CURRENTLY UNDER CONSTRUCTION AND UPDATE
Dr. Mundo - A Comprehensive Guide to Going Where You Please and Applying Cleaver-Flavored Head Medicine
First, I would like to thank you for taking the time to familiarize yourself with your local physician.
2. Runes, Masteries, and Summoner Spells
5. Gameplay (Summoner's Rift, Laning and Jungling)
6. Gameplay (Twisted Treeline)
Playing Dr. Mundo requires a perfectly balanced battle plan of screaming, followed by running, followed by smashing, followed most likely by more screaming. As a great man once said, there are two ways to play Mundo. Like a LoL Player and like a Mundo Player. A LoL player thinks about risk vs. reward, chooses their battles, and is wary of traps. A Mundo player thinks about mundo mundo mundo mundo mundo mundo. Mundo.
This guide will focus on a Melee DPS Mundo build. With Mundo's built in survivability, heavy damage output, and natural CC reduction, he fits almost perfectly the role of an Anti-Carry. The only thing Mundo lacks to make him a great MDPS is his attack speed. Let's face it, Mundo is a lot of things, but quick isn't one of them when it comes to his attacks. So, this guide provides strategy to maximize Mundo's strong laning phase in order to build up his attack speed and crit chance to move smoothly into a very deadly mid and late game. This guide will cover every topic from skills, to items, to laning, to ganking, to proper cleaver technique (hint: throw a lot of them). I hope you find it to be useful, and leave some feedback for me (maybe an upvote?). Now, get to the face smashing!
2. Runes, Masteries, and Summoner Spells
When it comes to Runes, a Mundo Player only cares about 2 things: making people hurt, and lasting long enough to make other people hurt more. For Reds either Armor Penetration, Magic Penetration, or Critical Chance runes work beautifully (ArPen if you want more smashy fists, MPen if you want more cutty cleavers, or Crit Chance if you like smashing stuff with your forehead). For Yellows you can go Dodge Chance, Flat Health, or Armor (I suggest not going Health Regen, as his passive will increase your regen for you if you grab Flat Health instead). For Blues I highly suggest Magic Resist, since MR doesn't scale with levels like Armor. Also, Mundo doesn't give a rat's ass about AP or Mana, and your abilities have extremely low cooldowns to begin with. For Quintessences, Flat Health or Movespeed are your friends. I prefer to run the flat health, but movespeed is never a bad idea.
Here's my setup as an example:
Marks of Desolation x9................+18 Armor Penetration
Seals of Evasion x9......................+6.8% Dodge Chance
Glyphs of Warding x9....................+13 Magic Resist
Quintessences of Fortitude x3....+97 Health
For Masteries, I find that Mundo doesn't require a full tree, and in fact works better with a more spread out spec. I run a 12/9/9 build. Make sure to grab the 15% Magic Penetration and +6 Armor Penetration in Offense, the Nimbleness stat in Defense, and the +5% Experience in Utility, as well as any Summoner Spell upgrades as needed.
c) Summoner Spells
Heal: I run heal mostly because it can be used to counter Sadism's cost, and for early gank turn arounds.
Exhaust: Slow, reduce armor and magic resist, begin pummeling.
Teleport: It's like chicken. It goes with everything.
Ghost: You know what's scarier than Mundo? Faster Mundo. Ghost + Sadism = HIS SPEED IS OVER 9000!!!
Cleanse: But... Mundo already has CC reduction... You know what's better then reduced CC? None. Ever. Continue with the screaming and smashing.
Smite: Good for Jungle Mundo, good for popping the minion your cleaver-target is hiding behind for WTF moments, but that's it.
Clairvoyance: Some team utility, but why do you really need it when you can check bushes with a cleaver?
Flash: Can be a good escape mechanism, but not all that conductive for Mundo.
Revive: If you die a lot... I guess...
Fortify: Mostly if your team requests it... Mundo is an excellent lane pusher, so he rarely needs this.
