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Choose Champion Build:
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Solo Top
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Spells:

Flash

Teleport
Items
Ability Order
Introduction

Now why would I want to purposely pick a weaker laner?? The current meta forces everyone to buy a lot of health, and even makes the carries on a team want to buy a warmog’s. With the percent damage from liandry’s torment and

Once Dr. Mundo gets his core items, he becomes a huge threat to the enemy, and can stay in lane with his massive health regen. You become almost unkillable with your huge amount of health, and your ultimate ability. While this build will make you a bit less tanky than usual, this can be overcome by simply playing a bit more careful. Don’t forget though, you are STILL ridiculously tanky.
Most people will also ignore you, and realize your potential damage until it is too late. NO ONE expects a

The basis of this build is to peel for your team and soak up damage to be your team’s tank, and melting their health while you are doing your job. This build CANNOT be counter built. The more health they build, the more damage you do, and the more magic resistance they build, the better for your team. Your cleavers will always deal more than 10%, even if the enemy stacks 200 magic resistance. That is the power of this build.
Going onto the build, I hope you enjoy reading this, and maybe even test it out for yourself. While this guide will be relatively short, it contains what you need to know to tank for your team. Dr. Mundo is not a hard champion to learn, and it will take your own league mechanics to play him well.

While many tanks can attempt to carry a game with a ****py team, like


Please read the whole guide if you are going to go all super saiyan on me and lecture me for hours about why my build sucks. While I may change some small things (from suggestions that actually benefit the guide) I am keeping my position on magic penetration mundo.
Feb 14th, 2013: spirits visage is better, and




The enemy will usually build flat armor when they see your team comp, and only realize that they need a ****-load of magic resistance once the team fights start, from Dr. Mundo. It takes a lot of magic resistance to lower the huge damage of

If they build armor, your

If they build magic resistance, your

If they build health, you

This is assuming, however, that the game is an even game. This is not possible if you lose your lane very hard, and end up feeding the enemy jungle and top lane. This means that picking Dr. Mundo not only needs a good team set-up, but also an enemy top lane who you can farm against without losing your lane.






The 9 points in the offensive tree give you more magic penetration. The percent penetration is calculated before the flat penetration, so this mastery should give your

The 21 points in the defensive tree are all targeted towards being more tanky.






The next several points can be reallocated anywhere you want, because there are so many choices and it is really up to the player to decide.






Finally,

The 2 summoner spells I use for Dr. Mundo are flash and teleport for simple reasons. Flash is a core spell because mundo already has


The second summoner spell I use on Dr. Mundo is teleport. I do not use exhaust or ignite because, as mentioned earlier, I am not going for kills. While the situation may arise that I miss a kill or two because I didn’t have ignite/exhaust, teleport is a much more consistent spell. It allows me to teleport to lane and not miss gold/experience, or get a free dragon by teleporting to bottom lane for a 4v5. Teleport lane ganks are incredibly scary with Dr. Mundo as well, because he can tank turrets while slowing you down. We can abuse teleport ganks with homeguard.
Late game, Teleport outscales most summoner spells because it allows you to keep farming, and then be at the teamfight. A Mundo that gets behind in farm is susceptible to being bursted, but as long as you keep up your farm, you will be almost invincible.





THE CORE BUILD includes the items that you are going to be buying almost every game. The passive on spirit visage makes all your health regen a lot better, and combined with your ultimate will heal massive amounts. It also gives you health, cooldown reduction, and magic resistance, all stats that you need to tank. Warmog's Armoris another core item, and will sometimes be bought twice when sunfire cape is not needed. It gives a solid 1000 health for a cheap price, which scales with your ultimate. Finally, liandry’s torment great because it gives you a lot of percentage damage, which is the focus of this build. It also gives health. You do not have to buy liandry’s torment early in the game, but rather when you feel tanky enough that you can afford to build damage.
At the beginning of the game, we want to buy items that will sustain us in lane. However, because Dr. Mundo does not really have any escapes, we want to start with a ward. I like to start with 2 wards because I usually stay in lane for a very long period of time. 9 health potions allows us to trade, and stay in lane for as long as we can before recalling. However, if you feel that you will have an easy time in lane, you can start with a


