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Choose Champion Build:
-
Unkillable hypertank
-
Mundo goes where he pleases
Recommended Items
Spells:
Ignite
Ghost
Items
Ability Order
Goes Where He Pleases (PASSIVE)
Dr. Mundo Passive Ability
Introduction
Mundo is a very, very durable melee champion, and benefits greatly from stacking a ton of health items. His job is to stick onto people and hit them really hard and be extremely hard to kill. In teamfights, he has no CC to offer, but can effectively bodyblock skillshots and deal a good amount of AoE damage with
Heart Zapper, as well as single-target with
Blunt Force Trauma.
Mundo, in my experience, is a very powerful top-laner, who is simply very hard to kill, and has infinite sustain due to having no resource and massive health regen. Later, he turns into a hypertank that simply can't be harmed by anyone but
Vayne. However, at very early game (levels 1-5), he is relatively vulnerable to being ganked and shut down. Before he has some health items and
Maximum Dosage, he can be fairly weak in the lane.
Mundo can also be a powerful jungler. He has extremely fast clear times due to the high base damage of
Heart Zapper. However, he takes a lot of damage because that ability saps his health quickly. Also, his ganks are slightly subpar, due to having no hard CC and no burst damage of note. It can be very hard to effectively gank lanes if your team has little or no hard CC to back you up. However, when being counter-jungled, he can essentially win any duel, due to simply not dying while he does massive damage to the enemy. Later on, he turns into a group tank similar to when he's played top, and helps out in teamfights, mostly through the use of aura items and actives.
Another very fun way to play Mundo is with magic penetration. This causes Mundo's cleavers to do nearly true damage on many targets, as well as making the most of his AoE damage. He can still be an effective bruiser, depending on what your item choices are. Later on, he basically just stands in the middle of teamfights doing high magic damage per second to everyone near him, and lobbing cleavers every 4 seconds or so.
I'm attempting to give an in-depth explanation of each of these play styles in this guide.


Mundo, in my experience, is a very powerful top-laner, who is simply very hard to kill, and has infinite sustain due to having no resource and massive health regen. Later, he turns into a hypertank that simply can't be harmed by anyone but


Mundo can also be a powerful jungler. He has extremely fast clear times due to the high base damage of

Another very fun way to play Mundo is with magic penetration. This causes Mundo's cleavers to do nearly true damage on many targets, as well as making the most of his AoE damage. He can still be an effective bruiser, depending on what your item choices are. Later on, he basically just stands in the middle of teamfights doing high magic damage per second to everyone near him, and lobbing cleavers every 4 seconds or so.
I'm attempting to give an in-depth explanation of each of these play styles in this guide.
Top Mundo
Pros
|
Cons
|
Jungle Mundo
Pros
|
Cons
|

Mundo gains health regen equal to 0.3% of his max HP.
In other words, Mundo gains HP5 equal to 1.5% of his max HP.
This means that for every 1000 health you have, you will get an extra 3 HP regen per second. This makes it unbelievably effective to build nothing but health items on Mundo. My normal build on Mundo ends up with around 5000 health total, which means that the passive boosts my total health regen by about 15 per second.
This passive makes Mundo exceptional at early-game sustain, as well as being able to finish a teamfight and then go push or kill dragon without having to recall. This passive also synergizes well with


Throws a skillshot cleaver with fairly wide radius and 1000 range, at the same speed as Ezreal's ult and Q. Does % magic damage and slows.
Mundo's skillshot, and his only move with any range to speak of. It costs a flat amount of HP based on the ability's level, but refunds half of it if the cleaver hits an enemy. It can be a neutral monster, a minion, or a champion, or even one of

The cleaver itself does magical damage equal to a percentage of the enemy's current health, with a minimum amount of damage as well, both of these based on the ability's level. Due to the fact it does percentage magical damage, magic penetration can be very effective on Mundo. More on that later.
The cleaver also has a powerful slow, and a very short cooldown. This allows Mundo to stick on enemies or escape very effectively, as well as allowing for incredible harass in lane. It also helps Mundo clear even faster in the jungle, due to the percentage "true" damage you're dealing to the monsters. Simultaneously, you can use it for safer farming in the lane if you're in a dangerous situation, like having two ranged champions fighting you solo.

