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Dr. Mundo Build Guide by AP WormMaW Mid
[S11] WormMaW's guide for Dr. Mundo
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+10% Attack Speed
+8 Magic Resist
+15-90 HP (lvls 1-18)
My main account profiles can be found here: EUNE, EUW
Even though, my main role is midlane, there were times, when top was my main role instead and I still do actively play it, keeping my ability to play it close to my ability to play midlane.
Reason why I decided to create this guide is, that I feel like Dr. Mundo is really underrated champion with really good potential (at least from soloQ perspective). Mostly he is being considered as something between mediocore to "pretty bad". Why I really like playing Dr. Mundo is, because he is versatile pick that expecially excels against magic-damage dealers. And since I already made Malphite guide, which is champion that excels against physical-damage dealers, I felt like it would be great, to add this guy in here as well, since both of those champions are my best toplane picks right now.
Account that I used for this experiment can be found here.
For commentary, I wasn't able to get latest data from op.gg, because they removed all preseason data one day before season started, which I didn't really expect, so I didn't really get winrates and KDAs from there, but I kept one screenshot, that I took during process (for such cases). You can see final results taken from lolskill.net (last screenshot).
As you can see, at first I was able to keep up quite decent winrate, while it started to drop later on snowly. I am sure that there would be people, who can make even better winrate, since I am not really toplane main and I didn't play toplane for quite a while + I am not perfect player either. But still, I think that I managed to get quite decent KDAs and winratios with mentioned champions.
I was playing Dr. Mundo way more, because he is harder to counter and because it was my go-for pick, when I didn't know my opponent, which might lead in harder matchups sometimes, while I tried to keep Malphite mostly for matchups, where I knew my opponent, so it was basically easier to keep up decent winrate and KDA ratios.
My final elo was Plat 2, I was nearly in promo and I was getting around +25 for win and -15 for loss, which means that my MMR was somewhere around Diamond 5.
In case that you had some doubts about these champions, then I hope that I provided you with at least some valuable information, in case that you would be deciding if you want to pick some of these champions, in order to add them to your champion pool.
+ Incredibly tanky
+ Great sustain
+ Generally good damage output
+ Possibility to splitpush or teamfight
+ Incredibly strong against magic-damage
- Weak early
- Can be kited by various targets
- Pretty bad, when he gets behind
- Lack of CC/utility
- Hard to play against tank-melting opponents
Mundo can be generally played against nearly anything on toplane. As I already mentioned, he excels against magic-damage dealers and he is able to become nearly immortal, against such teams. Except for that, he has pretty good ability to splitpush and if he gets caught, he still mostly has high chance to escape that trap.
What he hates though is, when someone can melt him down really fast, which mostly means facing Vayne or Kog'Maw, but except for that he can live for quite a long time, even if he gets focused in teamfight by entire enemy team.
From first look, Sorcery looks like viable option, since it has either way Summon Aery, which is pretty decent either way when you poke, or even if you trade with autoattacks. Another possiblity is to run Arcane Comet, that would be great together with your Infected Bonesaw, that provides slow and makes it hard to juke Arcane Comet.
What makes it annoying for me is that last row in Sorcery, which is choice between Scorch, Waterwalking and Gathering Storm. If you would probably have to choose anything out of these three, it would probably be Scorch, but none of them is really great for Dr. Mundo.
