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Runes: Standard
1
2
3
4
5
6
7
8
9
10
11
Inspiration
Resolve
+8 Ability Haste
+6 Armor
+6 Armor
Spells:
1
2
3
4
5
6
7
8
9
Standard
Flash
Teleport
Items
Titanic Hydra
Warmog's Armor
Thornmail
Spirit Visage
Gargoyle Stoneplate
Randuin's Omen
Force of Nature
Abyssal Mask
Hullbreaker
Silvermere Dawn
Guardian Angel
Dead Man's Plate
Sterak's Gage
Edge of Night
Wit's End
Knight's Vow
Anathema's Chains
Redemption
Death's Dance
Maw of Malmortius
Essence Reaver
Serpent's Fang
The Collector
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Irelia
Scary! Irelia wins against Mundo at pretty much every stage in the game. Try to stack armour.
Yuumi
healing is great with mundo
Synergies
Ideal
Strong
Ok
Low
None
Yuumi
healing is great with mundo
Champion Build Guide
Why Spellbook Mundo Mid?
Spellbook Mundo mid is perhaps one of the more versatile choices possible in the mid lane. The sheer amount of flexibility this pick offers is uncomparable to most other mid laners. Mundo also has amazing matchups in the mid lane, a lot of which he can easily stomp and carry the game from beginning to end. Mundo can do anything. Split push, teamfight, duel, dive, frontline-it's all there in his pockets.
But Why SPELLBOOK Mundo Mid?
Spellbook embraces Mundo's natural versatility and allows him to use a lot more tools to be able to defeat his foes. With Spellbook, Mundo can win matchups he would've otherwise lost, get objectives that would otherwise be unreachable, and sail to heights otherwise unfathomable. I truly do believe that Spellbook is the best rune on Mundo Mid. It prepares him to do what he needs to do in the game without really taking away any of his strength as a champion.One of the reasons I love Mundo mid so much is that essentially he is like Irelia, my main. He can win a fight even if it is a 1v2 at early levels. The jungler should be terrified to gank you, since you can easily take out both the jungler and the mid laner if you have a good matchup.
What is the Deal with Summoner Spells?
Since Mundo mid is such a versatile pick, his summoner spells reflect that versatility. He has a bunch of options, all of which are viable situationally. Personally, my favourite combination is Ghost/Teleport or Ignite/Teleport, since it allows you to go aggressive in the early game. You really do not need flash on Spellbook Mundo Mid unless you are up against a champion who can kite very well. Mundo is naturally good at chasing down targets as long as you can hit your cleavers, which makes flash sort of irrelevant. Sure it can save you from some situations, but in all reality Mundo's main goal should be going in, not getting out. You do not have to worry about how you can get out of a fight if you singlehandedly win the fight.
Early Game
In most matchups, mundo mid can get a large lead in the early game and have surprising damage. It depends from matchup to matchup, but in some matchups your health regen will be enough to the point where you can just CS and poke with cleaver and ignore any poke the enemy has, since if you get in melee range you still win a fight even if you start at half HP. If you are not in that kind of matchup, try to stay back and not get punished. Drain their patience until they overextend and then your damage will be enough. If you are playing against an extremely difficult matchup, just play far back and try to poke as much as you can without recieving poke yourself. Mundo mid is one of the most versatile and safe choices in the mid lane, and typically an ideal blind pick.
Middle Game
In the mid game, your prioriity should be getting to your three item power spike. If they have mixed damage and you get to build ideally, Mythic + Boots + Titanic Hydra + Warmog's is enough to 1v2 most characters in the game. The health from Warmog's gives you extra attack damage because of Titanic Hydra, which is nice for Mundo. If you have won lane, the mid game should be easy. Try to make plays around the map and get your team objectives, while still farming in side lanes to make sure you do not fall off.
Late Game
If you have done well in the prior stages, the late game is easy to play. Your healing is so difficult to get through, especially after the grevious nerfs. Mundo's damage does somewhat fall off once everyone is full build and level 18, but his tankiness and healing does not fall off, and he will still easily mow down squishies. Mundo is great at securing objectives and zoning away enemies, which makes him great for the late game where elder and baron are so vital to closing out a game. Mundo also has an amazing split push, so you will be able to take out those last remaining inhibitors if that is what your team needs you to do.
Closing
I am very passionate about this pick, therefore I hope I have convinced you to try it out! I hope that you will see the power held within it just as I do. Have an amazing day, and go where you please!!
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