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Dr. Mundo Build Guide by Phrxshn

Top Phrxshn's Guide to Rework Dr.Mundo[11.21] - Same

Top Phrxshn's Guide to Rework Dr.Mundo[11.21] - Same

Updated on October 21, 2021
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League of Legends Build Guide Author Phrxshn Build Guide By Phrxshn 230 31 617,908 Views 11 Comments
230 31 617,908 Views 11 Comments League of Legends Build Guide Author Phrxshn Dr. Mundo Build Guide By Phrxshn Updated on October 21, 2021
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Runes: Scaling Mundo

Resolve
Grasp of the Undying
Demolish
Bone Plating
Overgrowth

Inspiration
Magical Footwear
Approach Velocity
Bonus:

+8 ability haste
+6 Armor
+15-140 HP (lvls 1-18)

Spells:

1 2
Playmaker Mundo
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

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Top Lane
Ranked #58 in
Top Lane
Win 50%
Get More Stats
Top Lane Ranked #58 in
Top Lane
Win 50%
More Dr. Mundo Runes
>

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
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None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
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“Utterly mad, tragically homicidal, and horrifyingly purple, Dr. Mundo is what keeps many of Zaun’s citizens indoors on particularly dark nights. Now a self-proclaimed physician, he was once a patient of Zaun’s most infamous asylum. After ‘curing’ the entire staff, Dr. Mundo established his practice in the empty wards that once treated him and began mimicking the highly unethical procedures he had so often experienced himself. With a full cabinet of medicines and zero medical knowledge, he now makes himself more monstrous with each injection and terrifies the hapless ‘patients’ who wander near his office.”
Dr. Mundo resists the next immobilizing effect that hits him, instead losing current health and dropping a chemical cannister nearby. Dr. Mundo can pick it up by walking over it, restoring a portion of maximum health and reducing this passive's cooldown. Enemies moving over the cannister destroy it.

Dr. Mundo also has increased health regeneration based on his maximum health.


Infected Bonesaw Dr. Mundo hurls his Bonesaw, dealing damage equal to a portion of his target's current Health and slowing them for a short time. Dr. Mundo delights in the suffering of others, so he is returned a portion of the Health cost when he successfully lands a Bonesaw (doubled on killing blows)


Heart Zapper Dr. Mundo charges up a defibrillator, dealing 20/35/50/65/80 magic damage each second for up to 4 seconds to nearby enemies. While active he stores 25/30/35/40/45% of damage taken as gray health and can Recast.

Recast: Detonate the defibrillator, dealing [7% bonus Health +20/35/50/65/80] magic damage to nearby enemies. If this hits at least one champion, Dr. Mundo restores 100% of gray health. If only non-champions were hit, Dr. Mundo instead restores 50% gray health.”

Blunt Force Trauma“Passive: Dr. Mundo gains 15/20/25/30/35 Attack Damage based on his missing Health.

Active: Mundo violently swings his ‘medical’ bag, causing his next Attack to deal an additional [5/15/25/35/45 +7% bonus Health] Physical damage, increased by up to 60% based on his missing Health. If the enemy is killed, Mundo swats them away, dealing the minimum damage to all enemies they pass through.

The bonuses from the passive reach their maximum at 70% missing Health. Deals 140% damage to minions and jungle monsters.”



Maximum Dosage “Dr. Mundo pumps himself with chemicals, restoring 20% missing Health then gaining 15/25/35% Move Speed, [4/5.5/7% bonus Health] Attack Damage, and regenerating 20/45/70% max Health over 10 seconds.”
He's your tank that can 1v1 in a sidelane, and is incredibly hard to take down if you don't have a good amount of mixed damage.

When fighting heavy AP teams Spirit Visage and Adaptive Helm are amazing on him. Both of those together while maxing your Maximum Dosage gives you somewhere around 300 Magic Resistance.

Into AP top laners like Mordekaiser, Maximum Dosage maxing is recommended. You get 42% bonus magic resist and a tons of AD from Maximum Dosage on level 9. Just remember to activate Heart Zapper before you go in to get the MR bonus stacking.

If the enemy is rushing armor like Bramble Vest, max Infected Bonesaw or Heart Zapper. Heart Zapper gives you more waveclear and is better for all-ins. Infected Bonesaw is better for just throwing Boneaws and last hitting. I personally almost never max Infected Bonesaw first because it only gains 2.5% current HP damage per level.