|For reason mentioned above, I decided to go for Resolve, because generally, you have way more options to benefit with your very high health pool. Except for that you can pretty much get really good rune on every single slot, making more value on them over Sorcery ones.|
|This rune is pretty much the only usable one for Dr. Mundo in Resolve tree. Even with that fact, there is no problem with it, since it provides things that you exactly need. By that I mean extra damage, depending on your % health, in addition to neverending health stacking - and we all know, that Dr. Mundo loves additional health. With lategame health pool (sitting around 5k health), you will be doing really huge hits into squishy targets, expecially when you have your Blunt Force Trauma active.|
|After Bone Plating has been moved from this row, it's the only viable rune, that is quite useful when taking tower plates early as well as when you are splitpushing and trying to make pressure on side lane.|
|Here we have really hard choice between pretty good investment and early game power. Conditioning will definitelly give you a lot of late game power, since it gives you bunch of stats. In general I still prefer this rune over Second Wind, because usually I can survive early even with it and just make that transition into strong mid game.|
|After testing it, it's really strong rune in general for most of tanks during laning phase. It increases your sustain a lot and improves your quality-of-life in lane. What I see as a problem a bit is, that later on this rune starts to be pretty useless, where people burst you down in several seconds. That is where Conditioning starts to shine. It might be sometimes better though to grab this, when you don't feel confident with your early game or you feel like you will need more early power, because don't forget - you don't have to wait for this rune for 10 minutes, it works all the time, which is really important, expecially when a lot of soloQ games are fast paced!|
|This rune is literally what Dr. Mundo needs. It allows you to increase your health pool even further, which is exactly what you want to do in order to become that unkillable beast. Best thing is, that you are utilizing it's scaling potential even during siege of enemy objectives, where you are mostly not able to get any farm, which doesn't really matter in this case.|
|I have seen people using this rune, but to be honest I can't see it being that good. Main problem, that I have with it is, that whenever you play Dr. Mundo in general, you are going to get countered with healing reduction, which will already cut this rune into half. For that reason, it is just way better to go Overgrowth instead, pretty much in any possible scenario.|
After patch 8.11, where they moved Ultimate Hat into Domination tree, both Sorcery and Domination don't really make sense anymore. For that reason it's better to situationally choose between Precision and Inspiration, where both might work.
This is the possibility, where you are more utilizing your ability to chase your opponents. Thanks to permanent +10 movespeed out of Magical Footwear and additional extra movespeed out of Approach Velocity, whenever you hit your Infected Bonesaw, you are able to chase down your opponents, even when you don't have your ultimate available, which is really nice.
In addition to that, we shouldn't forget the fact, that we get free boots, which is pretty much extra gold and you get probably best Dr. Mundo passive stats out of runes, which is pure health (currently +30 - 270hp), compared to any other secondary tree, that provides you with only 135hp max and some offensive stat, which you don't really need as Dr. Mundo, because HP is your most valuable stat anyways.
Right now it's the most common and recommended way, how to play Dr. Mundo, so if you don't want to think about it anymore, just grab this and you will be fine.
Even though it's not really widely used at the moment, I feel like situationally it can be really great secondary tree, due to your extended fighting potential, but let's describe it a bit further.
In general Dr. Mundo's big problem is, that he has hard time doing anything, when he is constantly being CCed or kited. For that reason it's great to have Legend: Tenacity, that gives you 30% extra tenacity after you fully stack it, which is pretty huge, considering that it's not really hard to stack.
Except for that, Dr. Mundo has pretty good damage, even when you are building him full tank and he likes to stay at lower health during fights, because then you get way more AD out of your Blunt Force Trauma. For that reason Last Stand can be pretty good "damage steroid" in teamfights or even when trading your lane opponent.
In general, if you feel like you can stick to your targets and you feel like you are going to have a lot of face-to-face fights, it might be worth to go this secondary tree as well. Last thing to consider is, that except for extra health, you get some extra attack speed, which is generally way better than AD, since you already get a lot of AD out of your Blunt Force Trauma and extra attack speed will increase your damage output way better than few AD.
