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[GUIDE] Burst-Mundo Goes Where He Pleases

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Zauren

Senior Member

04-06-2010

The art of Mundo is a sacred one, that so very few seem to realize and appreciate. Mundo has an incredibly undeserved reputation as a completely useless character. Some people even put him on the same tier as Eve. I hope that through this guide, people can appreciate the power of going where one pleases.

1) Mundo's Abilities

Passive: Adrenaline Rush - Regenerates 0.3% of his maximum health per second.
This is pretty much a free Force of Nature. In standard terms, Mundo regenerates 1.5% of his health every 5 seconds; doesn't sound so useless now, does it? However, given how spammable his abilities are (And you SHOULD be spamming them), this mostly offsets his normal self-inflicted health atrophy. However, if you STOP throwing cleavers, it gives a rough regeneration of 1.5 per 100 HP per 5 seconds. It helps pre-level 6 if you are being harassed.

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Infected Cleaver: Dr. Mundo hurls his cleaver, dealing damage equal to 15/18/21/23/25% of the target's current health (80/130/180/230/280 damage minimum) and slowing them by 40% for 2 seconds.
Cooldown: 4/4/4/4/4 seconds Costs: 20/35/50/65/80 Health

Before Ezreal, there was Mundo. This is a 100 percent skillshot that will hit creeps. It does MAGICAL damage, but that doesn't particularly mean anything should be geared towards boosting it, as it only affects current hitpoints in the first place. It's very strong for eroding people to roughly half health, however. The range is respectable, and goes slightly beyond the circular range. The speed is also quite good. In the open, it is impossible to avoid being hit even when juking if the Mundo is very good unless you have some crazy movespeed. However, look at the CD and the health cost; those add up if you use it every second it's ready. It's very possible to zero out your health regen, or even make it negative, if you go crazy. A common Mundo-mistake. Only cleaver if you are going to hit.

However, many people misuse the cleaver. It is INCREDIBLE for lasthitting creeps. It has a minimum damage that is respectable at all levels. If you are against two ranged, dangerous people and cannot lasthit with your melee, focus on last-hitting. You should still harass, but if you go crazy bushmundoing with excessive cleavers, especially if you cannot capitalize on the lowered health, you are going to make people believe Mundo is useless.

BUT, even against a healer, Mundo can keep people wounded. Against no healer, Mundo can keep two people wounded. You can and should use the bushes to circle around creeps and try to cleaver people. This makes people in your lane very easy to gank. And good people will know it. This makes them play conservative, and back off a lot if someone is missing. In fact, good cleavering with a good lanemate makes Mundo amongst the best at denying a lane EXP; especially great if you are 2v1 due to a jungler on the enemy team.

Cleavers go where they please. Terrain does not affect them. Keep this in mind; you can do some amazing skillshots to guarantee kills when chasing in the jungle this way.
Cleaver does amazing damage (700+) to golem, dragon, and lizard. This allows Mundo to kill all but Dragon solo immediately at level 6, if you hit Sadism when nearly dead to maximize Masochism. Don't neglect this; grab a lanemate at level 6 and get an early Dragon kill if you can.

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Burning Agony: Toggle: Dr. Mundo deals 40/55/70/85/100 (+0.2) magic damage to nearby enemies, and reduces the duration of crowd control effects on Dr Mundo by 25/30/35/40/45%.
Cooldown 4 seconds Cost Costs 20/27.5/35/42.5/50 Health per Sec

This is by far Mundo's most underwhelming ability. However, at level 1 it's the free passive of a Sunfury cape. This does help with farming, if you can make the health cost negligible. Also, at level 4 it is a free pair of Mercury Treads. This gives Mundo the unique ability to NOT buy those boots without being called a complete newbie... sometimes. Look at the item build for thoughts on this. Generally, grab it at level 4 and leave it at level 1 until the endgame. Activate it before CC hits, and turn it off after it's over, or use it to repel pushes.