Ignite: Trust me. No one gets away from Mundo at low health. They either ran off immediately, or they are a smear on your cleaver. There is no in between.
Clarity: Mundo no haz mana... you is a big dumbo.
Rally: Mundo like going where he pleases. He likes going to many places. He doesn't have time to sit around for your silly Summoner Spell.
3. Cutlery (aka Items)
Dr. Mundo is not a tank. Say it with me: He is not a tank. Just look at his skills, one single target CC/damage skill shot, an AoE damage/CC reduction, a massive damage boost, and epic regen and movespeed. Does that look like a tank to you? Mundo is far better built as a melee DPS champ. He already has massive damage and survivability built in. The only thing he lacks is Attack Speed. So, we're gonna focus on maximizing that impressive damage potential with Attack Speed and Crit Chance items (plus some lifesteal).
To start, always get a Doran's Shield and a Health Potion. The added health (with Mundo's Passive = Regen), regen, and armor, you'll be staying in your lane for a good while. Once you hit level six, you should have enough gold to buy a Spirit Visage. This is your first trip back, and this coupled with your ultimate means you won't be back for a LONG time. Better take a moment to make sure you remember it. From there on in, the build gets looser. You can really go anywhere as long as it either a) Makes Mundo hit faster, b) Makes Mundo hit harder (no damage items though. You get 100 extra damage and change from your 'e', why do you need them?), or c) helps him stay alive to hit stuff longer. Also, remember to buy the red/green elixirs whenever you have the extra gold. Especially the green elixir gives a significant boost to your stats, and pays for itself when those boosted stats score you that close kill.
A basic Mundo DPS Build:
Doran's Shield (<-Can be sold for another Phantom Dancer in those epic long games)
(Red/Green Elixirs as needed)
This build focuses mainly on attack speed, with a side of Lifesteal (Kinda weird to see Executioner's Calling on Mundo, but the lifesteal/crit combo is great and cheap). It doesn't do much for stopping people from opening bleeding holes all over Mundo though. If you need something to make your Mundo a bit more tanky, I suggest these builds (or your own similar version):
For DPS aka Stabby teams I work in a Ninja Tabi and Randuin's Omen for Armor and extra regen:
(Red/Green Elixirs as needed)
For Magic aka Flashy teams I roll with Merc Treads and Force of Nature for Magic Resist and ultra regen:
Merc Treads (only for the MR. The CC reduction is multiplicative, and doesn't do much compared to Burning Agony)
Force of Nature
(Red/Green Elixirs as needed)
If facing a more balanced team, take the 'Flashy' build, but replace the Merc Treads with a Ninja Tabi. The Force of Nature will serve better than a ton of armor here, and Merc Treads are a waste against any team that's not super magic heavy. For your Stark's, always start building with the Emblem of Valor. That lifesteal and regen is better than the attack speed early on. As for Phantom Dancer, starting with the Zeal ASAP is always a good call. Movespeed plus Crit plus Attack Speed? Yes please!
Also, it has been brought to my attention that Youmuu's Ghostblade is a good option for this build... and it is! The added ArPen, Crit Chance, and Attack Speed is awesome. I however, do not suggest it for people just starting out with Mundo since most of it's awesomeness comes from the activated ability. However, if you know your ****, this is a great item to roll with.
4. Skillz (with a 'z' because Mundo can't spell too good...)
If you need the exact data, here's a link to his page on the LoL Community site: Click Here
You love this. This is your favorite spell in the universe early game. Thanks to the recent buff to Mundo, you now heal for half the cost if you hit anything with a pulse. You can spam this spell all day long. You will fill the air with cleavers. You will have a festival of cleavers. You will unleash a never ending storm of cleaver flavored doom. Make sure you max this spell first and foremost before anything.
When should you be throwing a cleaver? Here: See a chance to hit a champ? Cleaver. Last hit a minion? Cleaver. See an opponent come near your minions? Cleaver. Jungle creep? Cleaver. Enemy trying to run from you? Cleaver. Stealth champ might possibly be nearby? Cleaver. Annoying teammate? Cleaver. Cleaver? Cleaver.
