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League of Legends Build Guide Author Rathebone

Jungling with Dr. Mundo FTW

Rathebone Last updated on December 27, 2010
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Top Lane
Ranked #12 in
Top Lane
Win 51%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.


Brute Force
Improved Rally

Offense: 4

Strength of Spirit
Veteran's Scars

Defense: 16

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 10

It is said that the man now known as Dr. Mundo was born in the city of Zaun without any sort of conscience. Instead, he had an unquenchable desire to inflict pain through experimentation. By the time he was five, most of the pets in the neighborhood had gone missing. By his teenage years, his parents were nowhere to be found. By the time he had legally acquired his license to practice medicine, he had been acquitted of 38 charges of murder by the Zaun authorities; the lack of evidence made prosecution impossible. Unfortunately, the city-state of Noxus regards such behavior as a sign of initiative and ambition, rather than inhumanity. Dr. Mundo was recruited to fight for Noxus in the League of Legends. He continues his experiments to this day, even using himself as an experimental subject.

''Beware the Madman of Zaun. In his eyes, you are already dead.''

Welcome to my first guide on this wonderful website.

Mundo is not a tank, for one major, glaringly huge reason. The Doctor can not initiate a team fight. Mundo can run in and bait, but that is purely at the mercy of the other team on whether to bite or not. And this is ignoring how fully tank built Mundo, even if they build mitigation like intelligent little baddies, there is no reason to attack Mundo first, but three screamingly large reasons to not target him till last.

How to solve these problems? Make your Mundo death walking. Mundo sits at an odd place of having good survivability tools while also having large damage potential. Exploit those potentials and force the other team to notice you or pay in swiftly increasing odds against them.

This is a build with Dr. Mundo, where I do pretty well, with this build you are gonna be able to perfectly jungle and gank the enemy lanes easily, and get early kills, so you get feed and be able to buy all your items pretty fast. This is a tank build, which will let you turret dive anybody, because you have ghost and your ultimate which both of them combine grants you a great speed to gank, turret dive anybody or run away from enemies when needed. So I hope you liked the build, and hope you can enjoy it as much as I do with Dr. Mundo.

This is just thought be a jungling guide - there are enough Gameplay guides out there for further assistance.

- 2 solo lanes
- perfect ganker
- once he reahes lv 6 hes the perfect ganker because he has a lot of movement speed (ultimate + ghost)
- nice money farmer
- you keep away buffs from enemies

- if enemies are smart, there gonna target you, so you going to be constantly ganked
- there are faster junglers than Dr. Mundo

Summoner Spells:
Ghost: is great for ensuring that your prey doesn't elude you, I'm talking Master Yi and other annoyingly fast champs .
Flash: I use this on basically every champ as it is offensive and defensive, it allows great maneuverability, I have recently been using Cleanse on Mundo and it works x10 better.
Cleanse: This is amazing, especially in combination with Ghost and it has such a short cooldown.
Ignite: Not something I normally take but if you are going full offensive probably a good idea.
Teleport: This is useful for those harder games when you are under heavy harassment or want to set up ganks in lanes across the map.
Exhaust: Near useless in my opinion but usable. With Ghost/Ult/Boots/Cleaver you should be able to chase anyone down. The reason I say usable is for the "Blind" effect, it helps against heavy physical carries. (Blinded enemies cannot hit you for a certain amount of time with Auto Attacks). This is definitely an early game spell which becomes obsolete the longer a game goes, UNLESS they are a heavy physical team.Smite: I am using it to farm effectively and being able to steal Buffs/Dragon/Nashor
Health: I actually don't recommend this spell, because thanks to Dr. Mundo's you don't have to be healing and constantly recalling.
Clairvoyance: No need (Dr. Mundo doesn't have that kinda long range skills. I mean it's kinda useful to prevent ganks, but I don't use it.
Fortify: It's kinda useful, but I don't recommend it.
Rally: It gives you really good AD for you and your teammates, but no need actually.
Revive: It grants more movement speed, when used and great for reviving yourself to help teammates on team fights, but I don't like using it.