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Masochism: Increases physical damage by 40/55/70/85/100 for 5 seconds. Dr. Mundo gains an additional +0.4/0.55/0.7/0.85/1 damage for each percentage of health he is missing. Duration: 5 seconds.
Cooldown: 7/7/7/7/7 seconds Costs: 15/30/45/60/75 Health

THIS is Mundo's secret gem. THIS is what makes Mundo an absolutely amazing burst damage character. Look at the numbers there; at level 1, you almost have a free BF sword. At level 5, you have /two/ BF swords. 3, if you hit it at half health. On top of it, you can pretty much keep this up constantly. At the earliest levels, this gives Mundo nearly unmatched first blood potential against anyone who has only four bars of starting health. It also allows him to neglect AD when approaching builds. Anyone who laughs at a Mundo with three Zeals is completely unaware of this ability.

The passive damage bonus for missing health SCALES WHILE BEING USED. That means if you activate it at 50 percent health and Sadism is healing you, you will notice your hits shrinking. Similarly, if you activate it at 50 percent and drop to 20, you will hit like a truck. As such, use it right when you start hitting, and don't worry about your health. Even at max HP, it's still amazing.

Also, this is an amazing ability to harass with in the early laning phase. Why? If you cleaver someone, run up and melee them once with Masochism, then back off, that one hit could be a crit. If that one hit is a crit, you almost certainly have a potential kill. You will hit for over 200 damage critting with this at level 2. Of course you cannot use this tactic against all heroes you lane against, but if it can be done safely (That is you don't half die in the attempt), this makes Mundo one of the greatest nightmares to lane against in the game.

Do note that the combined cost of Masochism and Cleaver is very high when they are level 5. Spamming them constantly can easily hurt you for 200 health every 8 seconds. That's a lot. Don't go too crazy, but do look in Mundo Tactics for how this might HELP you.

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Sadism: Dr. Mundo regenerates 50% of his Max Health over 12 seconds. Additionally, he gains 15/25/35% movement speed.
Cooldown 60 seconds Cost Costs 20% of Current Health

Yes, you are reading that right. You get a whopping 10 percent more movement speed each time you level his ultimate. Although this is not entirely negligible, you don't explicitly need all of that the moment you get it. It's one of the few ults worth a point at first then potentially being skipped later on. Also it gives Mundo unrivaled laning power. UNRIVALED. The CD is short. Harassing no longer works on Mundo after 6, at least in these brighter days with nerfed Executioner's Calling.

Always keep in mind that you will ALWAYS regain 50 percent maximum health, but the 20 percent current health cost can cause you to A) die or B) waste an overall gain. Hitting it at 100 percent health, you gain 30 percent net health, and that's only AFTER the 20 percent gulf is replaced. Hit it at 30 percent, and you lose only 6 percent before gaining 50. That's 44 percent. Not a huge deal, but efficiency is efficiency. That means you will go from 30 percent to 74 percent health just from his ult if you wait.

So you might ask, Zauren, you sexy devil, when should you Sadism? This is what makes the difference between a bad Mundo and a good Mundo. As you will see in Tactics, Mundo operates best when he's at about half health. That means there are three situations when you hit it.

Situation #1: You are being attacked. If these attacks are not completely laughable, hit Sadism at about 30 percent if you are not dropping THAT fast. This will give the false impression you are being burned down. In fact, you are going to suddenly be much harder to kill, potentially impossible for a lone DPS; you will likely keep dropping, but at a snail's pace. Being at half health makes Mundo appealing despite better judgment, and this is why. BONUS POINTS: This makes Masochism hit a lot harder for the duration. Clinging to death's door makes Mundo a /beast/.

Situation #2: You are about to take a lot of damage. This basically means 'you are tower diving'. Towers do a lot of damage after a short period of time. If you wait until towers are hurting you, and you are also dealing with someone trying to kill you, the 20 percent health drop can be fatal. Hitting it at 50 percent is more then enough to tank a tower and finish someone off, or allow your teammates to finish them off, with less risk. Essentially, Situation #2 is when you want a safety net of current HP where raw regeneration might not be enough.

Situation #3: You are chasing or being chased. Go ahead, hit your ult at full health if that 15 percent movespeed will let you cleaver and close in on someone, or escape tenacious opponents. Do note that if done right, you just increased your Masochism bonus damage by 20 percent for at least one hit. This gets much, much more useful when you get 25 and 35 movespeed later on. It also lasts 12 seconds. A Mundo with my suggested summoner spells and cleaver shots behind as he flees is as hard to catch as a good Singed, while actually being faster then anything but a Rammus spinning for justice.

