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Choose Champion Build:
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Ghost Jungle
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Exhaust Jungle
Recommended Items
Spells:
Smite
Ghost
Items
Ability Order
Goes Where He Pleases (PASSIVE)
Dr. Mundo Passive Ability
Introduction

Hi everyone, I'm DoubleE, I'm a Silver I ranked player, and I play a lot of jungle on the EUW server; by far my favourite jungle champion is

This is an attempt to bring all that information to you in one go, as well as share my opinions on

This guide has one build, but talks about two different styles of play, what I call a 'Ghost Jungle' and an 'Exhaust Jungle' guide; the first style of play will keep you farming the jungle creeps until level 8 or so before you start to gank the lanes (unless you're counter-ganking), and the other 'Exhaust Jungle' is aimed at a level 3 gank, and further, fairly regular, ganks and pushes in lane.
This guide is generally aimed at unranked and low-mid Elo players, who are either learning to jungle with Mundo or just want to hear a different approach. In no way do I claim this is viable as a high Elo or pro-level guide, so please bear that in mind when you're reading (and voting).
PS I'm British, so some words will be spelt 'wrong', such as armor/armour.
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Runes




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Hybrid Penetration Marks
I go for Hybrid Penetration on
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I realise this set-up isn't for everyone, and if you wish, instead of 9 Hybrid, you can use 9 Greater Mark of Armor Penetration or 9



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Movement Speed Quints
I go for Movement Speed because more speed is never a bad thing. All junglers will benefit massively from movement speed, as you can get about the jungle faster, gank better, chase more successfully and it'll give you crucial edge in escape. Tied in with your
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Defensive
I take







Three points in




After that you put two points into



Offensive
I like to put one point into






I go with 9/21/0 as opposed to 0/21/9 because I find that, as Mundo doesn't need mana, he doesn't benefit so much from the


If you want to go for a really aggressive Mundo then the alternative 21/9/0 is a good option, there are plenty of other guides on this site that have decent ones, so I won't run through it here.
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Absolutely Required
Smite
This kind of goes without saying, if you're jungling then you really need to take Smite. It deals massive damage to monsters, and you can use it to 'secure' the dragon, Baron and your major buffs in the jungle (or steal them from the other team: more on that later). Securing means you wait until
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Recommended
Ghost![]() ![]() ![]() |
Exhaust![]() ![]() ![]() ![]() |
When choosing between these two, as well as taking into account what you need to take to fit your build, consider what the others on your team are taking. If, for example, the support and the ADC are running an






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Other Summoner Spells to consider
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Ignite![]() ![]() ![]() ![]() |
Cleanse![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Why, God, why, no, never, please don't


Well, goodness me, Season 5 really changed up the Jungle, didn't it? There's only one viable option for you, and that's to go

Your starting items are:
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You want to take as many
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I've found that
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On to the fun stuff!
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Early game Items
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You will be able to buy
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If you can, get
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Out of the upgrades you can get for your Jungle item,
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With an extra 400 health, a
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I would recommend getting one if you can during the early game.
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If you are playing very aggressively then you may, depending on how successful you are with your ganks, end up having a lot of gold fairly early on. In that case, don't worry about building each item on this list before going for the mid game items, jump straight to them. If you come back to base with 2300 gold,





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Let me just make this clear, these are items you MUST get on

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So, in the early to mid game, Health is King. And
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This is probably my favourite item to get on
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After you hit Level 9 you should start thinking about replacing your
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The two types of items you will be getting from this point will be either offensive or defensive, and I've split good items to get on Mundo into those sections to talk about them.
When considering what balance of offensive and defensive items to get, it really depends on how your game is going and what your team composition is. If you have a very tanky support like



A good rule of thumb for an average game is to go for two defensive and one offensive item, make sure they give you a decent amount of health between them. At level 18 you want to be on at least 4000 health end-game build, unless you're going for full offence, then around 3500 is a good level.
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Offensive Items
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As I mentioned earlier in the Summoner Spells section,
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I never used to get
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Defensive Items
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With the removal of
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Do you like clearing the jungle and creep waves in seconds? Do you like getting assists in every team fight? Do you like lots of Armour and Health in one item? Then
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With this on,
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Mundo has some incredible abilities which make him very well suited to the jungle. This will be a run through of the abilities, a few pieces of advice on how to use them, before running through the order to take them in and why for both the Sustain and Gank builds. For more detailed advice on how to use them see the Tips & Tricks section.
All of