Rune Choices:

You want Survivabilty - thats what makes Mundo strong.
You go for:3x Health Quints Greater Quintessence of Fortitude(optional 1x XP for fast lvl 2 after lizard)9x Armor Pen Marks Greater Mark of Desolation9x Health per level Seals Greater Seal of Vitality9x Cooldown Reduction Glyphs Greater Glyph of Focus


(passive) This combined with Spirit Visage and much Health makes you regain HP in no time. Very good lategame!

(Q) This is your "CC" Spell. You will slow down enemies and hit a good portion of their life. Works very well against Tanks, since it`s dependant on enemies current health.

(W) It also reduces the effect of incoming CC spells...combine it with Mercury Treads and it is almost impossible to stop you! But don`t forget, early on it consumes very much of your health so just use it when you really need it.

(E) This is the perfect skill for jungling and ganking (it gives a lot of extra AD[Attack Damage]) This is such a powerful skill!

R) Your Ultimate, this is what makes Mundo annoying.
This ultimate + Spirit Visage, gives you a great health regeneration, and it's perfect if you getting to harassed, or to gank either to run away from one.

Passive - Adrenaline Rush. This regens .3% of your health per second. As most of the health regen in the game is listed as per 5, this can be a bit underwhelming on first glance, but in conjunction with a high health pool and Spirit Visage, this contributes more than you think.

Q - Infected Cleaver. This skill is Mundo. It hits weak points for massive damage on every throw, has a strong slow effect, and has a tiny cooldown. It's a skillshot, but it's incredibly fast, so once you get used to the hitbox you can pull off some great trick shots between minions and around their hitboxes. It also has the most satisfying sound effect in the game, and renders you easily capable of jungling and soloing things like Dragon when you please.

W - Burning Agony. AoE magic damage, consuming your health while it runs, and lowering the duration of CC. It scales with ability power for unknown reasons. This is the last thing you're going to be dealing with, but once you get it the sudden spike of CC survivability and farming capability are greatly appreciated. Just don't run yourself to death forgetting to toggle it off.

E - Masochism. No gimp suits involved, just thirty-inch purple pythons running wild... which is considerably less disturbing than it sounds. This spell wrecks faces, turrets, inhibitors, faces, and even more faces. At level five, this toggle gives you 100 damage, plus 1 damage for every percentage of health you're missing. This is better than any attack item in the game, and gives you incredible pushing power even before you dip into any offensive items. Plus, you headbutt people to death, which every Mundo loves.

R - Sadism. This is your ult. This is why, when you take a scenic tour of Mundoville, the funeral home is out of business and the morgue is empty. The health regen and duration stays the same (50% regen in 12 seconds) but the movement speed bonus you get maxes out at 35%. It's entirely possible for you to chase down a Nidalee, especially if you ignore my love for Teleport and take Ghost. It has a low cooldown, like all of Mundo's abilities but does have a more stringent cost in health than the others. Try to toggle it before you engage, because being stunned can reduce you to too low health to survive a teamfight, whereas being stunned with Sadism running leaves you tanky like Abrams.

DPS = Damage per Second, referring basically to champions who lower your health in a frenzy.
CC = Crowd Control, referring to stuns, slows, taunts, etc.
Carry = Champions who can basically solo an enemy team late game, usually only good when fed.
Tank = Basically a meat shield champion, one who can take hits.
Blue Pill = Means "recall".
Gank = Gang Kill, basically uneven team fights.
Jungling = Instead of fighting minions in a lane, going into the areas with the lizards/golems/wolves and fighting them.
MIA = Missing In Action. If you don't know where an enemy is tell your teammates it could potentially save them from a gank.
Auto Attacks = Your normal "right-click" attack.
Last hit = Hitting a minion when it is on low health instead of constantly attacking it. This grants you the gold and also lowers the amount of harassment enemies can do to you.
AS = Attack speed.
AP = Ability power.
AD = You guessed it! Attack damage.
ArP = Armour penetration
HP5 and MP5 = Health per 5 seconds and Mana per 5 seconds respectively.