Dr. Mundo is a weak champion at the beginning of the game and is match-up dependent, but when there are 2 to 3 for him to spike, Mundo will have absolute defense while chasing the enemy’s ADC. Dr. Mundo at the late game always has the ability to negates damage and run around “going where ever he pleases” into the team, especially when the team is underequiped with no / little damage in the percentage of health and lacking Grevious Wound.

Advantages

One of the toughest tank that can compete against Cho'Gath for example.

Do not use Mana

Ability to reduce damage via Heart Zapper and can be supplemented via Spirit Visage and Elixir of Iron

The abilities has a short cooldown especially when Dr. Mundo builds cooldown reduction to supplement it.

Runes

Resolve
Grasp of the Undying
Demolish
Bone Plating
Overgrowth
Inspiration
Magical Footwear
9 Adaptive (5.4 AD or 9 AP)
10% Attack Speed
15-90 HP (lvls 1-18)

Grasp of the Undying in laning for trading and sustaining. Fleet Footwork works great during all phases of the game Conqueror is good but many enemy champs will stack up their Conqueror faster than you example your opposing top can be Fiora Irelia Jax.

Grasp of the Undying is really good vs many champions that you have to crush early, for example versus Nasus. Get Grasp of the Undying if the icon turns green on the bottom and go in Auto-Attack then go out do it again. For example you do that for 30 seconds you basically poke him out to 30% health.
Here is a Dr. Mundo combo even though he is simple champion to use, timing auto-attack reset will be key to killing your opposing laners. Champions have different auto-attack speed and skills can reset auto-attack.

First Combo

Auto + Maximum Dosage + Auto - As Dr. Mundo Maximum Dosage is counted as a auto attack reset

Second Combo

Auto + Infected Bonesaw + Auto - As Dr. Mundo Infected Bonesaw is also counted as a auto attack reset just like Blunt Force Trauma

Third Combo

Auto + Infected Bonesaw + Auto + Trauma - By doing this you have achieved two Auto Reset with your combo

Unfortunately Dr. Mundo Maximum Dosage nor Heart Zapper does not reset his auto-attack. Learning this combo will pretty much teach how to burst since most player will not be predict such rapid succession.
Generalization the items

Boots: Depending on the situation of the match, opponents on the lane and the enemy team to choose Boots. If you encounter heavy physical damage, choosing Plated Steelcaps is a ideal. If the enemy team has many crowd control skills, you should opt Mercury's Treads.

Dr. Mundo builds can go like this Sunfire Aegis + Spirit Visage + Warmog's Armor

An example against physical damage is Dr. Mundo facing champions with physical damage such as Yone , Yasuo , or the opponent’s physical damage presence is overwhelming: either Randuin's Omen or Thornmail will be the perfect item for Mundo – to limit the power and their level of protection.


Early Game Items




Excellent against harass champions



Boots




Against hard crowd control composition and AP top laners.


Excellent against physical composition or oppressive AD top laners.


Good against team with no hard control crowd.



Early Core




Excellent for auto-pushing the lane if you're top laner is roaming

Excellent against physical composition or oppressive AD top laners with sustain.


Pick up against true damage dealers or heavy artillery harass.



For against magic damage heavy composition or laner.



Core




Excellent core to make up for lack of push pressure on Dr.Mundo. Synergize well with defensive items since they give out health thus increasing damage on Titanic Hydra since the damage is based on health.

It gives a shield which helps you heal up from your sustain as the shield decays. Also it gives bonus AD and not base AD . It's a comparatively cheap item.


Excellent synergy with your offensive abilities as it provides CDR and gives it 30% more healing than usual. Good for those pesky AP Carries and Assassins.


Build Giant's Belt first as it is more cost effective than getting a Chain Vest. This item will definitely allow you to maneuver across the map and go straight for their Marksman.


Both magic resistance and armor plus the damage reduction makes it a perfect defensive item on any AD champ. Synergize well with Spirit Visage and Dr.Mundo abilities.



Mythic Items




Sunfire ensures that you always have a Grasp of the Undying available, that's the reason why you pretty much only take it with Grasp of the Undying. Item is can be core without Grasp of the Undying

Personally my favorite Mythic since it provides tenacity especially per legendary item that is on Dr. Mundo. Provides more tank stats and slow resistance along with the tenacity. Synergizes with Mercury's Treads and Boots of Swiftness Maximum.