|This is my starting item every single game. It provides you with some extra health, together with health regen, which is perfect for Dr. Mundo in early game, when you are trying to farm from distance with your Infected Bonesaw.|
|These boots are my usual ones as Dr. Mundo, since you are already having a lot of MR, thanks to your passive and generally AP champions are not really threat against you. For that reason, I like to have that extra damage reduction for autoattacks, that are usually more of a threat, when you are in teamfight and getting hit by nearly everyone.|
|If you are facing AP-heavy team, you should always go for double MR item, but even then, you should rather keep Ninja Tabi. This item is viable choice only, if you are facing opponents, with a lot of CC. Except for that, it's not really worth it.|
|Sunfire Aegis is currently my first prefered choice for Mythic item. The reason behind is that it provides you reasonable defense for both physical and magical damage, but more importantly it gives you really reasonable offense. In general as Mundo you usually prefer to have extended fights, especially from mid to lategame, where this item really pays off, if you manage to stack it and get some reasonable amount of attacks on your enemies.|
|Turbo Chemtank is another reasonable possibility for Mythic item. Where as for sunfire, you get rather balanced stats and decent offense, this item excels when you are facing rather magic heavy opponents. Though, the main reason shouldn't be type of damage of your opponents, but rather insufficient uptime on enemy team. Simply said, this item will help you very well if you have problems sticking to your opponents, especially against teamcomps that are just trying to kite you around.|
|Typically, Spirit Visage is my usual first item whenever I am facing some AP opponent. Even though it might be tempting to rush mythic item as first one, it is better to just rush this, in order to get extra sustain and potential for your ultimate. This is essentialy one of the core items for Dr. Mundo, that you should ideally aim for early on.|
Even though this item was quite often forgotten for Dr. Mundo, it's generally very efficient item to make rather early. Except for it's decent defensive stats against physical damage, you get extra movespeed which is the core reason, why you should be aiming for this item.
Since Dr. Mundo is easy to kite, prioritize this item in order to keep reasonable uptime on your targets. Another way how to abuse this item is during splitpush. Whenever you are splitpushing, you can play as bit more risky, than you would be able to play with other champions, since you get the extra movespeed from Dead Man's Plate in addition to your ultimate. Please be aware, that whenever you are facing champions like Fiora, who has quite big sustain, you should always aim for Thornmail instead of movespeed, in order to reduce healing and have chance to fight back.
Warmog's Armor is mandatory item in your build. It boosts your health pool, which will allow you to survive in teamfights way more, due to higher amount of health, together with buff to your health regenerations.
What is most important about this item, is it's passive part, that is regenerating your health, when you are not taking any damage for certain amount of time. This is expecially useful, when you were trading with someone and you ended up being at lower amount of health. With it, you can regenerate to full in matter of seconds, without any need of using your Maximum Dosage. It is as well perfect, whenever teamfight time extends and people start chasing each other. If you end up at lower health in such situation and without ult, you can just disengage for about 15 seconds, regenerating huge amount of health, and coming back to help your teammates again.
|Force of Nature is really great item against most of heavy-AP teams. It's main two benefits are very high MR value and extra movespeed that it provides. Even though all the MR that you get from this item is great for Dr. Mundo, I would rather rate the movespeed above that, since it's basically key stat for him, in order to get uptime on your targets, which is super important.|
|Thornmail is viable choice, whenever you need to reduce someone's healing. Typically you want to run this item into champions like Aatrox, Soraka, Red Kayn and so on. It provides you with really big amount of armor and reduces attack speed as well, yet it lacks decent amount of health, which is problem if you would decide to rush this item as first one.|
|Gargoyle Stoneplate is currently very good option for Dr. Mundo. Except for passive defensive stats that it provides, I would rate it's main benefit to the active part, that gives you huge shield, that is based on your health. Since you have a lot of health as Dr. Mundo, then if you manage to time it properly and use it on lower health, you can survive some nasty burst damages and heal a bit from your ultimate, while shield holds. It as well allows you to fight your opponent on lower health for a while, which increases damage of your Blunt Force Trauma.|
Since kit of Dr. Mundo is pretty straightforward, there isn't really too much of a need to actually explain it to details, but I will try to at least explain, why do I have this kind of spell-maxing order.
This is great ability for your damage output, when you are trading someone in close combat. It increases your attack damage by huge amount, in addition to bonus damage on first hit, scaling with your health amount. Recently I started to max it after putting two points into Q, because of the last buff on this ability reducing the cooldown as you max it, making it generally more valuable at the end.