Basically only there for CC reduction. You can use it later game for farming, but that's about it. Most games, I never have to touch this, unless I'm kiting a squishy and feel like completely demoralizing them. Level this at the lowest priority, basically after everything else. The only time to get an early point here, is if you're laning against a champ with a stun, and then it's really only one point at level 4. From there on in, ignore it.
Also known as "The Fist of Doom". This spell gives you 110 attack damage at level 2. You will squash champs with this early, middle, and late game. Plus, the cooldown is so low that you can basically have it up all the time. The cost is fairly low, so if you're hitting things use it. Don't be stingy. This is what makes Mundo hit like a Mac truck. This is why he never has to buy a damage item, ever. This is the second spell you'll want to max after the Cleaver.
Ah, Sadism. This is what make Mundo the Undying Minister of Pain. Everything Mundo does is in bulk. He's like Costco. But with Cleavers. The cost is a little steep (on par with Vlad's Sanguine Pool) so be careful when you choose to activate it. Too soon, and you're cutting more health than necessary, too late and the regen won't be enough to keep you going in a team fight. Also, the cooldown is really low for an ult, so feel free to use it in the laning phase just to heal up. If you're missing more than 1/3 HP, and Sadism is off CD, pop it. It will let you lane forever if you're smart. Obviously as an ult, this gets leveled every change you get.
Fist (Burning if you need the CC reduction)
Fist (Max unless you took Burning at lvl 4)
Burning (Fist if you took Burning at lvl 4)
5. Gameplay - Summoner's Rift
a) Early Game (Non-Jungle)
Mundo possesses a very strong early game and some fairly intense lane control, so feel free to grab a 2v1 lane. If you do get a 2v2 lane, try to pair up with some ranged champ. If they have a stun, even better. Nothing makes life easy for a Mundo than opponents that hold still to accept their cleaver. Which brings me to the most important part of Mundo's early game on SR: The Infected Cleaver. To start, once you reach the outer tower on your side of the lane, head right on over to those bushes and chuck a cleaver in. No squelch? Move on in. The next set of bushes? Repeat your "cleav-dar" maneuver. If there's no squelch, then move up to the edge as close to their side of the lane as possible. This puts you in a great spot to start unleashing your cleaver all over their faces when your enemies finally show up. The range is actually a bit farther than what you see on the aiming reticle, make sure to abuse it when your opponents think they're sitting safely out of range. If at any point when checking the bushes you DO hear a squelch, congrats you just located your opponents. Stay put, and when CD is up, toss another cleaver. You would be surprised how many champs will just sit there (once got FB on a Teemo who went invis and didn't pay attention to my cleavers burying themselves in his skull while he watched other lanes). Don't try rushing in after you cleaver-check unless you and your lanemate are pretty confident that you can handle them (never go in if you're on your own). Better to back off a bit, and let them try and chase Mundo while you chuck cleavers back at them.
Once the minions show up, you'll need to start getting tricksy with your cleavers. Use them to keep your opponents cowering inside their minion waves. They try to make it over to the bushes? Huck a cleaver down the brush line to flush them out. They try to engage your caster minions? Push them back with a cleaver to the face. If you practice, you can even hit enemies by waddling off to the side a bit and chunking a cleaver between the melee and caster minions. You'll also get a feel for hitbox sizes. Xin in particular has a pretty large one, so when it looks like he's safe in between his melee minions, you can still catch him. And then laugh as he calls "Cleaver Hacks". Yes Xin, the Cleaver does Hack, and it can slash too! Basically, you want to force them to be spending more time worrying about avoiding cleavers than pushing or last hitting minions. Pop your Masochism to last hit their minions, or to put up some heavier harass if they try getting too close while you're farming. It won't be long before you're looking at 1.5k gold in your pockets, and a big ol' #6 over your head. Once you have the gold and Sadism, make sure someone can watch your lane for a couple seconds while you port back and grab a Spirit Visage (and boots if you have the extra gold). Now with Sadism and Spirit Visage you can hold your lane forever and a day. If you have a lanemate, they can **** off now, go get some ganks or something. You've got this lane all wrapped up. Possibly even a tower down and a couple kills by this point. Just keep the pressure on with cleavers and Masochism, and ride out an easy lane dominance into mid-game.
