Runes: Hyd Pen, Health, MR, Arm
Masteries: 0-30-0
Summary:
Just trying one of my old favs
Dr. Mundo out after his buffs.
Heart Zapper does the same amount of damage as it did before but the damage is applied more quickly, giving it more “burst”.
Blunt Force Trauma got a number of improvements. It is now an auto attack reset. So you can quickly AA + E + AA for a nice chunk of damage. The cost on it is now paid after you smack something rather than before. And for added fun when you activate it your AA range is increased by 25 and it deals 5% of Mundo’s maximum health, which is prodigious later in the game.
Land Opponents
Rumble is hard as you can’t get near him because of
Flamespitter if he manages his heat well and he can block a lot of your poke with
Scrap Shield. Some MR as opposed to Arm Quints would have probably been nice, but since it was blind pick I didn’t know who I would be facing. Though he also tends to build a lot of magic penetration early so itemizing MR against him is less effective then you would hope. He will have a tendency to push the wave, so if you have a jungler that can actually do some damage, you will likely have a chance to kill him if he over extends. Though watch out as between
Electro-Harpoon and the
The Equalizer he can turn a gank. That game I went 5-5-5.
Against
Gangplank, the game depicted above, I mostly farmed, though I think I could have solo killed him if I had really tried. You do have to watch out for
Powder Keg as they hurt a lot and slow you, especially if he can chain the explosion to multiple barrels. Your
Infected Bonesaw is on a much lower cool down than
Remove Scurvy so you can keep him slowed if you decide it is a good time to go on him.
Against
Zed just make sure to not let your health get too low and buy an early
Sunfire Aegis. Then you can zone him off the minion wave. The main thing with Zed is to keep track of his shadow so he doesn’t get cheap damage off on you.
Fiora I think the Fiora I went against didn’t know her that well, or Dr. Mundo just stomps her. I was quickly up 3-0 and I believe I killed her at least one more time by chunking her with cleavers and then chasing her under her turret when I hit 6th.
His clone can be annoying, but they often run away either straight backwards or toward a bush. Lob an
Inexperienced Wukongs may try to combo you under turret and Decoy away. However, if the decoy damages you while they are still in range of the tower they will remain/?become? visible while the turret shot follows them. If they do this when they are a little low, this a great time to all-in them.
Eh thinking about it a bit more, I would probably buy a
She can't push that fast before she gets some attack speed. You probably want to try and keep the lane in the middle on this one to keep from getting
At rank 1 your ultimate gives you 15% bonus movement speed (MS = 448 w/ Tier 2 Boots)
At rank 2 your ultimate gives you 25% bonus movement speed (MS = 487 w/ Tier 2 Boots)
At rank 3 your ultimate gives you 35% bonus movement speed (MS = 526 w/ Tier 2 Boots)
Ghost gives you 27% bonus movement speed + allows you to avoid unit collision.
So if you need to run someone down then Ghost is your best choice until you have rank 3 in your ultimate, especially if you might get blocked by some minions.
With your ultimate and ghost active (assuming bonus movements speed is additive Base + % increase + % increase) your top speed is 668 with Tier 2 Boots.
I didn't do the calculations for Boots of Mobility or Boots of Swiftness since Mundo is a Tank/Tanky-Bruiser and neither of those offer significant defensive stats.
;tldr
Ghost > Sadism for chasing people down or running away until you get Rank 3 in Sadism.
If units are in the way, Ghost is pretty much always > Sadism.
You run really freaking fast with both active.
He'll probably get bored and roam especially if he is running
Regardless, even if you don't kill him, let him push you in so your jungler can gank for you. Between the two of you, you should be able to take him down if you have the full run of the lane. Don't try it halfway into the lane unless your jungler has a lot of damage as he'll just ult and walk back to his tower.
Alternatively, pre-6th level, if you have a jungler that is good at turret diving, you can push him into his turret and then dive him after you've gotten him low. Post-6th you have to be really careful about this and you'll probably want to bring three or four teammates to ensure the success of the dive.
The thing about pushing him into his turret is that he heals like crazy if you can't actually kill him, so he will happily farm in safety under his turret if that is what you force him to do.
Or you can bring
Runes: Hyp Pen, Health, MR, Arm Quints
Masteries:0-30-0
Summary:
Better
Mundo cracks me up because you really can play ring around at the tower and still murder people while tanking tower shots. Just run off before any cool downs that might trap you come up.
Wish the slow on
You can generally run right through
Rather than a tank, I would describe him more as a tanky bruiser of the juggernaut variety that actually has pretty good mobility.
As a tank his kit provides two things. Massive health regeneration, especially paired with the proper items and crowd control reduction. That is it. He doesn't get a shield, damage reduction, resists, or anything else that you generally find on a tank.
He soaks damage primarily by simply healing through or healing up quickly after taking the damage.
This means you have to play him a little differently than most tanks. Guard the last of thy health, because if you survive you will quickly be able to come back and cause more havoc. Or in other words. Run in and cause as much mayhem as possible and then run out when you are about to go down. With
E.g. Ooo team fight! And look, there is a
That is sort of Mundo in a nutshell. Run in and get in the grills of priority targets like the ADC or APC so they can't commit to doing damage on your priority teammates and so their team mates are forced to expend precious damage and CC on you. All while tanking tower shots, because Mundo.
There isn't much that is subtle about Mundo. He wants to jump on top of you and beat you senseless or run away if you somehow get the upper hand. He goes where he pleases and if you don't stop him he will quickly be back for more.
As far as laning goes, you have to know your lane opponent in the sense that Mundo doesn't have to win lane against every opponents, but he does need to win lane against some opponents as they will probably be more useful than you later in the game if you don't get a lead.
But a lot of the time just keep up in farm and items is sufficient as you scale pretty well with items. Also be on the look out for
However the sound of the trophy smacking a target with the
Runes: Atk Spd, Arm, CDR, AP Quints
Masteries: 0-30-0
Summary:
Vs
Late game you'll need help to kill him because you don't want to stand near him long enough to let him get three stacks on you.