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Adrenaline Rush: Passive
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Infected Cleaver: Q
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Due to the incredibly low cooldown (which will only get lower as you pick up CDR items) the only excuse you have to not be spamming these while attacking the dragon/Baron, in team fights or while chasing champions after level 9 is that your Q finger is cramping. Try and always hit something, even if it's just a minion, to get half of the cost back. You'll max this ability second or first, depending on your style of play, in order to hit that 25% damage to targets as soon as possible. You get good at Cleavers, you get good at Mundo. They can be game-changers.
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Burning Agony: W
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Masochism: E
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Sadism: R
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The skill is knowing when to pop it in team fights. As it costs 20% of your CURRENT health, activating it when you're on full will lose you a lot. My recommendation for new players is to pop it at around half health, as long as you're not being focussed. If you are, then hit it as soon as possible. There are a whole host of tricks to using

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Skill Order
..
Maxing your




Level 4 and onwards you are going to be maxing your



Obviously you put a point into

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With the changes to the jungle items introduced with the start of Pre-Season 4, I've had to eliminate the second 'Gank Jungle' build, as you lose out on far too much gold. However, you can still play the jungle in the same two different ways, one will be a 'Farm' focussed game and the other will be a 'Gank' focussed game. If you read my guide in Season 3, the farm relates to the 'Sustain' build.
Assuming you are the friendly team (playing from bottom left):

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Red - Red Brambleback camp (Red Buff monster)
Blue - Blue Sentinel camp (Blue Buff monster)
Black 1 - Wolf camp
Black 2 - Raptor camp (the Chickens)
Black 3 - Krug camp
Black 4 - Gromp camp
Green 1 - Location of Baron and a Rift Scuttler (the Crab)
Green 2 - Location of dragon and a Rift Scuttler (the Crab)
Orange - Locations for wards
Vital Camp knowledge - LEARN THIS!
Smaller Camps | Advanced Camps | Dragon | Baron Nashor |
Spawns at: | 1:55 | 1:55 | 2:30 | 15:00 |
Respawns after: | 0:50 | 5:00 | 6:00 | 7:00 |
The Rift Scuttlers will spawn at 2:30, with the dragon.
Smite Bonuses
In Season 5, smiting the Large Monster in each camp will give you a bonus passive ability, depending on the camp. Make sure you know which one you want, they're incredibly useful.
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Red Brambleback |
This will restore a significant amount of your max. health. Very useful, especially on your first clear.
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Blue Sentinel |
Well, functionally useless for you. It SHOULD restore a significant amount of your mana, but, well, you know. Mundo.
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Krugs |
Smiting the Krugs will cause your Auto Attacks to stun a monster every 6 attacks. Doesn't work on champions. Very, very useful for your first clear.
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Raptors |
This is probably the best Smite bonus skill once you're past your first clear. It gives you the ability to spot one enemy ward. As soon as you're spotted by that ward, a little exclamation mark appears above your head, and you're granted True Vision for a brief period so you can find it and stomp it. Not only does this tell you where the enemy HAS warded, but where they HAVEN'T, so you can counter-jungle or gank safely.
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Wolves |
This spawns a little ghost that will go and hover around the Blue Sentinel camp, and will provide vision of that area, as well as following enemy champions it spots. Great if you can do it to the enemy wolf camp, and also great if you're pushed back or the enemy jungler invades a lot.
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Gromp |
Gromp gives you a damage similar to the
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Rift Scuttler |
Ok, this is a lie. The Rift Scuttler doesn't give any bonuses. However, if you kill it then it will run up and act as a mini-ward outside the Baron/dragon areas. It doesn't fight back, it just runs away from you. Try and stun it with your
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'Farm' Jungle Route
This is generally the route I'd advise you take if you're just learning how to play

Krugs -> Red Brambleback -> Raptors -> Scuttlecrab (optional) -> BASE AND BUY

Rinse and repeat through the smaller camps.
For a more detailed explanation of the route and how you should go about it, it's in the spoiler.

