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This is intended to be a discussion / collective guide on Mundo. I will ask someone to write up a short description of the differences in his play between TT and SR as I don't play on the Treeline but understand he is quite potent there.
Click here for a description of Mundo's abilities
Overview Mundo is a beefy dps, similar to Garen in that he doesn't need a lot of damage items to put the hurt on his opponents and has excellent lane staying power. His E provides an excellent steroid ability which allows you to focus more on increasing your beefyness over your damage.
Opening Items This will come down to preference as there are a few ways of opening on him.
Health Crystal - This will get your Spirit Visage the quickest (mostly the reason for taking this opening), and is the opening I use 99% of the time. You walk into lane with enough health to shrug off most damage and have summoner heal if you really need it. When combined with your passive, you regen an extra 2.6 health every 5 seconds.
Doran's Shield + Health Pot - Generally the safer opening, I would recommend taking this if you decide against heal as a summoner spell. Overall, it provides you with excellent lane-staying power (arguably better then the health crystal opening).
Runes and Masteries I generally run 0/21/9 on Mundo for extra beefyness - you should swap points around to get the appropriate buffs to your summoner spells. Maxing Good Hands over Perseverance is better because you're trading 2% increased regen for 6.66% reduced dead time, which equates to several seconds late game.
For runes I run: ArPen reds Flat Armor yellows MRes/lvl blues Flat Health quints
Though these are hardly set in stone, the above is a fairly generic tank page.
Skilling Order
Mundo's ABCs of Success: Always Be Cleavin'
Against most teams, you want to level QEQWQR then R > Q > E > W. Rank 1 W helps you farm by giving you a sunfire cape passive on demand, if you are laning against some particularly heavy CC, such as a double stun composition, it will be wise to get W at level 2 instead of 4 for the reduced CC duration it provides.
Summoner Spells There are many good summoner spells for Mundo and some which change in value depending on how you build him. Mundo isn't extremely dependent on his summoner spells and this gives you a good deal of flexibility. I won't describe all the summoner spells, but here are a few good choices.
Heal Heal provides you with immense lane staying potential before you hit level 6 (where you ult will take on the same role) where it transitions into a team-utility spell which can keep someone alive in a fight or extend a push. Another good use of the spell is to cast it immediately after your ultimate to absorb the cost of the ability - this is useful against champions like Garen which like hitting low health targets with R.
Fortify Fortify finds a good home on Mundo because he isn't super reliant on summoner spells in the first place. In addition, you will be going deep into the defensive tree so getting improved (adds splash to the active) is not difficult.
Ghost Ghost is useful on basically anyone, and when combined with the movespeed boost of your ult and the slow from your cleaver, you can catch almost anybody or get away if the fight is not going so well.
Cleanse This spell changes in usefulness on Mundo, because the the CC reduction from your W stacks with merc treads, Cleanse will not always be useful since oftentimes the CC you are trying to remove will expire before you can react to it (Merc Treads + Burning Agony gives ~58% reduction in the duration of CC, meaning a 2 second stun lasts ~.8 seconds). However, if you do not plan on using merc treads the value of Cleanse increases.
Items This section will hardly be exhaustive because you will rarely find yourself getting the same items every game, however, there are some items which are core to Mundo's gameplay. Not all of these items should be gotten every game, and they are listed in no particular order.
Spirit Visage: Spirit Visage improves basically everything Mundo about Mundo. It improves your passive and your ult, which provide a great deal of your survivability and helps to keep Heal viable throughout the game if you choose to take it (Heal, when combined with Spirit Visage, will give you quite a lot of EHP on demand in the later parts of the game). This should be one of the first items you get every game.
Force of Nature: More regen, making you extremely hard to kill, plus extra movespeed and magic resist all in one item. When combined with your passive, you will regenerate .65% (.78% with Spirit Visage) of your max health every second, not including the flat health regen the item gives.
Atma's Impaler: As Mundo you want a higher health total, simply because it works so well with your passive and ult, and this is an excellent item to turn all that health stacking into damage output, while also making you harder to kill.
This is what I have so far and how I play Dr. Mundo. I will continue to update this as discussion progresses.
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Ughhh, smite kass and now fortify/heal mundo... Why take a spell that is only useful for first 6 lvl's in lane? (You should be jungling anyways) And fortify is well, fortify.
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United States37500 Posts
I like Mundo in lane. He can do jungle, but it's like a Shen. You have greater presence in lane and there are better junglers.
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Mundo has a stronger lane presence then he does in the jungle. For the reasons I mentioned, heal is actually a decent spell to have on Mundo and remains useful throughout the entire game not just the first 6 levels.
A Fortify should be on every team IMO because it can shut down early tower kills since players dont have the survivability to endure towers that hit twice as fast and splash their damage (also, if a tower scores a kill or helps an ally score a kill you pick up the kill / assist if you were the one who used fortify, not that this happens very often). Late game it can buy your team precious seconds to defend a tower or respawn and get back into the fight. I suggested in here because Mundo isn't terribly reliant on his summoner abilities and so he makes a good candidate to hold the spell.