Our main early game goal’s will depend on your lane opponent and how well you are doing. It will also focus on mitigating the damage of the enemy’s main threat. What you want to come back to lane with also depends on how much gold you went back to base with. Not taking in consideration to counter building, the main lane items are:
You want to stack health so that you can stay in lane without being bothered by the enemy. Because of your sustain, as well as your ultimate, you will be able to keep last hitting consistently throughout the laning phase. Stacking health allows you to survive even when the enemy jungler ganks. Finally, it makes the health costs from your abilities very low in comparison to your total health.
You want to buy your boots sometime in the early game. You are fast enough without them, so if you have only 1000 gold after buying wards, you can just buy a giant’s belt, and buy boots later. The same goes with tier 2 boots. While it is more favorable to buy magic penetration boots, you may need to buy mercury treads/ninja tabi if the situation arises.
However, you cannot simply buy health all the time. When against a hard lane you need to buy items to help you farm. Buying armor or magic resistance makes it a lot harder for the enemy to win his lane. Doran’s shield is a very nice addition for mundo, because it gives him all the stats he needs. The passive combined with masteries will give a lot of straight-up AD mitigation.
All the other item choices not in the core are all optional based on what your team needs. There are also items which allow you to carry harder, or items that will help your team. All tank items, however, are viable because Dr. Mundo only needs health, and magic penetration (in this build). Do not be afraid to buy a second

This is a situational build depending on HOW MUCH of their team is AD. If they are all AD, you can go for straight up armor and health. While the passive on


If they still have 1 ap on their team, you should buy a spirits visage (but only if they actually do a lot of damage). If they are not getting fed, you can simply ignore their damage with a

This is a situational build depending on HOW MUCH of their team is AP. The




If they still have 1 AD on their team, you could buy a

By having a good team, you know that buying a



If you need to carry your team really hard, you do not want to build support items. You need to be as big as you can for the teamfights. This means a second warmog's, and items that benefit mostly you. Quicksilver Sash is need when the enemy ignites you. Here is the general carry build. It can actually carry a team because of the insane tankiness and damage as well.
We do not have the luxury to buy magic penetration if we got destroyed in lane. However, do not be depressed and think you are useless now. Dr. Mundo scales incredibly well, and is still an amazing tank without the damage. In fact, he is mostly played as a jungler for the role, and does not get as much money as a lane does due to jungling. Not having as much gold as the enemy laner is not that huge of a problem that it is an automatic game loss. Our new role is to peel for the team, and mainly for our adc.






Tips:
- Do not use this too much early game, because it drains your health really fast if you do. You should only use this to last hit when you cannot reach the minion, to help your enemy jungler, or to stop the enemy jungler/laner from initiating on you.
- The range on the cleaver is actually a bit further than the skill shot arrow shows. After some time playing with Dr. Mundo, you will get used to your cleaver range.
- This skill makes Dr. Mundo a fast baron/dragon champion, because it chunks percent damage.
- You will want to spam this ability as much as possible once you have your core items, because the health cost is not an issue.
- Use this to scout bushes. You will hear a splat if it hits the target. If you do not play with volume, you can check to see if you heal back a certain amount. Remember, if the cleaver hits, it refunds half of the health cost.

This is an area of effect ability that drains health when it is toggled on. Early game, this skill is not wise to keep on because it drains your health pretty fast. Late game, this skill should be left constantly on unless you are doing absolutely nothing (walking to lane). The reduction in crowd control allows us not to buy mercury treads, which saves gold.
Tips:
- You can toggle this ability on for a split second and turn it off. This will deal 1 tick of damage and not cost any health. This should be used for last hitting when you are about to miss one, or last hitting under the turret.
- Keep this on while you are running from an enemy to reduce any stuns or slows coming your way.

This is Dr. Mundo's AD steroid. It is actually really strong, and is the biggest AD steroid in the game, with 100 AD at level 5. We mainly use this skill for last hitting, but during team fights we can turn it on and still do decent AD damage. It scales better when you are missing more health, however this is not important for the build we are going.
Tips:
- When you are in a winning lane or someone who you can trade/fight, you may want to max this second. It deals huge damage without having any other Attack Damage items.
- This should be on all the time during the late game, because cooldowns allow you to.
- Last hitting under the turret is made easy with this.

