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Dr. Mundo Build Guide by Arguhl

AD Offtank What The Mundo?

AD Offtank What The Mundo?

Updated on November 12, 2012
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League of Legends Build Guide Author Arguhl Build Guide By Arguhl 2,043 Views 0 Comments
2,043 Views 0 Comments League of Legends Build Guide Author Arguhl Dr. Mundo Build Guide By Arguhl Updated on November 12, 2012
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Choose Champion Build:

  • LoL Champion: Dr. Mundo
  • LoL Champion: Dr. Mundo

Introduction

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A Little Math

This section will tell in short how a few runes, abilities and items are compared to others, focussing on health regeneration.

Greater Quintessence of Spell Vamp
I hear a lot of people wondering why you would want these on Mundo. First of all, Mundo has 2 abilities that deal damage, to trigger any spellvamp. Those abilities are Infected Bonesaw and Heart Zapper...

Goes Where He Pleases
Since health regeneration is usually counted in health per 5 seconds, let's rewrite this ability a little:
Dr. Mundo regenerates 1.5% of his max health per 5 seconds.
In other words: Mundo gets 1.5 hp/5 for each 100 health he has. This means that for each 180 health (like a Ruby Crystal), Mundo gets the same regen as one Greater Quintessence of Vigor. Be sure to take this in consideration when choosing these runes.

Infected Bonesaw
Let's check some numbers. Mundo deals 15 / 18 / 21 / 23 / 25 % of the enemy's current health damage. The minimum amount of damage is 80 / 130 / 180 / 230 / 280. The question is, against how much health does Infected Bonesaw deal more than it's minimum damage. Take the first level for example: 15% or 80 damage. At how much health is 15% equal to 80? 80 / 0.15 = 533 health. For all levels, these numbers are 533 / 722 / 857 / 1000 / 1120 health. When fighting enemies with less health than that, your Infected Bonesaw deals it's minimum damage.

Maximum Dosage
Dr. Mundo regenerates 40 / 50 / 60 % of his max health over 12 seconds. This means it regenerates 3.33 / 4.17 / 5 % of his max health each second.
Let's compare this to a Health Potion. 150 health over 15 seconds is 10 health per second (or 50 hp/5). To have an equal regeneration Mundo only needs 300 / 240 / 200 extra health. For example, with 3,000 max health, this ability at level 1 regenerates as fast as 10 health potions at the same time that equals 500 hp/5.
Ofcourse, this only counts while using his Maximum Dosage, but as you can see: it has quite a short cooldown.

Regrowth Pendant
This is especially about your starter Regrowth Pendant. 15 health regenration per 5 seconds. As mentioned above, a Health Potion regenerates on activation as 50 hp/5. The regeneration on your Regrowth Pendant equals 15 / 50 = 30% of the health regeneration that a Health Potion offers. This means that your Regrowth Pendant needs 17 seconds for what a Health Potion does in 5 seconds. 1 Health Potion restores 150 health in 15 seconds. Your Regrowth Pendant restores the same amount in 50 seconds. Now the question is, do you use a Health Potion more often than these 50 seconds or not? That depends on how well you play Mundo. Would you use it sooner than each 50 seconds, you should start with more Health Potions. If not, you're probably better of with the [Regrowth Pendant]]. Sometimes you just need that faster regeneration. If you have a lot of these moments, it might be better to start with more Health Potions as well.

