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Unstoppable Death (mpen top lane Dr. Mundo)
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This is not an easy win guide for people who are new to the game or new to top lane, or even new to Dr. Mundo. The more you already know about all of the champions in the game, how to lane and ward, and how to control the flow of the game from top lane, the better you will do with this guide.
Every reader should have their own opinions and I welcome hearing about them. My conclusions have given me great success in this case, so without further ado here is my Dr. Mundo guide...
Pure tank Dr. Mundo does put out good damage, at least through the mid game. Late game he typically becomes a simple slow-bot. There is a lot to be said for the pure tank's mid-game but his damage is hardly terrifying, unlike mpen Mundo's, which remains so to the bitter end through everybody's full builds elixirs and baron buffs. The trade off of a bit of tankiness for a huge hike in damage is extremely worth it.
Look at what we're really sacrificing. Haunting Guise and Abyssal Mask still have good efficient defensive stats, and you will hardly miss the minimal stats of defensive boots. When you have up to 81 flat magic penetration attached to Infected Bonesaw, they hit very hard even to tanks. The synergy between this magic pen, Heart Zapper and Sunfire Aegis also creates very high AOE damage.
Especially considering you have more kill potential, the items this build provides you with via k/d/a should on average put you on close to equal defensive stats with a pure tank build in a parallel time frame.
Now AD tank Mundo accomplishes something similar to mpen Mundo, but requires him to stay in melee range to do damage and interrupt himself for swings. I will not speak on its viability but I will say that while the survivability and damage output of these builds are comparable, mpen simply wins due to useability. The advantage of AD tank is that you can fit Spirit Visage in easier and viably consider lifesteal (spellvamp being non-viable for the mpen build) but I still don't think it wins the comparison at all.
Laning phase Pros:
High damage ranged harass with low cooldowns and no mana dependency
High ability to kite and stay at range
High synergy with ganks and ability to counter enemy's flash
Ability to kill many champions at level 2
High sustain and free tankiness at level 6
Laning phase Cons:
Cleavers can be blocked by creeps
Can be vulnerable to high burst
Not the best skill set for farming
Sacrifices small amounts of health over time
Negative sustain and squishy before level 6
Extremely high ratio of damage and tankiness
Huge threat to squishies
Chunks anything tanky
Can poke, peel and dive extremely well
Can rambo and invade extremely well
Snowballs very hard, can end games fast on his own
High control in teamfights
High control of objectives (fast dragons and barons, harass enemies away, etc.)
Can accomplish his tasks even if behind
Vulnerable to healing debuffs
No direct built-in escape mechanism
Flash is absolutely necessary, in my opinion even if you are jungling. Although there are situations where exhaust ignite or exhaust smite would excel on him I have found there to be many more situations where flash and one of the 3 outperform. Mundo is a great duelist but since his cleavers lock enemies down at range one more step towards keeping yourself in position goes a long way in a myriad of tricky circumstances. Flash provides you with superior safety and gives you the opportunity to make more aggressive and risky plays.
#2: The other one
Consider exhaust when your lane opponent is physical damage based, the enemy team has strong jungle ganks, if they have a strong AD carry counter to you such as Vayne or Kog'Maw, and various combinations of the above as you see fit.
Consider ignite if your lane opponent is magic damage based and the threat from other enemy team members is not so glaring. The situation may vary, such as taking ignite vs. Olaf. You will have to use your own judgment each game.
Smite when jungling, always. If you learn to play this build well I'm sure you can imagine what a couple early teleport ganks to bot lane could accomplish.
I do not believe any of the other summoner spells are worth taking, but I am sure some would consider ghost an option.
#1: Vs. AD
+21 Armor, +11 Magic Pen, +24 Magic Resist @ 18
x9 x9 x9 x2 x1
#2: Vs. AP
+13 Armor, +11 Magic Pen, +24 Magic Resist @ 18, +8 Magic Resist
x9 x9 x9 x2 x1
#3: IDGAF I will destroy everything
+13 Armor, +21 Magic Pen
x9 x9 x9 x3
9 in offense
For last hitting
One thing should be made clear - The only offensive stat you want at all is magic pen. You don't want to stack AP, and in the case of the offensive tree when we are presented with a choice AD is simply superior for last hitting purposes. I take whatever I can that is useful to me in order to set the 9th point on magic pen.
21 in defensive
Synergise with for sustain
For an edge in lane aggression
Superior to movement speed in our case
Good synergy with passive and crowd control reduction from
The defensive tree should be filled. These are the stats we want to stack up on. I make sure to take everything that improves my health regen, along with indomitable, and this leaves me with a choice between armor and magic resist in the 1st tier, and movement speed above 70% health or CDR in the 4th tier. 2 Pages to swap the armor and magic resist is a good idea, and I prefer CDR because I will be operating at below 70% health a lot and more cleavers can make up for a lack of movement speed as well.
Many people will still prefer to take an early point in Blunt Force Trauma for last hitting under tower. If you do, I strongly advise against standing and auto attacking enemies to the death with this build. You rely on superior kiting capabilities to punish enemies for attempting to fight you until it's too late for them.
Start with boots and potions no matter what. Back for 4th if you want.
I usually build this, it is very efficient for you and helps maintain your gold income if you have to leave top a lot to damage control around the rest of the map.
Build either early if you need.
CORE BUILD: These are the first items you should complete. Ideally you will have these items first no matter what the enemy team is doing, and even if you had to get Negatron Cloak earlier. The magic pen should make Sunfire Aegis + Heart Zapper do massive damage.
As you proceed through the midgame these should be your next considerations. I usually end up building Warmog's Armor first because I am doing enough damage already. I have heard some people complain about Warmog's Armor being unnecessary on Dr. Mundo. Remember how Maximum Dosage and Goes Where He Pleases scale off of health, and you will certainly be building some resists, so it is very efficient for an item slot in a build that is designed for high damage output.
When you get towards endgame and max builds and you get your full cooldown reduction from Enlightenment , this item is very strong on Dr. Mundo in combination with Maximum Dosage.
These items can replace Abyssal Mask or Guardian Angel if you find yourself needing them.
These are items that can give you an edge in the early or mid game when certain circumstances arise. Doran's Shield is good if you have trouble surviving vs. an AD champion who bursts. Warden's Mail is good if you have trouble surviving vs. an AD champion who auto attacks. These items can make your lane turn a B-line in your favor. Elixir of Fortitude is an aggressive purchase and has saved my life while fighting outnumbered.
If I am jungling, the only change i make is Ninja Tabi instead of Sorcerer's Shoes. In fact, I still use the exact same skill order, and play to kill. It has been very successful but this is not a guide for that. Yet.