lanes, and have stuck with these two roles as my main roles since season 3. I've previously played for a Challenger team, and have won various online tournaments like Go4LoL in the past, but now I mostly play Solo Queue and focus on climbing and teaching the game in any way as much as I can.

Here is my OP.GG for anyone interested.

If you want to see me play, maybe learn a thing or two, or ask me some questions, you can find my stream here. Stop by some time, I'm always down for giving advice and helping you improve.

If live streams aren't up you alley, you can also check out my YouTube channel here, where I'm going to start uploading informative videos, as well as stream and gameplay highlights.

If you want more general info, like when I upload, or update, a guide, then you can find my twitter here.

If I'm offline on twitch but you still want some pointers or just wanna chill, then feel free to join my discord server and hit me up.



Why Dr.Mundo?


If you enjoy playing hard tank champions, or just enjoy having the ability to run hog-wild at an enemy champion, then you will enjoy playing Dr.Mundo.

Mundo can be a fun tank as he actually has a very dominant laning phase at level 6. He scales very well into the mid game, and scales decently into the late game. The raw bulk and quickness that Mundo has from Sadism (R) basically allows you to just run at them for the entire fight; His quote "Mundo goes where he pleases" essentially summarizes the champion pretty well.

Another thing to keep in mind when playing Mundo is that you should build full tank every game, as Mundo doesn't actually scale with AP or AD very well; He does get a decent AD boost from Masochism (E) however, so you will be building completely full tank every game.


TL;DR: If you like being able to abuse the heck out of the opposing lane and just run into the enemy full-bore, or if you just have a thing for S&M, then you'll like Dr.Mundo.

Pros



+ good laning phase.
+ good damage.
+ auto reset built in.
+ good mid game.
+ insane health regen.
+ perma slow if you hit Q's.
+ decent mobility in ult.
+ good tenacity.



Cons




- abilities cost health.
- bad engage.
- squishy for first few levels.
- falls off a bit in late game.
- only CC is a skillshot.









In my opinion Mundo's pros definitely outweigh the cons. His abilities draining your health is only an issue early game; but be aware this will make him pretty squishy early on, especially if you miss your Infected Cleaver (Q). After that though, his only real cons are his engage, and that he kinda falls off late game. The engage issues really do suck, and a huge con as a tank, as most tanks have great engage. He does make up for it in other ways though, such as having a really good laning phase. The reason he falls off late game pretty much stems from the fact that he doesn't have good engage, so you'll probably have to just run at them. He shouldn't be squishy at this point though, and there are going to be late games where you dominate just by simply running them down, so don't be afraid to just go at them. Also keep in mind that Mundo can be very hard to kill during the late game if Sadism (R) is active, even if they have grievous wounds. I'd say his biggest pro is the fact that he is seriously strong in lane. After level 6 you'll have a ton of kill pressure, just make sure you hit an Infected Cleaver (Q) or two before going in and it should be smooth sailing.

- PREFACE -

I'm still testing the different rune combinations, so a few little things might change, but I am getting close to what I believe is some-what optimal.






- Resolve -






Every 4 seconds in combat, your next basic attack on a champion will:
- Deal bonus damage equal to 4% of your max health
- Heal you for 2% of your max health
- Permanently increases your health by 5.

Ranged Champions: Damage and healing are halved and gain 2 permanent health instead.



This keystone seems quite good on Dr. Mundo in pretty much every way. The bonus magic damage you do is equal to 4% of your maximum health, which tends to be quite a bit later in the game. It also heals you for 2% of your maximum health, and if that wasn't enough it gives you 5 permanent HP every time it procs, which might not seem like much but it definitely adds up, and every bit of HP helps on Dr. Mundo. Make sure you're really taking advantage of this mastery in the late game because 4% of your maximum health is going to be a nice extra chunk of damage.




After casting a Summoner Spell, gain 15% Tenacity and Slow Resistance for 10 seconds. Additionally, gain 10% Tenacity and Slow Resistance for each Summoner Spell on cooldown.