Keep this going until Level 6 or 7. At this point you should have most of your Early Game items and be very useful in a gank (see the Ganking section below).
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'Gank' Jungle Route
If you just want the route:
Mini camp on bot lane (Krugs or Gromp) -> Advanced camp closest to bot lane -> Advanced camp closest to top lane -> Gank on top OR mid
The detailed explanation is pretty much the same as the first three steps for a Sustain route, so lead with


If the top lane has already pushed hard and forced the enemy top to go back to their base then come into the lane and do a two champion push for the tower. But, if top isn't in a good position to gank, ie. they've pushed the enemy top to their tower but not forced them to recall) then move down the river for a gank on mid, or stay top for a counter-gank.
What I aim for when I'm playing a Gank game is to spend at least 1 minute in a lane either ganking or pushing for every time I clear the jungle. After you leave a lane, clear the jungle and try and spot a good opportunity to get involved in a fight.
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General Jungling Tips
- Keep an eye on the mini-map. Look at it every 10 seconds or so, get used to checking off champions, friendly and enemy, and get an idea of where they're moving.
- Monster camps show up on the map. If you can't remember what time you killed one of the buff monsters or the dragon then keep checking the map. When they respawn the icon will reappear.
- Always, always kill all of the monsters in each camp, as this resets their spawn timer. If you leave one alive then the other monsters will NOT respawn. If you have to abandon a camp halfway through to help a lane, then come back as soon as you can and finish it. By not doing so you're losing gold and XP.
- Press Tab to bring up the score, and see the timers at the top of the screen for when your Red buff, Blue buff, dragon & Baron respawn. If you have vision on it when one of those dies, it's respawn timer will be added.
- If you see the enemy jungler in a lane and you're far away, then join in the opposite end of the map (ie. if they're ganking bot then gank top).
- If you see the enemy jungler ganking a lane and you're close then go in after him. This is counter-ganking, and can turn a death on your team into a double-kill.
- It's ok to use
Smite on the large golem in the golem camp and the large wolf, as long as you have roughly 40 seconds until the buff monsters respawn. It lowers your clear time and will keep your health up.
- If you're afraid of being counter-jungled (when the enemy jungler comes onto your half of the map and takes your buffs) then place wards at the Grey circled locations on the map.
- If the support isn't warding the dragon (Green 2 on the map) then either ask them to or do it yourself.
- Take the dragon whenever you can. If the enemy Jungler is ganking in top lane, you should try and take dragon.
- Use the active ping system to tell the lanes you are on your way. They should start to play defensively and let themselves be pushed back, making the enemy over-extend; or they should let you know if the enemy team has placed wards. If they don't tell you, ask them.
- When ganking, lead with an
Infected Bonesaw, then land an
Exhaust after the initial Cleaver slow runs out.
- If ganking bot (or a lane with two people in), make sure you use active ping to 'target' one of them, so the team-mates you're supporting can attack them too.
This is also the stage of the game in which you excel at Counter-Jungling, see the section below for more details.
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This is the section of the game where lane discipline really breaks down, you'll often get individual or groups of champions roaming around the map trying to take down towers and get kills on lone enemies.