This is Dr. Mundo's ultimate, and what makes him scale so well with health to be a good tank. Combined with


Tips:
- The initial cost to activate this skill is based on your current health. If you use it with lower health, it is more efficient as it will cost less. This means you usually do not want to activate it while you are full or near full health, because it will cost a lot.
- A good enemy player will ignite you almost every fight once your ultimate starts ticking, or even before that. Do not run away as soon as you see an ignite drop, you are still incredibly tanky and this still heals for a huge amount.
- The cooldown is really short, so you can just pop it in lane when you are low, so that you do not have to recall. Once you hit 6, you can stay in lane for almost as long as you want. (However, you should recall so that the enemy doesn’t have item advantage for too long.)
The general points are added like this in order from most important to least important:
at level 1, we want to grab

at level 2, we take

The skill we max will depend on how you are doing in lane. If you are losing lane, you want to clear your lane and go do something else. You do not want to stay in lane for too long, because you will just get zoned. This is why we will max


You can max


Gank Mid-lane when reasonable: Sure, I don't expect you to gank mid lane if it's a kassadin at level 6, but I expect you to try when you can. However, DO NOT do this if you are getting 1 kill and you are losing your turret. You should do this when you have fully pushed your lane and the enemy isn't back yet, or when you have just finished farming between the enemy turrets, and the jungler is not in sight.
Tell your bot lane to ward their bush so that you can Teleport Gank: Before doing this, tell your jungler to cover your lane for you. It will be great for him (he gets lane farm and experience) and you get kills. Dr. Mundo is an extremely strong teleport gank champion because with his built-in ghost, and

Call mia's and ward you lane, etc: These are the things that go for all the lanes, but you still need to keep them in mind. The last thing you want is the enemy top lane roaming all the way bottom for a forced 4v5, and throwing the game like that. If the enemy appears in another lane, at least take his turret. I absolutely hate it when top-laners do not take their turret when they can, when there are 5 enemies bottom and the top laner is recalling. TAKE THE TOP TURRET AS SOON AS POSSIBLE.
From levels 1-5 you may want to just farm the lane safely. While you can harass the lane opponent, it is safer to simply farm. If the enemy initiates on you, you can



Out farm or equal in farm to the enemy, and the lane is usually considered won.
Once you hit 6, you can lane better and actually fight many enemies. The damage on your

Mid Game:
From here on, you want to try and show some dominance, assuming that you have some health items built and you are very tanky. While you can take a lot of damage, never forget to stop warding, for your teams safety as well (if top ganked another lane). By now, you can also farm between the enemies turrets if you push. When you have warded the top lane area, you will be able to see the enemy coming and escape using

Push your lane and take double golems when you can. While being on purple side will make this more lenient, always be careful when clearing double golems, because the enemy will usually have wards and know where you are going. You want to constantly push your lane so you don’t have to be there, and so you can teleport bot lane for dragons/lane ganks.
Late Game:
By now, both teams should be looking to initiate on the other. Your team can simply push a lane, and you can poke if they try to initiate. Even at their turret, they will be taking a lot of cleaver damage from you. Always look to zone the important members from the enemy team out of the fight. Even if you cannot reach them because they are getting zoned, if you force 1 or 2 enemies to back off, it will effectively be a 3v4.
However, if your carry is getting jumped, you want to peel for him and deal damage on the bruiser/tank who is jumping on your carry. Your damage in one cleaver will usually be enough for them to back off (unless they can keep chasing, like


Wraiths -> red -> double golems (smite big golem) -> wraiths -> wolves -> blue (smite blue)
Wraiths -> red (smite) -> wolves -> wraiths -> double golems -> blue (smite)
Wolves -> Blue -> wraiths -> red -> double golems -> wraiths -> wolves

So give me a vote, and drop a comment down below! I will read comments usually when they are made and will answer as soon as possible.
Dr. Mundo goes where he pleases. So please. Go now, to wherever you please. (:
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