SKILL ORDER:

Level 1: Cleaver
Level 2: Masochism
Level 3: Cleaver
Level 4: Burning Agony
Level 5: Cleaver
Level 6: Sadism

At this point, just max Cleaver, then Masochism. Skip your Ult at level 11 for more Masochism. Whether you want more Burning Agony before Sadism is up to you, but I personally prefer the Ultimate's move speed over a tiny bit more CC reduction and damage.

2) Mundo's Tactics

So what is Mundo's role in this player's opinion? Burst Damage, Chasing, and Anti-Physical Carry. Burst damage is accomplished by focusing on critical strike. Chasing is accomplished via movespeed and cleavers. And Anti-Physical Carry is accomplished by your incredible focus-fire damage combined with your difficulty in being CC'd, and HP and Ult, it's nearly impossible for them to solo you, AND for you to be contained when focusing them. Charging headlong at a Twitch, Twisted Fate, Tristana, or any other thing with Burning Agony and his Ultimate means that A) The Carry has to flee or try to help burn you down, B) Others waste CC trying to contain Mundo, or C) Everyone tries to kill Mundo. All of these are useful in a 5v5.

Mundo's HP should hover around 50 percent. There are many reasons for this. One, with his ult, he can instantly pop up to safe hitpoints. Two, it gives people the impression he can be ganked. This impression is false. Three, it improves the damage of his masochism. Four, people might overexert a bit trying to whittle him down even further. For all these reasons, if you are a CAREFUL and AWARE Mundo, try to stay in this range. Technically the lower the better, if you are good at ulting correctly, but anything beneath 50 risks death regardless of immediate ulting if you actually are ganked.

Be crazy. Be erratic. Run through creeps, cleaver someone, then head back. Charge them, then go back in the bushes. Always seem to be trying to line up a cleaver shot. This stresses people out, which affects everything from judgment to lasthitting creeps. This is psychological harassment, which is probably illegal in most states.

But what you should try to do is go through the brush, and try to herd people around. If they go to the north, which they should, they lose the creep buffer against your lanemate. If your lanemate is impotent, this still isn't useless. You can run past all the enemy creeps, and only the ranged ones MIGHT attack you. This is negligible damage. What you should be trying to do is hit people with Masochism once or twice, then go to safety. Keep trying to do this through any method you see fit. Be creative, there's lots of methods, but the ends are that you finally get a crit, they are badly hurt, your lanemate jumps in, and you get a kill. Double kills are not uncommon if the other doggedly tries to finish you off.

In a 5v5, pick out the person with the lowest health and highest risk. Sadly, sometimes this is not the carry, and why physical DPS is easily countered. AP Casters with Rod of Ages are the worst for you, since you simply don't burn them down enough to scare them. They will do their alpha on your team despite your supple Mundo presence. I hope I don't need to give you a good list. Anyone who will be dissuaded by constant 400+ damage crits is who you should be whacking. Figure this out for yourselves, that's less Mundo specific!

Also, using your 50 percent health, try to lure people to burn CC on you, especially if you have Burning Agony. This is valuable, as it doesn't hurt Mundo much, and he can recover himself with Sadism. If your team can capitalize on seeing someone waste a vital stun and initialize, it can make them scatter, and you can snag one with Cleaver to be focused. Pretend you are a baby Teemo, all fragile and delicious.

3) Mundo Builds

Summoner Abilities: Ghost, Cleanse.

This is about it for Mundo. The reasons are this: Ignite owns Mundo's ult. Every single tactic I gave relies on Sadism working 100 percent. A single Ignite on the enemy team owns you. similarly, Executioner's Calling, if timed with your ult. In both cases, you can back off, cleanse it, and let Sadism do it's thing. Throw in the high power in escaping and pressing into 5v5's, both to remove a hard stun then make any new stuns or CC last a half second with Burning Agony, and it's an easy pick.

Ghost is better then Flash. Why? Flash is best for critical repositioning and escaping when one lacks any other escape methods. Mundo does not need the first one, and Mundo does not need the second one. Ghost STACKS with his Ult, letting Mundo reach the speed of light, busting past 600. Nobody is going to catch you. With at least 45 percent of slows and snares and stuns cut off, you are just gone. This much movespeed also gives Mundo unparalleled consistent closing power against people trying to flee. This, combined with cleavers, makes you not need something like Frozen Mallet to keep in someone's face.