Toggle that does AoE magic damage and saps health every second. Also reduces incoming disables.
This ability gives Mundo exceptional jungle clears, dueling capability, and pushing capability lategame. It also makes him a complete juggernaut with the 10-30% CC reduction. This ability hardly benefits from AP, but benefits greatly from magic penetration. However, early-game, this ability will hurt you greatly. Only use it on enemy champions, never just to last-hit. Late-game, though, it's an excellent pushing tool, and once you have a lot of health, you can basically have it on all the time.

Gives Mundo a lot of AD for 5 seconds in exchange for a small amount of health.
Mundo's E costs him a small amount of flat health, in return for a massive AD buff that increases by 1% for every 1% of health he is missing. This allows Mundo great tower-killing capability, pushing power, and dueling power. Also, in a worst-case scenario, can help you farm a bit easier. It is also highly useful in the jungle, and it part of the reason for Mundo's very fast clears. It also has a very short cooldown, especially if you build some cooldown reduction. You can even get it to the point where you can have it on forever, if you have maximum cooldown reduction. You should spam this on cooldown when fighting champions, taking objectives, clearing jungle, or pushing a lane.

Regenerates a large percentage of Mundo's health and gives him a movement speed boost over 12 seconds.
Mundo's ult is really what makes him impossible to kill, and the main reason it's a good idea to build a massive amount of health on him. It regenerates 40/50/60% of his maximum health over 12 seconds, giving him a large speed boost over the duration. While it has no other effects, just these two aspects of it provide a lot of utility. You can use it if you get ganked to prevent yourself from dying and set the enemy jungler back a bit, you can use it to sustain longer in the lane or jungle, you can use it to take dragon fairly early, and so on. The main use of it late-game is in teamfights, allowing Mundo to stay in the fray and deal a lot of damage without much chance of dying. Also,

Top
Generally, my choice of skills to level 5 is:





I do this because I need




Past that, my skill priority is:




I take




Jungle
To level 5, I level the following abilities:





I take






After level 5, my skill priority is as follows:




As with top Mundo, and nearly any champion in League, it's important to take Mundo's ult whenever available. When it's not, again, I take



Top Mundo
After the nerf to



Jungle Mundo
Jungle Mundo, like Top Mundo, doesn't really need either AD or AP, but perhaps having some attack speed and

Marks



Seals

Glyphs



Quintessences



Recommended Summoner Spells
- I take Ghost because it allows me to get to lanes more easily, escape, chase, etc. It synergizes well with
Maximum Dosage.
- Mundo has extremely low kill potential early game without Ignite; enemies can often just duel you to death, or run away. Ignite mitigates this risk.
- I take Smite when jungling to clear buffs faster and help with invading/counterjungling when applicable.
- I usually take Exhaust on jungle Mundo to help with ganks. Mundo is a strong ganker for the most part, but sometimes you need that extra slow and it also makes the enemy take more damage now.
- Teleport is fantastic for getting back to your lane quickly or getting to a teamfight at lightspeed. It would replace
Ignite, so if you're confident that you don't need
Ignite, take this instead.
- Everyone loves Flash. It's a great spell and all, but personally, I don't think Mundo needs it very much. He doesn't need to escape over walls or dodge skillshots, because he's just too hard to kill to need it.
Ghost is better for escaping as well as chasing. However, if you're only confident with Flash, it's not as if it's worthless on Mundo.