I've broken this part into three sections to explain what your role is in three major aspects of the mid game, and how best to go about filling it.
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Jungling
Jungling well during the mid game is what will separate a winning team from a losing one. If the jungler spends all their time in lanes, pushing and doing team-fights, and running from one end of the map to the other, they will get under-levelled and under-fed. By wasting too much time getting about the map, you miss out on XP and gold you could be getting from clearing jungle camps.
Here are a few key things that you must make sure you keep doing during this phase of the game:
- Keep getting the major buffs from the Red Brambleback. Offer the Blue Sentinel to your mid character whenever it's up, they will need it FAR more than you do. If they don't use mana then you can take it, as the experience, gold and cooldown reduction will be very helpful.
- Farm. A lot. Your clear speed is exceptional, compared to most junglers, at this stage in the game. You can actually full clear every camp in your jungle before the first one respawns, maintaining close to perfect efficiency.
- Ward the dragon if your support isn't, and keep an eye on when it will respawn. It will take 6:00 minutes to come back. Every time you get a dragon kill, it gives you one stack on the Dragon Buff, to a maximum of 5. Each stack brings new permanent bonuses. The 5th buff isn't permanent, but is the strongest, giving you a burn on your attack and a boost to AD and AP.
- To make sure you have an exact timer on when the dragon and Baron if it dies when you don't have vision on it, go into your game settings by pressing Escape in-game and turn on time-stamps for your chat. Type 'dragon' or 'd' or whatever when it dies. Then add 6:00 for dragon. BOOM, instant timer.
- Start going into the other team's jungle. At this point in the game, unless you're incredibly under-fed or the other jungler is the opposite,
Dr. Mundo will have very few problems in a 1v1. If you're worried about it, watch the mini-map. When the enemy jungler is in lane, go into his jungle and try to take his major buffs. They might be there, they might not, you might be pleasantly surprised.
- When people start getting to level 13-15, if no-one else does, then ward the Baron (Green 1 on the map provided in Early Game: Jungling section), preferably with a
Vision Ward, not a
Stealth Ward, to reveal the enemy team's wards.
- Keep ganking and counter-ganking. They can and will give you a large advantage.
- Use your
Stealth Ward to place wards at the entrance to your jungle or at points on the river to help your laners keep vision on the enemy jungler; alternatively use your
Greater Lens to clear wards out of bushes and around dragon.
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Laning
A lot of how successful you are at having a good lane presence will come from your jungling skills. Because you're keeping an eye on your mini-map (I hope), you will see when a lane is being pushed, split-pushed, or empty. These are (broadly) the three scenarios you will have to react to.
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Pushed lane

Don't get greedy. I've seen lots of people successfully drive enemies away from the tower and think they can get a kill, so they chase. The enemies then turn and jump on you. Remember, unless you're extremely fed, they won't be scared of you, they'll be scared of the tower.

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Split-push on a lane
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Empty lane






When split-pushing at a tower you should have your eyes GLUED to the mini-map. The reason being if you suddenly lose visibility on four champions that were in the next lane, you run as fast as you can because you can bet they'll be coming for you. Either run straight down the lane or get into some grass and recall.
The final thing to say is that kills don't win games, objectives win games. Objectives like towers, inhibitors, dragon and Baron will win you the game. Mid Game is the perfect time to start really hammering these objectives.
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Team Fights
Team fights will start occurring at this point, and by mid-game you're hefty enough to do your job properly.
Depending on your team make-up, wait for the initiator to start (in which case you follow them in) or initiate yourself with an



You have a few different scenarios at this point.
- It is very dangerous to ignore
Dr. Mundo in a team fight, so you may get focussed, especially because you'll be a very attention-grabbing target with
Heart Zapper running. If you do get focussed, hit
Maximum Dosage and stay in the middle until it runs out or you start getting low on health (below 1/3). You want to be as close to as many people as possible to do the most damage with your
Heart Zapper. Hit whoever looks squishiest OR whoever is getting focussed by your team. You should be spamming
Infected Bonesaws and hitting
Blunt Force Trauma whenever you can. If you have
Exhaust then try and land it on the enemy ADC.
- If you aren't getting focussed then you can try to 'peel' enemies off whoever is. This means you stick to them and hit them with everything you've got until they leave your ADC/APC/support alone.
- The other option, if you aren't getting focussed, is to zone out their biggest threats. Run right up to their ADC and start hitting them. Spam all your abilities, and keep
Heart Zapper running as long as you can. You want to chase them away from the fight. Don't follow them completely, just stay between them and the fight so they aren't doing damage to your team-mates. Have
Maximum Dosage running, and keep harassing them with
Infected Bonesaws. This should give your team enough extra damage to kill quite a few of the enemies.
If everything goes tits up and your team starts losing and retreating, then you need to be at the back of the group. Throw