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I've been pretty impressed with mundo actually, I certainly wouldn't pick him over a teir 1 tank like garen or rammus or something but I don't think he's trash. If you just stick starks and visage on him he has really solid damage output and still some good tankiness.
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On November 05 2010 06:04 STS17 wrote: Mundo has a stronger lane presence then he does in the jungle. For the reasons I mentioned, heal is actually a decent spell to have on Mundo and remains useful throughout the entire game not just the first 6 levels.
A Fortify should be on every team IMO because it can shut down early tower kills since players dont have the survivability to endure towers that hit twice as fast and splash their damage (also, if a tower scores a kill or helps an ally score a kill you pick up the kill / assist if you were the one who used fortify, not that this happens very often). Late game it can buy your team precious seconds to defend a tower or respawn and get back into the fight. I suggested in here because Mundo isn't terribly reliant on his summoner abilities and so he makes a good candidate to hold the spell. For whatever it's worth, there are exactly 0 fortifies in your typical 1600+ elo ranked game. Fortify and Rally are both literally never seen. And Mundo benefits A LOT from ghost, just like everyone who's Melee and likes to auto attack.
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On November 05 2010 06:13 Mogwai wrote:Show nested quote +On November 05 2010 06:04 STS17 wrote: Mundo has a stronger lane presence then he does in the jungle. For the reasons I mentioned, heal is actually a decent spell to have on Mundo and remains useful throughout the entire game not just the first 6 levels.
A Fortify should be on every team IMO because it can shut down early tower kills since players dont have the survivability to endure towers that hit twice as fast and splash their damage (also, if a tower scores a kill or helps an ally score a kill you pick up the kill / assist if you were the one who used fortify, not that this happens very often). Late game it can buy your team precious seconds to defend a tower or respawn and get back into the fight. I suggested in here because Mundo isn't terribly reliant on his summoner abilities and so he makes a good candidate to hold the spell. For whatever it's worth, there are exactly 0 fortifies in your typical 1600+ elo ranked game. Fortify and Rally are both literally never seen. And Mundo benefits A LOT from ghost, just like everyone who's Melee and likes to auto attack.
I think Fortify on a solo-lane Shen might actually be good, but even that's extremely fringe (and Shen needs the second summoner so little that Revive-Shen is also a potential thing). Mundo definitely shouldn't carry Fortify, just because he already has teamfighting problems.
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On November 05 2010 06:04 STS17 wrote: Mundo has a stronger lane presence then he does in the jungle. For the reasons I mentioned, heal is actually a decent spell to have on Mundo and remains useful throughout the entire game not just the first 6 levels.
A Fortify should be on every team IMO because it can shut down early tower kills since players dont have the survivability to endure towers that hit twice as fast and splash their damage (also, if a tower scores a kill or helps an ally score a kill you pick up the kill / assist if you were the one who used fortify, not that this happens very often). Late game it can buy your team precious seconds to defend a tower or respawn and get back into the fight. I suggested in here because Mundo isn't terribly reliant on his summoner abilities and so he makes a good candidate to hold the spell. Heal scales so badly lategame though. And considering your ultimate heals you for what, 80%? If not ghost then definetly run cleanse. I feel that fortify is a waste of a summoner spell too, but whatever, summoner spells are players choices.
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I like the skill order, though it's highly mutable and sometimes I max E first and I usually don't take W until level 7 (before 6, zone; after 6, farm) Runes and masteries are great, though I also recommend 0/15/15 or movespeed quints (one or the other). If you feel brave, 9/0/21 also works.
Summoner spells: Heal is bad. No. Don't take heal. Bad. I pretty much always run Ghost Exhaust, sometimes taking Flash or Cleanse, and obviously Smite if jungling. Ghost is pretty much non-negotiable on a melee DPS. Exhaust will save you far more often than Heal will, will get you more kills, and MOST IMPORTANTLY will remain relevant ALL GAME. Clairvoyance if you really feel like Exhaust is for baddies.
Items: First item is either Spirit Visage or Mogs. If you have a farm-happy (or feed-happy) lane and can get 3.5k gold before about 20 minutes, Warmogs is a good choice. Since you never have to go back unless you get overconfident or ganked, it's fairly achievable. Spirit Visage is an obvious pick. Merc Treads are still the best boots. If you got Warmogs, Spirit Visage now. Then Recurve Bow. This will later be built into Starks (if your team has anyone else who'd benefit from the aura, which it should) or Last Whisper (if the enemy team is really armor-heavy). If you want you can buy a Zeal; this is something I rarely do. I love double Zeal on TT though. Next buy more health, or if you have warmogs armor and mres as appropriate to the enemy team. Pick between Force of Nature and Quicksilver Sash, and Randuins and Funfire. Finally, if the game's still going on, get Infinity Edge and Phantom Dancer.