This mastery is really useful when playing Dr. Mundo since you just run at them late game and usually struggle with being kited or CC'd. To make it simple, after you cast a summoner spell you'll gain tenacity and slow resistance; this is obviously really good if you're Flashing onto their back line or trying to chase someone down for a kill in a team fight. Not only that, but this can also be used with Teleport since you gain the tenacity and slow resistance for 10 seconds. Another amazing thing about this mastery is the fact that it gives 10% slow resistance and tenacity for each summoner spell on cool down, which is actually pretty insane. This is especially nice because it makes it to where this rune is not only useful for when you use spells, but also handy when your summoner spells are on cooldown.




After 10 minutes gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resistance by 5%.



I really like this rune and as of right now, and I think it's really good on Dr. Mundo. Since when playing Mundo you build full tank, you're going to benefit tremendously from the 5% bonus armor and magic resist. You're sacrificing a little bit of flat armor in the early levels, but I think the trade off is worth it since we're just trying to be unkillable mid to late game.




Permanently gain 0.2% maximum health for every 8 monsters or enemy minions that die near you.



Overgrowth is just a really solid rune on Dr. Mundo since we're trying to get as much maximum HP as possible.







- Domination -







Damaging champions with impaired movement or actions deals 12-30 bonus true damage (based on level).

Cooldown: 4 seconds.

Activates on damage occurring after the impairment.



This rune is really useful on Dr. Mundo since his Infected Cleaver(Q) slows enemies; so basically, if you hurt them after the Infected Cleaver(Q) then they're going to take a decent chunk of true damage. This is super good in my experience because late game your Infected Cleaver(Q) has such a low cooldown you can basically stick onto somebody and keep them slowed the entire time. This basically just adds some true damage to your kit which is really nice. Another thing to mention with this rune is the movement impairment doesn't have to come from you, so as long as they're impaired you will do the true damage to them.




Heal for 2.5% (+ 2.5% per Bounty Hunter stack) of the damage dealt by your abilities.

Earn a Bounty Hunter stack the first time you get a takedown on each enemy champion.

Healing reduced to one third on Area of Effect abilities.



Since your abilties hurt you a bit, taking this rune makes them heal you a bit, so overall you're losing less health. Also, every time you get a unique takedown (your first kill on an enemy champion), you get an extra Bounty Hunter stack, which grants another 2.5% healing; so basically, you can get up to 5 stacks per game, not including the base stack you start out with, which adds up to healing 15% of the damage dealt by your abilities.






Flash / Ghost: Personally, I take flash on Mundo because I like this summoner spell, especially in top lane, as it's very useful to dip out if you get ganked. I also think Ghost is viable on Mundo, since he has so much tenacity and slow resistance you can just run at them even faster, so it's really up to you.


Teleport: Teleport is a must have on most top laners, and same goes with Mundo. Mundo has decent splitpush and waveclear with Burning Agony (W), and is pretty good at dueling 1v1, so you definitely want to take Teleport to be able to join any fights.




Adrenaline Rush

Range: N/A
Cooldown: N/A
Cost: N/A

Dr. Mundo regenerates 0.3% of his max health each second.










It's passive healing, I don't think you really need a video to imagine that :P









Adrenaline Rush: Mundo's passive is pretty straight forward, he regains a bit of his max HP every second. This ability is obviously pretty weak early on, but is insane mid to late game just because of how much HP you end up regen-ing. Stuff like Spirit Visage and the mastery Runic Armor are also going to help this. This ability is pretty much why you try to make all of your items you build give some HP.




Infected Cleaver

Range: 1000
Cooldown: 4
Cost: 50 / 60 / 70 / 80 / 90

Dr. Mundo hurls his cleaver in a line to damage a single enemy, dealing magic damage equal to 15 / 17.5 / 20 / 22.5 / 25 % of the enemy's current health (minimum 80 / 130 / 180 / 230 / 280 damage, maximum 300 / 350 / 400 / 450 / 500 damage to monsters) and slowing them by 40% for 2 seconds. If Infected Cleaver hits a target, it refunds 50% of the cost. If it delivers the killing blow, it refunds the entire cost instead.