Except for that, it has really great additional effect, which is reason, why are you so strong against all magic-damage dealers. Whenever you take magical damage or possibly use any of your abilities, you get scaling % MR bonus. Due to that, you can just toggle on your Heart Zapper and once you have rank 5 of this ability, you get additional 30% of MR for free, making you nearly invincible against most of casters.
One more important note here - don't forget, that Blunt Force Trauma resets autoattack timer, so whenever you are trading or generally trying to deal damage, you should always try to autoattack and activate this ability right after, to do faster "double attack". This is very important to do, no matter if you are fighting some player or possibly just trying to push lane or tower as fast as possible.
Infected Bonesaw is basically your core ability since start. It allows you to farm from safe distance or simply poke down your opponent, until you get yourself some defensive items, to be tanky enough when you start going for some face-to-face trades. It is as well reason, why Dr. Mundo is really strong against most of tank champions, because he can simply use this to melt their health at start.
Please be aware, that we should put two points into this at start to ensure, that we can farm from distance sufficiently (which rank 1 doesn't ensure), but except for it it's usually better to max Blunt Force Trauma instead.
|Heart Zapper is probably one of the least interesting abilities. It is great, to keep permanent effect of MR bonus from your Blunt Force Trauma, but except for that, it's mostly useful just for pushing waves fast, since your uptime on your opponents might not always be the best, if you chase someone down.|
To not confuse anyone - Maximum Dosage is highest priority spell, that you take whenever you are level 6/11/16, but that works for any champion. Reason why I kept it as last ability to talk about is to wrap it all up and to just explain how is this ability supposed to be utilized.
At first, most simple scenario you basically use this ability, whenever you want to chase down someone, since it gives you important movement speed boost, but that is not really too important.
Important here is to understand synergy between Maximum Dosage and Blunt Force Trauma. The main deal here is, that healing of Maximum Dosage is reducing efficiency of Blunt Force Trauma, because the less health you have, the more AD you get from Blunt Force Trauma. So basically the best scenario is to use it at lower health, to keep yourself on lowest possible level during entire teamfight. That is really nice on the paper, but in reality, if you use your Maximum Dosage too late, it might not save you anymore, expecially when your opponents are having Morellonomicon to reduce your healing, which is effective only below 35% of health.
The utilization of this ability is one bigger part, that differentiates good Dr. Mundo from bad one. Is there Morellonomicon user around? Are my opponents, that I am fighting behind, so I can afford to use my Maximum Dosage later on? Aren't here any champions, that deal damage depending on missing health? Mostly it's even closely connected on your playstyle, when sometimes you can use your ultimate at lower health, then you realise, that you might still die, so you kite your opponents for few seconds and then return to fight right after and keep fighting.
What I am trying to say here might be obvious for many readers and they might be thinking, that I am a bit weird, that I am pointing it out, but from my experience, many people don't really understand interconnections of champions kits and even on simple champion like Dr. Mundo. To be able to get the most of any champion, we need to first understand how kit works together, before we start building our items around it.
For that reason, I will try to explain here, how you should play during game and how are you supposed to react on certain situations.
First important thing to understand here is, that you are really squishy in early game. You don't really have your defenses up yet and in addition, your abilities cost you health, which is putting you into awkward position, when you are fighting someone, because while you are damaging your opponent, you are damaging yourself as well. So until you get certain amount of health, it is very tricky to trade anyone in lane, because even though you might win sometimes, mostly it will cost you life and put you behind.
What you should aim for here is consistency. By consistency I mean, that you should play in a way, that you won't end up really well during one game, while during other game you will get completely stomped and flamed by your team. During laning phase, you should basically just farm by your Infected Bonesaw and let your opponent push under your tower. Since you have no escape and you are squishy in early phases of game, you are quite easy target for gank, so play it safe and try to farm up. You should be able to pull off this strategy pretty much against any opponent.
Once when you have at least part of first item finnished, you can start slowly trading your opponent and if you will feel confident enough, try to go for all-in with your Maximum Dosage. But be careful, it might still be tricky to actually win such fight, expecially if your enemy is running between minions to avoid your Infected Bonesaw. So whenever you will see, that you might not win, rather escape and keep on farming, until you get your Maximum Dosage again to try it another time.