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During the late game your job is just an adapted version of what it is during the mid phase.
- Upgrade your
Stealth Ward if you haven't already. I prefer the
Greater Stealth Totem to the
Greater Vision Totem as it gives you an invisible ward every 60 seconds. However, if no-one on your team took
Sweeping Lens or has upgraded to
Greater Vision Totem then you should. This means you can
Vision Ward Baron before you start, to make sure you'll be uncontested.
- At this point you shouldn't be taking the buffs from the Red Brambleback or the Blue Sentinel. Help the ADC get the
Crest of Cinders and mid get the
Crest of Insight. Start the fights with
Smite, don't use them towards the end (you might steal it by accident). Don't use your
Infected Bonesaws when the monsters are on low health, again, you might steal it.
- Keep wards and timers on the dragon and the Baron. Due to your great toolset for jungling, you can take the dragon completely solo and be left with near full health by level 14 or 15; taking Baron solo is more demanding, and I wouldn't recommend it. However, you don't need much help. With the right partner, you can take it with only one other champion at level 16+. Other bruisers like
Shen or
Jax are great, AP champions who can cause fast damage to single targets, like
Fiddlesticks, work as well, and ADCs are also a safe bet.
- In team fights your role is the exact same as it was before. Take damage, deal damage, protect your squishy characters and zone their heavy-hitters.
- Protect your lanes from enemy creep waves and split-pushes. Due to your massive clearing ability with
Heart Zapper you can chew through minions and push a lane that was previously pressured.
- Stick with your team. At this point in the game, despite being strong, there is a very real possibility that you will not survive a surprise 3v1 gank. You will do more good staying with your team and protecting them. Unless you know where 4 out of 5 enemies are then don't go off by yourself.
As I mentioned above, you can start thinking about maybe selling your boots. You will probably be an Armour and Magic Resist. monster at this point, so you can trade in


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Full credit for this section goes to SmokedCarpenter, who has very kindly written this for me. The only input I've had is the BBCoding to make it fit with the rest of the guide.
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What is Counter-Jungling?
Counter-jungling is the act of going into the enemy jungle and stealing camps or killing the enemy jungler. This is a high risk, high reward tactic. You should choose from 1 of 3 goals when deciding to counter-jungle, and you must stick to that goal:
- Take a small camp
- Steal red/blue buff
- Kill the enemy jungler
There are a few things you need to take into consideration before attempting to counter-jungle.
- Did you bring along any wards?
- Which jungle entrances and which buffs are warded?
- Do you have their buff respawn timed or at least a rough estimate?
- Can your champion counter-jungle effectively, and is their jungler difficult to counter-jumgle?
- Are your allies close enough to help if you run into their jungler?
- Are their allies close enough to help if you run into their jungler?
- What is your escape route?
- Do you have
Smite up? Does the enemy jungler have
Smite up?
Tips
- The first buff respawns a little before 7:30.
- The second buff should respawn a little before 9 minutes, but you should have the exact timer for it.
- Ward the buff you plan to steal a minute before it respawns.
- Leave one of the small monsters in each camp alive, this prevents the camp timer from re-setting and the other monsters won't respawn.
So that's the basics of counter-jungling.
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Counter-Jungling as Dr. Mundo
Your

- Pull buffs and small camps.
- Help you stick to and escape from the enemy jungler if you're attacking/running away from them.
- Kills big monsters very quickly due to the percentage health damage.
It is important to take


Remember: In the early stages of the game

Your ability to clear camps insanely fast is what makes you such a good counter-jungler. My favorite method of counter-jungling is probably the easiest and most consistent way to get ahead of the enemy jungler.
Method 1
The first step is to determine which buff the enemy jungler is starting at. If they could start at either buff you must have your team-mates help check to see which one they chose. Start at the same buff as them (If they choose blue you start at the Blue Sentinel). Ask for a very strong smiteless leash so you take as little damage as possible and finish your first buff quickly. Then take



Method 2
This method of counter-jungling involves a lot more risk and ward coverage. After stealing their second buff you will have the timer for when it respawns (exactly 5 minutes after you kill it). Bring a

Method 3
If you don't want to just steal their second buff every time it respawns you could try catching the enemy jungler at one of their buffs. If you

Method 4
Steal small camps. This is the safest way to counter-jungle throughout the entire game, but also the least rewarding. Wraiths are probably the easiest to steal, then Golems, then Wolves. As