Infected Cleaver: This can be a very strong ability since it does damage based on their current health. Keep in mind that this ability is a skillshot, but it is fairly easy to hit since it travels pretty quickly. You're going to want to try to hit as many as these as you can in lane, as the damage will add up pretty quickly. Hitting them will be crucial early on, because if you hit them then half of the HP cost is refunded to you.

This ability can also be nice if you're losing lane, or want to play passively. You can last hit with your cleaver and it will refund full HP cost assuming you kill the minion with it. Later on this ability can basically be a perma slow if you keep landing it, and you can just chase down a squishy target easily if you land one and start chaining them.




Burning Agony

Range: 175
Cooldown: 4
Cost: 10 / 15 / 20 / 25 / 30

Toggle: Dr. Mundo drains his health every half second to activate Burning Agony.

While activated, it will deal 40 / 55 / 70 / 85 / 100 (+20% of ability power) magic damage per second to nearby enemies and reducing the duration of crowd control effects used on Dr. Mundo by 10 / 15 / 20 / 25 / 30%.





Burning Agony: This is an awesome ability for a tank in my opinion. I like to think of it pretty much as a built in Sunfire Cape, even at rank one. You should be careful with this ability early on when you don't have much HP regen though, as it ticks you for damage each second, but if you have Sadism (R) activated, then you should be able to just throw it on while chasing someone down.

Another awesome thing about this ability is that it gives you crowd control reduction, so it is very important to try to keep this ability on during a team fight when you're charging somebody. Once you have Sunfire Cape and this ability, you'll have an insane amount of passive damage, while you're slapping em in the face, and also chucking Infected Cleaver (Q) at them in between. You'll be very surprised by the damage especially on squishies, so keep an eye out for when it could be useful.




Masochism

Range: N/A
Cooldown: 7 / 6
Cost: 25 / 35 / 45 / 55 / 65

Passive: Taking magic damage or paying a health cost increases Dr. Mundo's magic resistance by 2% (stacks up to 3 / 6 / 9 / 12 / 15 times).

Active: Dr. Mundo's physical damage is increased by 30 / 50 / 70 / 90 / 110 for 5 seconds. He also deals an additional 0.2 / 0.4 / 0.6 / 0.8 / 1 damage for every 1% of Health he is missing and gains 25 range on his next basic attack, which deals 3 / 3.5 / 4 / 4.5 / 5% of his maximum Health as bonus physical damage.





Masochism: This ability is actually very useful, it's a huge attack damage steroid which is what can make him pretty strong in duels. This ability can also be used as an auto reset, so make sure you auto before you activate it to get that double attack. It deals bonus physical damage based on your max health on the first hit, and then increases your attack damage based on your missing HP, which basically just means you get a ton of attack damage for free over the duration.

This ability also has a nice little passive on it that gives him bonus magic resist whenever you take magic damage, or use a health damaging ability, which is pretty neat. You pretty much always want to be using this ability whenever you can stick on a target since it just makes your autos stronger.




Sadism

Range: N/A
Cooldown: 100 / 85 / 70
Cost: 20

Dr. Mundo regenerates 40 / 50 / 60 % of his max Health over 12 seconds. Additionally, he gains 15 / 25 / 35 % movement speed for the duration.





Sadism: This is such a simple but fun ability to use. You just regain a % of your max hp, and get a lot of bonus movement speed, which is very much needed on Mundo since you want to be within melee distance of people. This can end up healing a lot of HP, and since it lasts 12 seconds, you get the movement speed buff for a while. This ability becomes insane once you get Spirit Visage since that will buff its healing effects.

Keep in mind this ability takes 20% current health to use, so you want to try to use it when you're pretty low hp, but it can also be used if you just want to run at a champion and you think you can kill them with the movement speed buff. It can also be used in a pinch to get out of a bad gank.



Ability Sequence





> > >

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Q
E
Q
W
Q
R
Q
E
Q
E
R
E
E
W
W
R
W
W


- Starting build -
- Core Items -


- Full Build -








Doran's shield




Boots of Speed

I always start this, as there aren't any other very good starts at all on Mundo in my opinion. Doran's gives him that little bit of sustain early, allowing you to throw Infected Cleaver (Q) in lane early on without worrying too much.