Also Viable





When going top with Mundo, I build items that allow me to be an unkillable endgame tank. Mundo doesn't really need any damage items to deal very good damage, so in my opinion, this is a good way to build him.
- After its recent changes, Doran's Shield has regained its status as a good tank starting item. Take in general lanes that you don't expect to be either easy or overbearing.
- Take in easy lanes or ones where you won't be up against much physical damage. Builds into stuff later.
- Best choice when going against a high physical lane like
Fiora or
Tryndamere. Gives enough armor that without armor pen, the enemy won't really be able to trade well with you. Builds into
Warden's Mail,
Thornmail, or
Ninja Tabi later.
- These boots are a good choice compared to other boots as a tanking role because of the fact they give you the magic resist that you need due to
Force of Nature being removed. Also, the tenacity makes you much harder to lock down. I get these essentially every game.
- These boots, taken immediately on first shop visit, would give Mundo much more early-game damage potential, at the cost of magic resist and tenacity. Feel free to risk it if you plan on building more than one magic resist item, or if you're getting decently fed to capitalize on your lead and snowball.
- Ninja Tabi are a good choice if your toplane opponent(s) are heavy on basic attack damage, such as
Darius or
Gangplank. Useful, but in most cases,
Chain Vest is enough, and
Mercury's Treads will serve you better lategame.
- Bami's is the new
Giant's Belt rush for Mundo. You want to build yourself a Sunfire, so the extra AoE damage and health are great to have early.
- You need boots to escape ganks and move around and dodge things, and so on and so forth.
- Cowl is really good if you're against a frustrating AP lane like Teemo.
- Gives a lot of armor and health, which are the two most important tank stats, as well as a good damage aura. It's also not very expensive.
- This gives you a bunch of magic resist, decent health, health regen, and increased self-healing, plus a little bit of cooldown reduction. There's not really anything that can replace this item for Mundo. He needs the stats on it more than anything.
- With Warmog's being nerfed into the ground, it's better to just get a Randuin's at this point. Gives you a ton of effective health, and the active gives more teamfight potential.
- If you need even more magic resistance, and/or need to block important abilities, a Veil is a good choice. Also gives a decent amount of health. In conjunction with a
Spirit Visage, you'll end up with so much regen that it'll be nearly impossible to whittle you down.
- Currently better than Warmog's on Mundo, which is hard to believe, but true. Gives nearly as much health as well as some damage, but more importantly, a slow on-hit that prevents people from ever getting away. Allows for much better peeling and chasing.
- If the enemy has a few champions with extremely high autoattack damage, such as Yi, this can drastically help you out.
- I personally love this item, but I often feel like I can't afford to give up survivability as Mundo. Regardless, it synergizes extremely well with Mundo's
Infected Bonesaw, allowing each of them to do a percentage burn, and the cleaver slow doubles it. The gold for the ability power isn't too well spent though. Take this if you're ahead and want to stomp.
Starting Item Options








Boot Options








Early Game Items




Core Items



Situational Items






When jungling with Mundo, it's important to get stats that can help you sustain in the jungle, such as health, health regen, and armor. Also, it's useful to have some teamfight utility early on. Later on, Mundo must be able to roam the map and help his team while being durable. These items help achieve these goals.
- Fairly obvious jungling choice, builds into your Cinderhulk and makes you regain health in the jungle.
- Gives you a lot more damage and tankiness in a gank, as well as allowing vision on the enemy if they try to get away.
- You need boots for moving between jungle camps and ganking. I have been experimenting with not upgrading boots until it's absolutely necessary, and it seems to work very well. Keep standard boots until you have an actual need for another pair.
- Cinderhulk is absolutely incredible on Mundo, and there's really nothing else he could use. Gives a ton of amazing things for him.
- Since you're not building Sunfire, the first major tank item you should get is Randuin's, which will also help in ganks and early Dragon fights.
- Good durability item and buffs all of your healing, gives CDR, this is mentioned in the top item list.
- Mallet is even better for Jungle Mundo, since you need to be able to hold people down in ganks, and it can help you jungle faster to boot.
Buy level 2 boots when you have an actual need for them. Mundo doesn't need the speed too much because of his ult and
Infected Bonesaw, so take boots for the other effects.
- Cinderhulk unfortunately doesn't give tenacity, so having that is basically up to Mercury's Treads.
- This is a good buy if the enemy doesn't have too much hard CC and/or magical burst to worry about, and if they have a lot of physical damage to worry about.
- If you need even more magic resistance, and/or need to block important abilities, a Veil is a good choice. Also gives a decent amount of health. In conjunction with a
Spirit Visage, you'll have a massive amount of health regen for repeatedly fighting and going for objectives.
- If the enemy has some decent magic damage and your team needs the buff, get a Locket, assuming your support isn't.
- Thornmail is especially useful if the enemy has a lot of autoattack damage that's blowing up you and the rest of your team.
Starting Items


Early Game Rush



Core Items



Boot Options
Buy level 2 boots when you have an actual need for them. Mundo doesn't need the speed too much because of his ult and



Lategame Item Options




Thank you for reading my guide, and good luck with it! Please feel free and encouraged to leave constructive criticism in the comments. If you feel I've missed anything, or I've done something wrong, please inform me. Thanks again to Fuggernought for teaching me how to play Mundo, and thanks to jhoijhoi for helping teach me how to write a MOBAfire guide. If there's anything else I can do to improve upon what I've got, let me know.
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