Talents: 21 Offense, 9 Defense.

Classical Offense, including Magical Penetration for his cleavering. Be frugal, go for raw physical DPS, and get 2/4 attack speed with the extra points. For Defense, go 6 MR, 2 Armor, 2 Dodge, 1 10 percent movement on Dodge.

But Zauren, you wise sage, why not go Improved Ghost? Give me an extra point and I will. The duration is redundant, and if you dodge once while Ghost is up, you are 2 percent faster. Besides, Mundo is fast enough. The dodge is better, especially with my recommended rune page.

Runes: Red - Critical Strike Chance. Yellow - Dodge. Blue - Cooldown Reduction OR Magic Resist/Level. Personal preference. Quints: Personal Preference (I use 4.5 percent Movespeed) Crit Chance, Flat HP, all these are fine.

Zauren! You aren't using Armor Pen Red's! Or even advising them for Quint's! Why? Because the laning harassment I proposed depends on you critting them. And since you won't be getting a crit item during the laning phase, you need to get it from runes. You will have about 15 percent if you don't use crit Quint's. That's already unreliable. Similarly, the only way to ignore AD items is to stack enough Crit for Masochism to be amazing. Armor Pen is great for sustained DPS on those who stack AD, but Mundo is all about crits, and he should crit at level 2 if possible. Crits scare people. Reliable HP eroding does not scare people unless it's an eighth per whack. I don't care about the actual math, trust me this is the case.

Builds: This is incredibly adaptable. It completely depends on the enemy lineup. Mundo does not like AP heroes with high burst damage, especially if they grab HP. Mundo also doesn't like tanks. Mundo also doesn't like HP-stacking physical DPS. Generally, this is what I do in all games to start. What is important to note about Mundo is that those 6 slots are VERY important to him.

Mundo needs Crit and Attack Speed to do good damage. And he needs a lot of both. Secondary movespeed is also amazing on him. Pound for pound, two Zeals is great for this. Pound for pound, Phantom Dancer is the best item in the game for him. If you can give at least two slots for Zeal, you will see very, very fast returns on Mundo going from tank to DPS.

Open with: Boots of Speed, 3 potions. If you go the movespeed route, you will hit 390ish at level 1. This is amazing for the style of harassing I outlined. However, you need to be careful about your HP, as your regen is just from your passive, and your natural HP might be a little low. If you are against harassing heroes, grab a Regrowth Pendent. If you prefer the +180 HP instead, see if I care, jerk.

Rush a Warmog's. Warmog?! Why?! Because Mundo needs HP. And this gives him lots, and lots. At level 18, he can easily break well into 3,000 with JUST this and his normal HP. On top of it, the HP regen is great for offsetting his abilities. HP-less Mundo just doesn't work that well in my experience. In the early stage, before 5v5's, being able to tower dive early on is also very valuable. This also maximizes your ult in a time when DPS cannot match it. There are many reasons why this is a valuable first item. Skip it if you want. If it works for you every game, great. I don't recommend it to the standard Mundoite.

Now you need to look at the game. Many people will grab a Spirit Visage no matter what, but this is a significant detour from Mundo going DPS. If there are two AP people, and one of them AoE (I am looking at you, Annie), take it. If there are two AP people, and both more single target, skip it. I am well aware it's an amazing item with his ult, but you don't want to not die while ulting, you want to rape people while ulting. Sadly, Spirit Visage doesn't help with this at all. Tank Mundo is fail, and this is a TANK ITEM. Warmog's should be all the tank you need.

Next, is there a lot of RANGED slows, CC, and snares? If yes, grab a Mercury Treads after the Warmog. If not, grab a Ninja Tabi. This synergizes amazingly with his dodge stuff. You can hit 18 Dodge with just these. Good stuff. Swiftness Boots don't give him a dash of survival, which is great with his HP with Warmog's, so one of these two.

Then comes the items! Do you just have boots and WarmogÂ’s? Then grab two Zeals. Let people laugh at you, you'll show them. Then grab the +22 Critical Strike item. Did you not get a Spirit Visage? Then get two. There you are, with two Zeals and two capes. Relish in their laughing, as you will own faces. HARD. Words cannot say how devastating this combination is for such a cheap price. I'm sure a fellow Mundoite can attest to it. But having 4 slots is critical to optimize his damage, which is why Spirit Visage has to be optional.