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Some things to remember as

- Don't be afraid to refuse to gank a lane if the opportunity isn't there. They will rage but just ignore them.
- Counter-jungling is equally important as ganking because it prevents the enemy jungler from ganking as often and makes their ganks less effective if you've stolen their xp, gold, and buffs constantly.
- Farming the jungle is extremely important as
Dr. Mundo. Make sure you're clearing camps at every opportunity, and ward your own jungle to prevent yourself from getting counter-jungled.
- Your ganks can be very strong due to your perma-slow
Infected Bonesaws, but you can't gank a pushed lane very easily like
Zac or
Lee Sin could. Don't waste your time standing in a bush throwing
Infected Bonesaws at top lane when you could be farming or counter-jungling.
- You are very squishy early game, especially when your
Maximum Dosage is down. Avoid getting into early team-fights if at all possible
- Your
Infected Bonesaw is a great way to check if Baron/dragon are still up when you have no wards. A maxed cleaver can also steal dragon fairly easily if they don't have
Smite up or miss their
Smite.
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If you do want to know a LOT more about counter-jungling in general (not specific to

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I'm aware that lots of people reading this will know how to gank already, I've included this for lower-levelled people who haven't really learnt how to jungle properly yet, but you might find it interesting.
A good gank is not just one that results in a double kill for your team. A good gank will achieve any of the following, preferably more than one:
- A kill (obviously this is the best outcome).
- Forcing the enemy to recall, losing them gold and XP from missed creep kills.
- Making them 'waste' a Summoner Spell, like
Flash,
Exhaust or
Heal. It is much better to make them use these to stay alive and escape than to let them save it to assist in a kill that they wouldn't otherwise have gotten.
- Forcing them to 'waste' their ultimates.
- Pushing a creep wave and champion away from the tower, so it is no longer being attacked.
These are all good outcomes from a gank. Try to avoid 'trading' kills, ie. your team gets a kill, they get a kill. When coming in for a gank, think about how likely you are to succeed. Are you going to have to chase them down? Is this likely to succeed? Will it be more beneficial to force them to recall, then you cover the lane while your team-mate recalls as well?
With experience and practice you'll get the hang of this, as sadly I can't describe every single scenario in this guide.
This next bit in spoilers is to show you the different routes to take when trying to come into a lane for a gank, and the best positions for an enemy champion to be in for a successful gank. Enemies don't HAVE to be in these precise positions, this is to give you a general idea of what a good place would be. A general rule of thumb is the closer to your tower they are, the better; the further they have to run to be safe, the better; the fewer exits provided by the scenery, the better.
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Right. This is the juicy bit.
All the Tips & Tricks I can give boil down to two subject:


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Infected Cleavers - Not Just for Hurting
This:
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Not this:
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After you've thrown it, watch your health bar and listen carefully. If there is an enemy in there that you've hit, you'll see your health go up a bit (Cleavers restore half the health cost if they hit a target, remember?) and hear that delightful SPLATCH sound that indicates you've hit something.
z
Secondly, when throwing Cleavers into bushes, be aware that the Cleaver is visible to other champions, and that the Cleaver does not stop in the bush. It sounds obvious and patronising, but I've seen other Mundos forget.
So, when checking some grass near a lane that you are about to gank, do not throw a Cleaver like this:
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This is in top lane, near the Outer Turret. If I threw that Cleaver to check the grass to see if I can gank (going for the Tower Dive gank already mentioned) the champion could very easily see my Cleaver coming out of the grass. This would warn him that I'm coming, and he could run straight away, possibly escaping the gank.
For a better, stealthier throw, try and do this:
.

In short, you want your Cleaver to go exactly as far as you need it to.
.
Thirdly, Cleavers go across scenery. Again, this is probably something you either know or would figure out yourself, but it's so damn useful:
- You can use it in the jungle to hit mobs across walls, drawing them to you and cutting a second or two off your clear time for that camp.
- You can steal the dragon with it, which requires very good timing and luck, but is definitely possible.
- Participate in small fights that you wouldn't be able to get to in time otherwise.
- 'Lead' enemy champions through walls and into other bushes.
And, my favourite:
- Steal all your team-mates' kills from miles away.
Nah, not really. But you can give them that little bit of extra support they might need to win the duel.
Finally, you can 'smart cast' (instantly cast a skill shot ability in the direction of your mouse without having to click) your

.
.
Sadism - Find Joy in the Misery of the Other Team
.