Very niche item to build if your Marksman is not doing anything as the bonus you gain 10% attack speed per legendary which synergizes with his Maximum Dosage. Can be viable on Dr. Mundo



Situational Items



Anathema's Chains is a very cheap item that’s accessible to both solo laners and supports. It is also the second-highest single health item (+650 health) in-game after [Warmog’s Armor] (+800 health). Let's you take 1% reduced damage per stack of Vendetta from your Nemesis, up to 30% reduced damage. At maximum stacks, your Nemesis has 20% reduced Tenacity.

Situation you should build this item: When you’re up against a split-pusher or if you're dealing with a fed Marksman or Mid Laner. Does not reduce true damage, not blocked by spell shield nor counts as a spell activation.


Should be must buy if they have sustained champions like Tryndamere Aatrox Ekko for exmaple.



Unique passive does not stack with Thornmail, consider buying this only if they have a physical composition along with no sustain otherwise prioritize Thornmail if they have physical composition with sustain.


Excellent against heavy magic damage team composition.





Supportive Items




Helps your Marksman or AP Carry from dying by healing them and migrating damage. Excellent item due to your sustain. Also consider this item if there is less than two Knight's Vow on your team.


Excellent to have a AOE slow whilst using Maximum Dosage Infected Bonesaw allowing to stick on the opposing Marksman and AP Carry. Consider buying this item if the support does not have Zeke's Convergence.
Now, Flash is almost guaranteed to be chosen as one of your primary Summoner Spells, with very few moments calling for a replacement. Flash gives your champion a boost forward, allowing you to escape sudden death, or for you to initiate a team fight. You can Flash through certain barricades, like into the Nashor's Pit or out of abilities that could lead to your death. You can also use Flash offensively, gap closing to an enemy champion to engage on them, or close enough to an ally to support them. You can use Flash to escape in sticky situations, Flashing into a bush that your enemy may not have expected can help you get away safely. When using Flash offensively, be sure that you are not just sending yourself to the intentionally feeding report list. The enemy's team could be just around the corner to stop you, or you could get too far away from the assistance of your allies.


Ghost is in excellent spot at the moment in the current meta. The usefulness of Ghost in the past was especially relevant on champions that dealt a sustained amount of damage. Ghosting passive that allows you to walk through minions is available through Phantom Dancer and other champion abilities. Still, when an enemy has Ghost you should focus on your health in encounters more than with other spells, as you’ll find it more difficult to disengage with a champion chasing you down with 10 seconds of 28-45% increased movement speed (based on their level).


In the current meta, Teleport presents itself as a excellent secondary summoner spell for solo laners across the Rift. By simply taking Teleport, you generate a gargantuan amount of threat that your opposing team need to consider when making a play. A 4v5 at Drake can quickly turn into an even teamfight with the use of a smart Teleport from a split-pushing top laner.


When going Top, Ignite can be useful for 1v1 match-ups that Ignite could help you win with the kill edge, especially if your champion is not an effective split pusher, and does not benefit from Teleport in comparison to other champions. Ignite is a execution summoner spell when your enemy is escaping, is low HP, and you have no cooldown nor mana left to use on them. You should not use Ignite at the start of the fight, and at the earliest, it should be used when the enemy is at half HP. Using Ignite at half HP is helpful when your target is being constantly healed by their items or their teammate's abilities, as it will make those heals less effective.
Overall, This Dr. Mundo Guide includes mainly skill sequence, summoner spells, the most important aspect which is the match-up against each champions.I will be constantly updating this guide from now on. I hope that you guys will contribute your comments to make the Dr. Mundo Guide better.



Warwick is a powerful champion that fulfills the role of offensive tank and initiator. Dr. Mundo is one of the best champions in the game at forcing an engagement and taking people in and out of the fight. Building him offensively/defensively enables you to spread havoc all over the battlefield as you pursue and avoid pursuit yourself.

Will add more content to this guide! Like to give out special thanks to JhoiJhoi for her guide on how to use BBCoding and allowing me to gain special formatting. Shout out to Jilgamesh_ for the banners and her drawings in this guide and you can find her plug at the bottom.





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League of Legends Build Guide Author Phrxshn
Phrxshn Dr. Mundo Guide
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