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Build Guide by Cmontes

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League of Legends Build Guide Author Cmontes

Tanking Mundo

Cmontes Last updated on September 26, 2010
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Top Lane
Ranked #12 in
Top Lane
Win 50%
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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: 9

Veteran's Scars

Defense: 21

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

Utility: 0

Dr. Mundo

I personally see Dr. Mundo as a tank. Although his damage is nice,
you will see more performance available when you can take some damage
yourself. The damage from your Burning Agony along with Infected Cleaver
every 4 seconds amounts to a good amount on its own. If you can complete
this build, you will have no problem using any of your abilities as your
health regeneration will be around 220 hp5. As a result, you will be able to save
a wounded team mate from a death, lead team fights, and tear things apart

Dr. Mundo Skills (League of Legends Site Descriptions)

Adrenaline Rush (Passive) - Dr. Mundo regenerates 0.3% of his max
health each second.

Infected Cleaver (Q) - Dr. Mundo hurls his cleaver, dealing
damage equal to a portion of his target's maximum health and slowing
them for a short time. Dr. Mundo delights in the suffering of
others and so is returned some of the health cost when he
successfully hits.
Dr. Mundo hurls his cleaver, dealing magic damage equal to
15/18/21/23/25% of the target's current health (80/130/180/230/280
damage minimum) and slowing them by 40% for 2 seconds. Half of the
health cost is returned if the cleaver hits a target.

Burning Agony (W) - Dr. Mundo drains his health to reduce the duration
of stuns and slows and deal continual damage to nearby enemies.
Toggle: Dr. Mundo deals 40/55/70/85/100 (+0.2) magic damage to
nearby enemies, and reduces the duration of crowd control effects on
Dr Mundo by 15/20/25/30/35%.

Masochism (E) - Masochism increases Dr. Mundo's physical damage by a flat
amount for 5 seconds. In addition, Dr. Mundo also gains an additional amount
of damage for each percentage of health he is missing.
Increases physical damage by 40/55/70/85/100 for 5 seconds. Dr. Mundo
gains an additional +0.4/0.55/0.7/0.85/1 damage for each percentage of health he
is missing.

Sadism (R) - Dr. Mundo sacrifices a portion of his health for increased
movement speed and drastically increased health regeneration.
Dr. Mundo regenerates 40/55/70% of his Max Health over 12 seconds.
Additionally,he gains 15/25/35% movement speed.

If you have some opponents with a good amount of health in your lane,
it would be a good idea to hit them a few times with Infected Cleaver before you
start trying to kill them. With the slow effect, this will also prevent them
from running too far before you catch up to them. It is highly useful even for
jungling when you reach high enough level (4).
With your partner, preferably a ranged with you, you will usually have no problem
weakening your opponents and finishing it with Burning Agony and Infected Cleaver.
His infamous ultimate is a lifesaver. Along with Boots of Mobility, if you need to
run away, you'll have around 550 run speed and easily get away from a bad situation.
The cooldown is around 40 seconds and is pretty much always up whenever you need it.

Summoner Spells

Ignite - Early game, this can be all the extra damage you need to kill your opponents
and get a good push on their turret. Most opponents will have around 500 health so it
will be very effective if they're lacking hp. If you reach a point where the opponent
gets away and is turret hugging, you can make for a quick dive to cast it on him / her
if your feeling gutsy.

Teleport - A very useful spell to help you get around the map. It can get you to base
if the heat is on, and even get you to where all the action is. This can be used on
anything such as Teemo's Mushrooms, and Vision Wards.


Marks - Fortitude x9 (31hp)
Glyphs - Fortitude x9 (24hp)
Seals - Evasion x9 (6.75% Dodge)
Quintesenses - Fortitude x3 (97hp)

Controlling your lane will be a breeze as you will have around 900+ Hp at level 1!
This means people will think twice about wanting to get near you. These Runes are
my personal preference. If you have your own setup, please feel free to comment
and share.

Your Partners in Crime

As mentioned above, Mundo will shine if grouped with a ranged, stun or burst
damage partner. Ashe, Gangplank, Twisted Fate, and Ryze, (just to name a few)
will be amazing at destroying the first turret in lane in under 15 minutes
(If the enemy decides to turret hug and play super defensively.)

As with any team that may have some stealth champions like Twitch, Shaco, or Eve
be sure that you are aware of there presense around the map before making bold

Your Items

I like to begin with Warmog's Armor. This means I'm starting my lane with a Ruby
Crystal. This item can be complete around level 8 or 9 if you're getting some kills.
The reason for starting with this item is it gives you a huge survival advantage
early game to make gutsy moves when engaging with the enemy. This item will give
you 1220 health amounting to around 2500 hp at level 12-ish.

Boots of Mobility will give you that edge of entering and leaving a battle if needed. Along with your ultimate Sadism, you'll have the run speed (550 or so).

Thornmail is my next item which will give you the extra kick to your 1v1 that you need against most melee.

Guardian Angel. No explanation needed. It's going to be that extra trick up your sleeve if you need to get away or kill an enemy that is nearly dead.

Randuin's Omen will give you a little extra health along with even more armor to ward off most melee. The passive will be just what everyone on your team needs to get ahead. Reduced attack and movement speed.

Force of Nature is going to add extra magic resist. It's passive will also keep you at full health at this point so you can run around having no loss keeping Burning Agony toggled on. The passive also stacks with Mundo's passive amounting to .65% of total health each second on top of 200+ Hp5.

End Note
If you can complete this build, you will ultimately take no damage from turrets
so you can move along with a dps to push turrets if needed. You will have around
75+% Reduced Physical Damage and 55+% Magic Resistance along with around
3800-4200 health. Doing the math of all the items, you'll also have around 475 hp5 total.
If your teammates are decent enough, they will almost have no problem taking out the enemy team if they focus on you. If not, then you'll still be able to put out your own damage. :)

Please feel free to comment and add any suggestions. If you're going to say you don't like it, please explain why. I have yet to find a good damage build for him.