b) Early Game (Jungle)
Mundo is oddly enough one of the strongest junglers in the game, thanks to the majestic cleaver. Short cooldown? High damage? Low cost? Refund on hit? Lizard, prepare to be pwned. Using the same build as a normal Mundo, the only change for Jungling is to grab Smite as one of your summoner spells (this technically isn't even necessary, but helps you gain that early momentum you need to prosper).
If there is no jungler on the enemy team, your first stop will be the lizard. Hold on to Smite for a second, and start hucking those cleavers. They do damage based on a percentage of current health, so they'll do a lot more damage when the lizard is at full. Once you've worn the beastie down to about half health with copious cleaver-tude (making up words is fun), pop Smite to seal the deal. (Side note, this makes rune jacking Mundo a good bit more difficult, since you don't initiate with Smite) Then you'll move on to the smaller golems (using your health pot here), cleaver them to death with a side of Masochism Mega-Fists, then round up to the Wraith camp (Smite should be back up if you grabbed the upgrade Mastery). Smite the big one, cleaver the small ones. Then, after a quick pit stop to heal and grab a health pot (Mundo is FAST at jungling, so you have time), finish off your wolf camp in similar fashion to the golems. Skip the blue buff, and head up into the enemy jungle to snag their Lizard buff. By now you should be level 4, so port back to base and buy as much of your Spirit Visage as possible making sure to grab the Null-Magic Mantle (and probably a health pot). Next, you can try to take the Dragon. Now, if you get there right away after hitting level 4, you can pull it off. It's a bit tricky though, so if you think you're running late don't bother and go to a lane for ganking. If you really want to try, grabbing someone from bottom to help is always a safer route to go. Same as with the lizard, you'll want to save Smite for the finisher and open up with cleavers. That Null-Magic Mantle will help, since the Dragon deals in magic damage, and should help keep your purple hide intact. If you keep Masochism up every time it's off CD, pop a health pot, as well as spam your cleavers, you should be able to take him and run off with a fair chunk of health left.
If there IS an opposing jungler (Warwick is my favorite), prepare to become his bane of existence. You just switched from jungler to counter-jungler. You will be stealing runes, and ganking their sorry ass all early game. It's no longer about getting your own experience, but making sure they don't get theirs. Instead of the Doran's Shield, start with a Red Elixir, a Sight Ward, and 2 Health Pots. This will set back your build about 400 gold, but if you catch their jungler red handed, it's all worth it. First things first, figure out where they will start jugnling. If it's Warwick: Blue Buff, Amumu: Blue Buff, Fiddlesticks: Blue Buff, Tryndamere: Red Buff, Akali: Smaller Golems, etc. You should know the usual spots. Go to directly behind the enemy side version of their start point, and toss your ward over the wall (the range increase on placing wards makes this very easy). Now go to a spot nearby and wait. If they show up, wait until they're half way through getting their buff and gank their sorry ass (assuming they're alone of course. Your ward should tell you that, if not, start with a cleaver and be aware that their brush may suddenly start producing stabby things to kill you. I suggest running) If they do not show up, then tell your teammates to gank the one on your side. Either way, that jungler will likely be dead, and likewise set behind on their build by a significant amount. Now hopefully you are smart enough to rune-jack them as well using your Smite, and then run off into the jungle before their side lane/mid can react. Then proceed to jungle your own route (except start with the small golems and then do the lizard, instead of vice versa). After the wraith camps, or after you bluepill to regain health (which ever happens first), go back and buy some more wards and possibly start your Spirit Visage. Place the wards in the enemy jungle, covering the likely spots where they will walk through (not necessarily on the camps, but try the choke points. This way you'll see them before they reach the buff, and will need to use fewer wards). Now it becomes a game of wait-for-the-silly-jungler-to-show-his-ugly-mug (unless it's Akali, she's straight sexy) and then proceed to gank and/or harass them away from their buffs/gold/experience/will to live. You don't care about getting dragon at lvl 4. You don't give a **** about out leveling the side lanes. All you care about is turning that sneaky jungler into a sniveling shell of what once used to be a champion.