Spirit Visage
Now this is interesting. The question is, is it worth it to buy it on Mundo. Most people say that it gives a huge boost on your Maximum Dosage. But is that true?
Let's check the stats on Spirit Visage: 250 health, 30 magic resistance, 10% cooldown reduction and 15% effectiveness increase on your self heals. This sounds as quite a lot, let's see if that's true. You'll probably want to buy this after your level 2 boots. Would you follow the above build till that point, you'll have around 1500 base health and 475 health from items with Spirit Visage, resulting in a total of around 2000 healh. At this point in the game, you'll probably get your Maximum Dosage level 2 soon, so let's check the effects on that. 50% of your max health, which means that's 1000 health in this case. Don't forget to add the 15% bonus to that. 1000 x 1.15 = 1150 health.
Now let's say you follow my build further. You'll also have around 1500 base health and 835 health from items with Giant's Belt and Ruby Crystal, resulting in a total of around 2350 health. The amount of healing of Maximum Dosage level 2 would be 50% of 2350 this time without the 15% bonus. This means that the amount of healing is 1175.
But wait a second, that's more than actually with the 15% health buff! Indeed, that's true. Ofcourse, this was only one example but since this chapter is supposed to be A Little Math I won't write out all examples. Try some builds with or without the 15% buff, but you'll see that the effect on Maximum Dosage isn't very useful. There are other benefits from both paths, but I won't discuss that now. This section was just about the effect on Maximum Dosage.
Personally, I don't see Spirit Visage as an important item for Mundo. But if you believe you need it, take it. It is not a bad item at all.

Madred's Bloodrazor
It seems like this item is the perfect item to counter a health stacking Mundo. Let's check Mundo's base stats. At level 18, Mundo has 2035 health and 52 magic resistance. 4% Of his maximum health is 81.4. Usually just thinking of this percentage makes people want to buy it. But let's continue. 52 Magic resistance means 34% damage reduction. This means that your Madred's Bloodrazor actually deals 2.6% of his maximum health as damage. In this case that is 53.7 damage. It's not bad, but that's not a lot of damage for your money.
Now we take a diffent situation. Let's say you have the exact same build as above (with fully stacked Warmog's Armor) at level 18 in game. Mundo will have 4267 health and 177.3 magic resistance. This time, 4% means 170.7 damage. This is quite a lot of extra damage each hit. But don't forget the magic resistance. This reduces the magic damage by 64%. That's a lot more than his base resistance. All that remains of that damage is 61.5. This is actually 1.4% of his maximum health.
Stating that Madred's Bloodrazor just melts through champions like Mundo is nonsense. Depending on the build of Mundo and on the build of the attacker this might melt him. But what if the attacker had magic penetration? Well, most champions that buy Madred's Bloodrazor will be auto-attackers and most of those are not really AP champions. Some champions that might be dangerous for Mundo that have magic penetration and use auto-attacks would be Warwick and Kog'maw. Both of these have an ability that works very well in combination with Madred's Bloodrazor. Warwick's Infinite Duress and Kog'maw's Bio-Arcane Barrage also deal damage based on maximum health. Warwick usually has some magic penetration and an AP Kog'maw will probably build a Void Staff when facing a lot of magic resistance.
This said, Madred's Bloodrazor can be a very dangerous item, but it depends on several factors as mentioned above. Don't just assume this item will tear down champions like Mundo, but consider to buy something else instead if the damage of it will be too low.
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Runes


Recommended


Greater Mark of Attack Speed
With these runes your jungling will speed up. Mundo's attack speed is rather slow compared to most junglers. These runes compensate for that lack of attack speed.

Greater Seal of Armor
The flat armor is very helpful with the early jungle. Without these seals surviving gets a lot harder. These are pretty standard jungling seals, that I'd prefer over any other seals.

Greater Glyph of Scaling Magic Resist
Most of the damage you receive in team fights is magic damage. Since you're likely going to initiate a team fight, you'll want to be a bit more resistant to this.

Greater Quintessence of Spell Vamp
These runes are great for a jungling Mundo. Your Heart Zapper will hardly cost any health in the early jungle, giving you a great boost in jungling speed.

Other Viable Choices


Greater Mark of Desolation
Once Mundo has his Atma's Impaler combined with his Blunt Force Trauma he is going to hit like a truck. However, this can be easily countered with a fair amount of armor. The extra armor penetration will counter that armor a bit and helps you in the jungle as well. I usually prefer to have a higher attack speed on Mundo, but this is a matter of personal preference.

Greater Mark of Magic Penetration
Your Infected Bonesaw and Heart Zapper both deal magical damage. The extra magic penetration gives you a good increase of damage with both of these spells. If you have Greater Quintessence of Spell Vamp as well, these will heal you more because of that magic penetration. As I mentioned above, I prefer to have a higher attack speed on Mundo, but this is also a matter of personal preference.