I usually stick with regular boots until I finish Sunfire Cape, unless I really need Ninja Tabis in lane.











Sunfire cape




Spirit Visage

Always my first full item unless you're against AP in lane. It gives armor and hp, which are two nice stats on him, but I mainly take it since it does some passive damage. When this stacks with Burning Agony (W) it effectively works like two sunfire capes.
This can be an insane item on Mundo. This is going to give you a lot more HP regen overall, and makes Sadism (R) heal a ton more. Seriously, you're going to want this item every game just because of how much extra HP it makes you regen with, and without, Sadism (R) active.




OR


Ninja Tabi / Merc's Treads




Warmog's armor

Personally I prefer merc treads on Mundo, mainly because you want as much tenacity as you can get since you're going to be running at them and not getting CC'd. Although, you can go tabi's if they have a lot of AD or if they have an adc that AA's for their damage.
At this point you already have enough resistances from Sunfire Cape and Spirit Visage that you can just get more flat HP to give you more regen and survivability. This will also give you regen outside of fights, which can be surprisingly useful.







Dead Man's Plate




Thornmail

You can optionally go for this before warmogs if they have heavy AD and you want some more armor. This item will also give a little bit of movement speed, and a tiny bit of bonus damage on your first hit at 100 stacks. This can be a pretty useful item on Mundo since it gives both HP and armor.
Thornmail gives HP, so it is pretty good on Mundo. You can also go for this item after boots if they're heavy attack damage or have auto attack based ADC.




Laning phase with Mundo is really fun. You're going to want to try to play safe and just hit them with Infected Cleaver (Q) until level 6. You can also trade with Masochism (E) when you can. You're going to be pretty weak levels 1-6 since your abilities hurt you and you don't have any hp items yet. This can make it kind of hard to keep Burning Agony (W) on, but once you get Sadism (R) you should have kill pressure against most champions. Just try to hit a few Infected Cleavers (Q) before you all in them, and then just train them down.

If you're struggling in the lane then you can always farm with your Infected Cleaver (Q), and wait until you get items. Once you have a Sunfire Cape the lane becomes really fun; You'll have a bunch of damage, and can actually tank a bit while still using your abilities that hurt you. Remember to use Masochism (E) as an auto reset when you're trading or dueling your lane opponent.

You're definitely pretty vulnerable to ganks as Mundo; especially before level 6. You don't really have any mobility, so make sure you're warding up whenever you get the chance to. If you do get ganked then just throw Infected Cleaver (Q) at one of the targets, and try to run because that's all you really can do. Once you have Sunfire Cape you might be able to 1v2, as Mundo can do a little bit of burst damage if you hit everything and auto reset correctly.

Team fighting with Mundo is kind of different from most tank champions, as he doesn't really have any peel. In my experience his job is to basically just to run in and try to soak as much damage as he can for your team while being annoying to deal with for their back line.

Sadism (R) and Burning Agony (W) should allow you to be a huge annoyance that can run all over their back line. Just pay close attention to your team and make sure that they aren't too far while you're doing this. You don't just want to run in and die for free. You'll want to be distracting their carries while your team can get into the fight and wreck them. It's very important that you keep Burning Agony (W) on in team fights, since it is some area of effect damage but also so you can reduce a lot of their crowd control on you.

Dr.Mundo, in my opinion, is a very unique champion. In a way, he's a very simple character to learn since he kind of just has one job; Run at them and soak damage while dishing out a decent amount of damage. However, he is also unique in the sense that not a lot of tanky heros have the same playstyle as him. He builds like a hard-tank champion, but at the same time, does a bunch of damage and just runs on their backlines. This is typically the opposite of what tanks do, which I find kinda funny and unique.

If you're looking for a tank hero to try out, but want more damage, then I would give Mundo a shot; He's honestly pretty fun to play and doesn't even feel like most tanks even though he still is one. The only big negative thing I can really say about him is that his lack of CC can be frustrating at times, and can make it hard to close out games, but overall I do think that he's pretty fun, and definitely worth a try.



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