In both cases, you are done at level 6 and will proceed to start hitting lanes for ganks and tower kills.
c) Mid Game
Mid game for Mundo revolves around being as annoying to the enemy team as possible. You want them to hate your guts, from the depths of their very souls. Now you'll be moving a lot. Running through the jungle to grab red buff, hitting lanes for ganks, or just showing up in mid to give their carry a hard time. Channel your inner Guerilla Warrior, and be hitting and running almost all the time. If you keep the hits fast and hard, then leave elsewhere you'll be able to keep your health up just through Sadism. Run bot to make a gank? Head towards mid after popping Sadism and you'll be back at full by the time you get there. Harass their carry, and then maybe chug off to grab red buff. See the pattern? Sadism's move boost will help keep you all over the place, and also keep the enemies on their toes, as they have no clue who will be the next victim of the Mad Doctor. You'll be feeding your team kills. If any lane over extends, you wanna be there to lend a cleaver to your allies. Slow the squishy one, and watch them get shredded by your team. Maybe lend a couple punches yourself. If a lane is in trouble, become the band aid and cover while your teammates go heal. Since you're moving a lot anyway, it's a great idea to stock up on wards from time to time and use them to monitor key spots. Map awareness is your friend. Mundo loves knowing where the next unsuspecting victim is. During this time of the match you'll be building your Stark's Fervor, and likely a Zeal as well. The sudden increase in Attack Speed (and Stark's Armor reduction) will give your opponents quite the surprise as their health suddenly plummets in the face of your car-sized fists. Plus the lifesteal will make you surprisingly resilient. Focus on being a huge disruption champ, and you'll rock the mid game, as well as put a healthy fear of Doctors into your enemies.
d) Late Game
By now you should be lumbering about with a scary KDR, a fist full of pain, and the lamentations of the enemies women in your wake. Especially Ashe, that squishy *****. Your build should be fleshing out with that Phantom Dancer (and whatever 6th situational item you choose). Now it's coming down to big team fights, and you'll need to change your strategy accordingly. In a straight up fight, your job is to turn on Burning Agony, burn off all the enemies CC, and clobber that squishy damage dealer trying to hide at the back. With CC reduction and your Sadism supplying mad regen you are an awesome anti-carry. You can power through their whole team and get right up in their carry's face. (Note: You'd prefer not to initiate. Mundo doesn't have any hard CC, so go in second closely following your initiator.) When that tiny little ***** sees your ugly mug coming straight at them like death itself, they will turn and burn. They will piss themselves and then sprint off into the distance screaming bloody murder. Mundo loves bloody murder, so you're going to oblige them with a cleaver to the spine, and then punch/burn them into a smoldering pile of deadness. From there, just focus on hurting things as much as possible. If they ignore you, you will beat their faces in for it. If they focus you (which will be very, very hard with your ult going) then the rest of your team will feed them their teeth. You are the big purple elephant. But with cleavers. And fire. And punch-iness. They can't ignore you, but they can't NOT ignore you either. Whenever there isn't a team fight, you will be pushing lanes and tearing chunks out of towers. You do about 200-300 damage a hit to towers, and almost 2 hits a second. They will crumple like that cheap toilet paper that accidentally gets a bit wet and then dissolves like it was made of sugar. You are the scariest son of a ***** this side of Hell, and you're going to make sure the other team KNOWS it. If you've done your job right, they will fold before you and your nicely fed team, despairing at the day they ever heard the phrase "MUNDO SMASH".