Greater Seal of Vitality / Greater Seal of Endurance
Mundo loves extra health, which is gained quite a lot with these runes. It does mean however, that you'll have to sacrifice you Greater Seal of Armor for these. Jungling gets quite a lot harder without those. You might need some extra help from your teammates or adjust the build a bit.

Greater Glyph of Cooldown Reduction / Greater Glyph of Scaling Cooldown Reduction
There isn't a lot of cooldown reduction in my build, so you might find these runes useful. Reduced cooldown on your Infected Bonesaw and Maximum Dosage helps a lot. I personally prefer the Greater Glyph of Scaling Magic Resist though, but feel free to take these instead.

Greater Quintessence of Vigor
Quite a bit of health regeneration for early game. I would definitely recommend this over Greater Quintessence of Regeneration, since that one only gets better after reaching level 10. At that point, you'll have plenty of regeneration already, making these runes pretty worthless. You'll often find your Greater Quintessence of Spell Vamp better, but Greater Quintessence of Vigor is a decent replacement for these.

Greater Quintessence of Endurance
With the above build, you'll have over 4,000 health. One of these runes will give you over 60 health in that case. Quintessences like Greater Quintessence of Health or Greater Quintessence of Vitality won't make it that far. These runes won't help you much early game though, so I wouldn't really recommend them.
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Masteries

Explanation

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Summoner Spells

Recommended


Flash
This summoner spell is pretty much my personal favorite for most champions. It's a great escape move and gap closer, that saved my life many times or secured a lot of kills.

Smite
Always take Smite as a jungler. Very few champions don't 'need' Smite in the jungle. Not only does it help you clear the jungle faster, but it also helps your team to secure dragon/baron. No excuses, just take it.

Viable Choices


Swap Flash for something else if you prefer so.

Exhaust
This spell can turn the enemy's strongest champions pretty much useless for a short while. You can use this spell both offensive and defensive, though I'd rather take Flash or Ghost to escape. Using this spell on the enemy carry often guarantees you (or your team) to get rid of this carry once and for all (or at least till he/she respawns :p). It might help your ganking quite a lot though, since Mundo isn't that great at ganking. Slowing the enemy and weakening him helps a lot, but you shouldn't take a summoner spell just for ganking.
Depending on your playstyle, you might prefer this over Flash.

Ghost
I wouldn't really recommend this one, because Mundo's Maximum Dosage has kind of a build-in Ghost. It's still a nice spell that can help you kill or escape a lot, but I'd prefer Flash over Ghost.

Less Viable Choices


Cleanse
It is a good spell, but since it does not remove the healing reduction effect of Ignite, it's not that great on Mundo. If you don't know how to use this spell effectively, don't take it. Only those who master this spell will find it useful.

Ignite
Everyone has been in the situation that someone just manages to escape with a little bit of health left. In those situations, you just wish you had this spell with you. It also helps a lot with countering champions that are dependant on self heal like Dr. Mundo himself. I wouldn't advise taking a pure offensive spell over Flash in this case. You're better of with an escape spell like Flash or Ghost.

Surge
Not too bad, but not recommended either. The attack speed is nice, since Mundo's attacks are rather slow and the ability power buff increases the damage on Heart Zapper. But just like with Ignite I wouldn't advise taking a pure offensive spell over Flash. There is a slight utility effect on it, since your spell vamp will heal more if your Heart Zapper is buffed, but this is by far not worth it. The increased healing is just too low to really benefit from it.

Teleport
It's never a bad thing to be able to be pretty much anywhere on the map, but you shouldn't really need this spell. Your Maximum Dosage has quite a short cooldown and increases your movement speed a lot, allowing you to cross the map quickly if really necessary.

Never Take


Clairvoyance
Leave it for the support.

Clarity
Mundo has no mana, so it would be a waste.

Heal
With his high health and health regeneration, this spell is pretty much worthless for Mundo.

Promote
You are not laning.

Revive
Just don't.
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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
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Items

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Summary

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League of Legends Build Guide Author Arguhl
Arguhl Dr. Mundo Guide
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What The Mundo?

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