Turn one of your Zeals into a Phantom Dancer. This leaves you with one free slot, a zeal, a +22 crit. Turn the second +22 crit into Atma's Impaler. For your last slot, grab an Executioner's Calling. Now you are critting for 6-700 every single strike with Masochism up, with amazing attack speed, incredible movespeed, tons of HP, and a LOT of Armor if you went Tabi. This is why Mundo is the God of stopping Physical DPS Carries. I have solo'd a 20/2 TF with this setup having only 4 kills. By a LOT. I am talking that he stood there attacking me, was half dead in seconds, tried to flee, and was gone. It does not matter what the character is, if they do not get HP and survival items, Mundo will destroy them in moments. Ezreal is the most fun to chase, as he's slippery.

That's about it. This is my guide to the art of Mundo-ing. I hope others enjoy him as much as I do!


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Mmbra

Junior Member

04-06-2010

Nice work, im really trying to up my mundo game.


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Renegade

Recruiter

04-06-2010

Great guide, very detailed. Personally i had tried out tank mundo initially rushing warmog, then siwtched to dps with early spirit visage, what abt items like heart of gold or leviathan when you just cant farm that warmog.


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Zauren

Senior Member

04-06-2010

Quote:
Renegade:
Great guide, very detailed. Personally i had tried out tank mundo initially rushing warmog, then siwtched to dps with early spirit visage, what abt items like heart of gold or leviathan when you just cant farm that warmog.


The issue is there's no extra slots to compensate for Warmogs. At most you can skip Visage for two smaller ones. Really though, the alternative isn't that much easier to farm up. Leviathan at max charges is comparable and cheaper, but takes too long to rev up in my experiences, and you lose the regen... Mundo works with a lot, I'm just saying my preference after lots of Mundoing and research.


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Saberin

Senior Member

04-06-2010

Do you think it's viable to rush Spirit Visage and drop the Warmogs entirely? Maybe skip Atma's Impaler for an Infinity Edge or even a second Phantom Dancer?


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inept

Member

04-06-2010

detailed but a lot of wrong information in here

Cleaver is magic damage, works with magic pen.

21-9 is meh. 9-21 or 13-17 are better I find.

skill build is awful, you max masochism first, cleaver last.

i wish roku would j ust write a mundo build already but maybe he already did i dont know.

and most realistic games would end at about warmog's/treads/2 zeals So I think you are better off investing in a starks.


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Zauren

Senior Member

04-06-2010

Quote:
inept:
detailed but a lot of wrong information in here

Cleaver is magic damage, works with magic pen.

21-9 is meh. 9-21 or 13-17 are better I find.

skill build is awful, you max masochism first, cleaver last.

i wish roku would j ust write a mundo build already but maybe he already did i dont know.

and most realistic games would end at about warmog's/treads/2 zeals So I think you are better off investing in a starks.


To each his own. Although I know for a fact Cleaver is physical. This is just my personal Mundo guide; if you have specific talents to propose, I'd love to hear. I'm far from best in the game at Mundo... yet.


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Zauren

Senior Member

04-06-2010

Quote:
Saberin:
Do you think it's viable to rush Spirit Visage and drop the Warmogs entirely? Maybe skip Atma's Impaler for an Infinity Edge or even a second Phantom Dancer?


I used to try a build skipping Warmogs, but Mundo was just so fragile. That and popping his Ult almost always killed him since he only regenned like 700 HP over 12 seconds... it can work though, if you are very careful in engagements, but there are better heroes for that (Like Pantheon)


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inept

Member

04-06-2010

you can repeat it all you want but cleaver is magic damage, as acknowledged by all of the best mundo players and well, basically everyone.


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Zauren

Senior Member

04-06-2010

Quote:
inept:
you can repeat it all you want but cleaver is magic damage, as acknowledged by all of the best mundo players and well, basically everyone.


The only person I hear saying it is you, and it goes 100 percent against my personal experiences. I've cleavered a Taric and done no damage before. I've even got Haunting Guise to help cleavers and it gave no visible difference.

I'll test it in practice games. Should be easy to verify.

EDIT: Oh my, so it IS magic damage. Well, I'll fix the guide to show such. Thanks for pointing it out.


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