During mid game, you have two possible choices - either way you group up and teamfight with your teammates, or you possibly splitpush with your Demolish. To be honest, whenever your team is winning or you are generally ahead and you see that you can clearly obliterate opponents in teamfights, it's better to group, because if you don't you risk that your team gets caught over and over, expecially in soloQ, which might lead to loss in the end effect.
On the other hand, if your team is behind and you clearly see, that you simply can't fight enemy team, because of better teamfight comp, you should try to go for splitpush. Though, I am not going to go into details of splitpushing, because that is pretty much big topic itself.
During this part of game, it's important to understand how you want to utilize your Maximum Dosage and Blunt Force Trauma depending on who you are facing and how fed you are compared to them. Simply if you are not sure, simply use your Maximum Dosage at start of teamfight on full health. The more you get used to it, the better utilization you will be able to choose.
For teamfights, during this phase you are mostly trying to focus down important targets, since you should be strong enough to dive their backline on your own, unless your team is completely behind.
In here, I don't think that there is too much to point out. Mostly, you will end up trying to fight with your team and be that frontline for them.
In this phase, opposite carries mostly become way stronger than they were and you might not be able to deal with them on your own. For that reason, it is mostly better to stand in front of your own carries and try to help them to deal with enemy frontline using your Infected Bonesaw. That doesn't apply if you have couple of teammates, that are able to dive into their backline with you, but that all depends on team compositions and possibly even items/gold lead.
What is important to mention here is, that you will start relying on your carries to do their job, since you won't be able to solo carry anymore, because your opponents will have a lot of lifesteal already or possibly some defensive items on support like Locket of the Iron Solari.
During laning phase, you are fine in terms of farming. If you won't be playing to aggressive you can most likely survive laning phase and at some point you might be even able to beat her in lane, but the main problem here is her splitpushing potential.
If you want to ever face her later on, you will need a lot of armor, otherwise she will tear you apart, when she uses her Grand Challenge. Though, unless your opponent, that plays Fiora is really inferior, it will be really hard to face her in lategame, even under your tower, since it's really hard to kite her in any way or possibly kill her.
You don't really face this guy in toplane, but you can always see it in enemy jungle. The deal with this guy is, that you have basically no protection against him. Since you don't have any hard CC and your Infected Bonesaw provides only slow, you can't really do anything, once when he uses his Highlander.
Whenever when he builds up like two or three offensive items, he will cut you into pieces in every single teamfight. Worst part is, that since Master Yi is so easy to play and expecially in lower elo, people don't know how to deal with him, he is one of your biggest threats, when facing him.
This is another example, where I didn't mention it as toplane matchup.
It's rather general threat, where if he is being played in botlane, his % damage with Bio-Arcane Barrage and Blade of the Ruined King combined with Guinsoo's Rageblade. Like that he will tear you apart in matter of seconds. The only positive thing is, that he is not really mobile champion and if he doesn't get proper protection (which can't be guaranteed in soloQ), you might stand chance to kill that guy if you get some help from your team.
It's quite important to mention the value of Adaptive Helm against him, expecially if he is running Guinsoo's Rageblade. That item reduces damage of his Bio-Arcane Barrage or any other magic damage based on-hit effect, like Vit's end by great amount.
This might not be too obvious, but when people play Varus with on-hit items and Guinsoo's Rageblade, then he can become similar to Kog'Maw in terms of what he is able to pull off on you.
If he is running such build, again it's really valuable to go for Adaptive Helm
to reduce his magic damage. What is a bit worse compared to Kog'Maw is that he has built-in healing reduction in his kit, which will be quite annoying in teamfights.
As I said, Dr. Mundo has rather some annoying opponents, while rest is not really being a problem. Mostly you want to pick Dr. Mundo if enemy team has way too many magic damage dealers, but it's not a problem even against mixed comps. I will try to point out some opponents that might be painful for many other champions, but not really for Dr. Mundo.