6. Gameplay - Twisted Treeline
Mundo rocks TT. Absolutely ROCKS that ****. This may be because TT is essentially one big 'Early Game'. When playing Mundo on Twisted Treeline, you will be going full offensive. You don't need to worry about tanky items, your sole concern will be smashing as much face as possible, as frequently as possible. It is unlikely the game will last beyond you picking up your Zeal/Phantom Dancer. Sometimes it's even over before you finish your Stark's Fervor. This means the enemy team doesn't have time for any tanky items either. Jolly for Mundo. For TT Ghost and Teleport are pointless, so I usually roll with Exhaust and Heal. Mundo is king of the Jungle on TT, so Smite won't be needed.
a) Initial Gank
A lot of players mess this up, so I'm going to give you some simple guidelines for what to do here. First of all, make sure you're leading the way to those bushes. You can use your cleaver to check if they're occupied, and you aren't as squishy as that ******ed Shaco that wants to lay his Jack in the Box right away... Run up to that bush, chunk a cleaver, and listen for that delicious squelch. If you hear it, wander around the bush, hitting it with cleavers until something comes out. If you don't hear it, run in and ready your throwing arm for when the enemy team shows up. Either way, you're opening the fight with a cleaver, and with at least one enemy sporting a gaping wound before the fight even starts. Hopefully your team is halfway competent, and don't give themselves up to FB like virgins to a volcano. Just keep those cleavers moving throughout the fight, and punch the stuff with the lowest health.
b) Initial Laning
This lasts barely 5 minutes on TT, but it can make a huge difference if you do it right. TAKE SOLO TOP. Do it. Seriously. Mundo EATS the squishy quasi-carries that try to go up here for experience. As soon as you hit level 2 (assuming you didn't use heal in the initial gank), get right up in the enemies face. Try to get that opening cleaver hit on them, and when you do, hit 'E' and start pounding their face in. You do over 100 damage per hit, and are almost guaranteed a kill if you keep them slowed with cleavers. Pop your health pot (mindful of any retaliation ganks from bot) and keep laning. You'll get a level or two ahead of your opponent, and from there in they will be too scared of you to do anything. Once you hit level 6, go in for another kill on your opponent. Pop the ult, run at them screaming, hit them with a cleaver, and lay down the Masochism enhanced fists. It isn't uncommon to have 2 or 3 kills under your belt before the end of the laning phase, and then you get to port back to buy Spirit Visage and Berserker Greaves all in one go. One change to your usual pattern here is that I will sometimes suggest leveling Masochism over Cleaver. When you face a really squishy opponent and you find them among their minions ALL the time, Masochism will up your DPS on them by more than a stronger cleaver. Twisted Treeline is really the only place I'd suggest this, and only if you feel you can finish that squishy in melee range before they Flash/Ghost/Interpretive Dance away from you and to their tower.
c) Team Fights, Jungle, End Game
For the rest of the match, your strategy is pretty simple. Own the map. OWN IT. You can take Lizard at level 4, and every time it is up from then on. I suggest keeping it warded, as the bonus Gold and Exp for the team is invaluable, and Mundo doesn't like sharing. Same goes for the Dragon at level 6 or 7 (I'd wait until you have your first few items, otherwise it can end with you a bit low on health, and easy to snipe). Basically you want to be clearing the jungle as often as possible, while keeping the important points warded to be sure no one else is doing the same.
For team fights, you want to turn on your burning powers, and head straight for the squishiest person with your ult going. Kill them, and then focus whoever is hurting your teammates more. You're very hard to kill with only 3 opponents, and you hit like 1000 Bulls on Steroids, so make use of that. You can ride out almost any team fight, and the only way you're dying is if the entire enemy side focuses you. Once you rack up some lifesteal, this gets even easier. Keep the cleavers flying throughout, and also use them to make sure no one runs away. Mundo doesn't leave 'survivors' only bodies.