First,


A nice trick is to combine that with the 'Tower Dive' gank I mentioned in the Ganking section. By charging in from behind you trap the champion between you and your team-mate, and if you're healing through the tower damage with

As an addition to that, if you're pushing a tower with other champions and you're about to run out of minions, hit

If you have



If you are on low health and being chased by one or two champions who are on middling health, then run towards some grass and pop


Well, this turned out to be a lot longer than I originally thought it would be. I hope you enjoyed reading this, and that you now want to play lots and lots of Jungle Mundo. Have a great time doing so, and please remember this is just a guide. Play him however you want, find something that suits your own play style; I just hope that you found a few things in this guide that will help you out. Please vote, and give me feedback about anything you want in the discussion section, good or bad, so I can make this a better guide. See you all in the Rift.
There are quite a few people I have to say thanks to, this guide would have been terrible if not for them:
- jhoijhoi and her exceptional how-to on 'Creating a Guide'. This is something everyone should be reading and upvoting. And also for the funky dividers she made that I used in my Runes section.
- SmokedCarpenter for writing the Counter Jungling section.
- Laggermeister, for writing 'Ten Commandments of Writing a Guide'. Hopefully I didn't break too many of them.
- Whichever Mobafire staff members decide to put up their 'Guide Basics' and 'Learning to BBCode'.
- Most of the people who've made a
Dr. Mundo guide: I've read nearly all of them and found at least one really helpful bit from each one.
- And Tarks and Scott, for putting up with me while I was learning how to jungle properly and missing every single Cleaver.

Finally, here's another excellent video by my favourite YouTuber, foxdrop: 'How to Escape Elo Hell- Dr. Mundo. This is a Diamond 1 Jungle main playing at a lower Elo (which this guide is aimed at) playing


03/05/2013 - Finally worked out how to make an ability timeline properly, and added them in.
21/05/2013 - In celebration of getting 10,000 views, I finally put up a short Counter-Jungling section. Thank you so much to everyone who's read this guide and voted.
16/06/2013 - 20,000 views! Thanks guys, this is incredible. I'm working on updating the Jungle information as we speak, haven't tested it enough to have a solid opinion yet.
16/07/2013 - Made the Counter-Jungling section actually useful, due to a great contribution from SmokedCarpenter. Still working on the big Jungling section update, it's coming soon, I promise.
31/07/2013 - Updated the Jungling Section in light of the changes in Patch 3.10. Waiting on a few games to see how

05/09/2013 - Well, I come back from travelling and I'm at over 100,000 views. This is incredible, thanks to everyone who helped out with advice and everyone who's read this guide. I've celebrated by updating the items in light of the patches that happened while I was away.
18/10/2013 - Updated the Example End-game build sections to reflect a more realistic build.
05/11/2013 - 200,000 views! Added

24/11/2013 - Quarter of a million views, wow. Thanks again everyone. In return I've updated my Masteries and Items section, working on the updated Jungle section now.
06/12/2013 - Updated the Early Game, Mid Game and Late Game sections to include jungle changes, removed 'Gank Build' as an option and replaced it with 'Exhaust Jungle', updated Items sections and Cheat Sheet.
12/12/2013 - Changed the skill order on 'Exhaust Jungle', to make it as aggressive as possible. A very viable path and just as fast at clearing.
05/01/2014 - Wow. 500,000 views. I am amazed. I can't say thankyou enough for everyone's advice, votes and views. Much love. Added in

07/01/2014 - Banners! Yay! At half a million views I think it deserves to look a bit prettier.
13/01/2014 - Added another video to the Other Resources section.
28/01/2014 - Tweaked the pictures and spoilers in Tips & Tricks.
03/04/2014 - MUNDO SMASH is 1 year old today! It's bigger and better now than I ever thought it could be, and I want to thank everyone who's read, voted and given me feedback over the last 12 months. Much love.
22/06/2014 - Well. 1 million views. I'm amazed. I've tweaked the item section to streamline it, as a few aren't so good any more.
10/07/2014 - Finally updated for the 4.11 patch and the new

25/01/2015 - We're back in business, baby! I wanted to wait until Season 5 came out before updating. New items, new jungle route, same old Mundo.
02/04/2015 - Updated for Cinderhulk, now that everything has settled down.
25/11/2015 - WE BACK BOYS. Masteries and item build updated, still have to do main body of text.
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