This might be quite surprising statement for many people, but Dr. Mundo really knows how to deal with this toplane overlord, which he is right now.
We all know, how Ornn is able to obliterate tanks with his % damage, but at same time, we all know what type of damage he only has - magical one.
So basically, Dr. Mundo does exactly what Ornn does with his Infected Bonesaw
and that is dealing % of health as magic damage. I know, that it's only from current health while Ornn is dealing it depending on max health, but still it is very valuable tool.
Except for that, Dr. Mundo has way better lane sustain, expecially when he uses his Maximum Dosage and goes all-in, where he can basically smash Ornn. The only thing that you pretty much need is your Spirit Visage and he won't be any match for you.
Maokai is another example of annoying opponent, due to his tankyness,
built in % damage and sustain, he is able to dominate many toplaners, but he suffers same way as Ornn does. He is only able to deal magic damage, which is nothing for Dr. Mundo and his MR bonus from Blunt Force Trauma.
Except for that, you should be able to beat his sustain with yours, whenever you pop your Maximum Dosage. So yeah, unless you get destroyed early on for no reason and if you will just get your Spirit Visage, then it's free lane.
Vladimir's sustain is real terror for many champions. Since he doesn't have mana pool and he can spam his abilities, till he has health, it's rather problem for any champion with mana pool as energy resource for abilities.
Thing is, that since Dr. Mundo doesn't have any energy pool either, they are pretty much same. Difference is, that Dr. Mundo will feast on him, when he lands his Infected Bonesaw several times and due to your MR bonus, you can send this vampire back where he came from.
It's not really too impressive to not get beated by Nasus during laning phase, since what this guy wants to do is just to spam his Siphoning Strike.
Thing is that you want to basically deny him and people usually struggle with that part.
Which is why they pick some squishy champion, to have higher damage output, because many tanks simply can't deny him.
That doesn't apply for Dr. Mundo, because since you don't have any real damage scalings depending on AD or AP, you are still dealing as much damage as normally, when you basically build up full-tanky. And it's not like your damage would be non-existent.
Dr. Mundo is example of tanky champion, that can deny Nasus, while doing his role of frontline champion for his team, which might prove valuable in many situations.
Akali is really strong opponent for many tanky champions, mainly due to her sustain and high damage output. When she keeps sustaining herself, it's hard for many tanky champions to actually kill her, but as Dr. Mundo you have more than enough damage for her to kill her, while staying alive. It's pretty straightforward matchup,
unless you get cheesed with Ignite or if you won't simply do some major mistakes that would cost you life early on.
We all know how annoying it is, when Cho'Gath scales up and he becomes that immortal beast. For you, it's mostly not a problem, since he still deals mostly magic damage and you are able to take him down with your % damage out of your Infected Bonesaw.
Tricky part is, that he can kill you with his Feast ability. So always watch out and keep in mind, that you don't want to let him drop you way too low, where you are by the way strong. But if you would let him do so, he might simply finnish you off with that.
It's not usual toplane pick, but still it's quite annoying for many tanky champions on toplane once she scales up. Main problem is, that her damage output becomes way too crazy, expecially when she groups for teamfights, but even if she keeps splitpushing. That might become huge problem for your team.
As Dr. Mundo though, you should be able to take her down many times, before she scales up and even if she will, if you build up Spirit Visage + Adaptive Helm,
then her damage will be pretty much non-existent. In full build, she will still cause some problems, but in that point, you should be tanky enough to deal with that and survive long enough to allow your team to do their job.
I could probably keep going with this part, but mostly it's just same story. But in case that anyone would have questions about certain matchups, just drop a comment with a request, that I should add it here and I will simply do so. Maybe there are some matchups that might be interesting for you, but I simply don't know that, because for me, it might not really be problem in particular.
Anyways, I wish you good luck guys with your Mundo games and hopefully this guide will help you at least a bit to get into your dreamed divisions, because as you might know...