So, you've cleared the jungle, and you've beaten the enemy team into submission. Good work. Now all that remains is beating down those towers (another thing Mundo excels at), and breaking the Nexus. If you keep on top of gathering those Jungle Buffs, and make sure you're with your team when a fight breaks out (they'll need you to save their asses, let's be honest here), then the match is already yours. It's just a matter of hammering out the details. With your cleaver, that is.
(Updated with some formatting to make this massive wall of text more readable)
Now, go forth my minions! Go forth and spread the message of the Magnificent Mundo!
Great short summary guide.. this is how i play mundo atm and love every minute of it. I will add a few pointers.
1) as stated use your cleave to harras other champ and force them to go back to base to heal, mundo is one of the few champs who can lane the longest with needing too much items and early game. You can lane and earn enough for starks/boots if your in mid or team up wiht a good partner.
2) USE maso on every cd when in fights, it is one of your best moves, also use ult whenever life is >70% and using burning agony to help burn towers and life steal minions around tower helps you stay a little longer (make sure ba turn off when no minions around) to take a few hits from towers.. you can sucessfully destroy towers this way.
3) when your in fights and you sucessfuly killed someone 1 vs 1 and they were trying to bait you.. and you end up with only 50% life left. Start backing up while throwing cleaves at their face, most of time before they know it their life has drop to 50% and your ult is up and you can then turn the tide.
4) when pushing close to turrent and there are a few champs there "attempting" to stop you.. throw cleaves at them and run out.. most champs are stupid enough to just stand there. get a few hits end.. i find that sometimes i can even make one of the squishy go back and i can destroy tower whiles the other person go to base.. just hitting tower with ult on and ignoring champ (unless he has some type of taunt or is a nuker.)
when i use Mundo which is like all the time i use Defence masteries, Ghost and Heal spells, runes whise i use health, Cool down reduction, and armor pen i think. items wise i start with first boots and max health potions, not sure if i should do that what do you think. Then spirit visage, after that i get speed 3 boots. after that what should i get. I use mundo as a tank usually so i get Gaurdian somethin that rezzes me when i die. then i get Life steal armor after that
This is fairly similar to my build;
I go 9/21/0 with the same runes, except I get magic resist per level instead of flat magic resist.
For spells I bring exhaust (to blind and quickly kill the squishy carries) and cleanse, to shrug off the CC they throw at me.
My core build is
After this point in the build, depending on the nature of the team fights (as in who usually gets targeted)
and the team compositions I'll either continue with straight up DPS if I'm not usually targeted first or if I feel I more burst damage will help in team fights; if I'm the one usually getting focused, which I often am, I'll get a situational tanky item (Heart of Gold, Banshee's etc.), and then continue with the DPS items, Stark's and then Yomuu's.
I enjoyed this guide, I like your hybrid build for your masteries I plan on trying it out, but I do tend to use the 9/21/0 build. Yes Mundo to me is a dps champ, but he scaled better using the defensive masteries over the offensive. His passive damage is high enough he can't be ignored, but his survival is high enough teams can't afford to focus him, and CC is useless because Mundo does go where mundo pleases
Lulz. Thats a bit much. But then again I can be slightly... scathing... to those "tank" Mundo builds =x
My guide checklist for any champion:
Not a Glass Cannon?
Provides Damage or Support?
Doesn't give schizophrenic runes/masteries?
Is not based around 15k gold/60min game?
Explains the abilities/items/play?
Is not a cookie cutter build?
There's only a very few guides for Mundo out there that can pass those. This guide describes a way to do what the champion does, without being a carbon copy cookie cutter build that is from one of those few other guides.
I'm just ecstatic that more and more people are letting go of the "pray and hope I get targeted" "tank" builds for Mundo. You know the ones, those super low damage producers due to the Sunfire or Warmog's stack without providing any contribution to a team.
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