Playstyle:
In lane, as soon as you hit 2 you can zone, force back, or kill almost anyone (notable exceptions being Pantheon, Sion, Garen; there are a few other tricky ones like Shen and Vlad). Do so. By level 4/5 most nukers will start to be able to trade evenly or beat you so start playing careful. If you zone them really hard, you can dominate the lane for a long time; usually, though, when your opponent hits 6 it's time to start farming. Stay in lane and be ungankable. Try not to leave until level 11 and/or 3.5k gold. Don't overextend, don't be particularly aggresive, save your ult for escaping ganks.
In teamfights poke with cleaver, bait CC. Don't run into the middle of the fight; look for someone who's rather isolated, especially the enemy DPS. Kill them or chase them away. When you're finally worn down to about half health (depending on your ult level and how fast you're taking damage), ult and gtfo. There are three options now: 1) Your team is clearly losing. Run away. 2) Your team is clearly winning. Chase. 3) The fight is more or less even. Poke with cleaver until you're back at high health, then go back in.
On cleanse: Now that it can't remove ignite, you're taking something that basically makes you immune to CC for 2 seconds. However, you already ignore half of the cc, and the main cc that hurts mundo is redbuff/ashe/mallet permaslow which cleanse doesn't really help with. Generally, any situation I can escape with Cleanse is one I can escape without it, while Exhaust makes me more useful and much scarier in teamfights.
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United States37500 Posts
QEQEQR, W at level 10, R > Q > E > W
Items I'd get are: Doran's Shield => Boots => Visage => Merc Treads => Emblem => Sunfire Cape => Stark's
Ghost/Ignite, Ghost/Cleanse, Ghost/Exhaust
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i've been playing mundo every games for about 2 weeks now and i usually do this
QEQEQR R > Q > E > W I get W somewhere before level 2 R
usualy start with doran's shield + health pot, then boots, visage, depending on team i get ninja tabi or mercs, atma's, force of nature, iedge, Usually game is over by this point.
Ghost is a must, i change between ignite and flash for second.
0/21/9
magic resist or crit marks dodge seals magic resist glyphs health quints
it has been working really well for me
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I actually like QEQER>Q>W>E with mundo, people in my opinion underestimate his W damage output. And for items dorans shield->spirit visage->merc->sunfire cant go wrong if tanking
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On November 05 2010 11:50 lepshis wrote: I actually like QEQER>Q>W>E with mundo, people in my opinion underestimate his W damage output. And for items dorans shield->spirit visage->merc->sunfire cant go wrong if tanking
People also forget about the damage he takes with W. It's nice if you have a lot of health already, but usually I feel it hurts too much to be worth it early game/without warmogs or FoN. I mostly use it for farming or ccredux.
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i like 21-0-9 with ghost/smite jungle e/q maxed first but i dont play mundo very much soo
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If someone writes jungle and twisted treeline guides I'll add them to the OP but I've done neither so I shouldn't author them.
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I agree with pretty much all of what Tooplark has stated above.
As Dr. Mundo I like to just be unstoppable and go for their squishies. They'll run so Exhaust and Ghost are my preferred Summoner spells. Those along with the movement speed from your ult means you can basically take a carry out of a fight and nobody can stop you because of Burning Agony and Mercury's Treads.
Burning Agony does do a lot of AOE damage but in terms of actually concentrating damage on squishies, Masochism is so much better. Plus Masochism also costs less health to use and is also great for taking down turrets which imo is a lot more important than being up in terms of kills and deaths early-mid game.
As others have mentioned, Heal and Fortify are bad. Cleanse is also not so good on Dr. Mundo because of Burning Agony.
As for Twisted Treeline, Dr. Mundo should be played basically the same.
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On Treeline, Mundo can afford much more damage because it's even harder to focus him down. I actually don't know whether it's better to build him supertanky and totally invincible or actually damaging, since I barely play TT, but my suspicions are the latter.
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United States37500 Posts
More tanky Mundo on SR. DPS Mundo on TT.
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"More tanky" meaning one DPS item - Last Whisper or STarks usually.
I now present to you TROLLMUNDO, the most highly advanced form of Mundoage possible. The build first, because it's most important: QEQEQR, R>W>Q>E. W is to farm all the creeps. ALL OF THEM. Laning is the same as normal Mundo. Items are: Warmogs NO QUESTION Merc Treads Zeal x2 FoN Atmas (sometimes Randuins or Thornmail) Sell one Zeal to upgrade the other to Phantom Dancer Infinity Edge
This is the Mundo that truly scares all the children. You have ~4k hp, 200/150 resistances, 480 movespeed without ult or ghost, 250+ damage WITHOUT masochism, 1.5 attacks per second and 2.5x damage crits every other attack. It's also totally unachievable in any reasonable game, but that doesn't stop it from being amazing. But what about Spirit Visage? Well, the mres you get from FoN, the health from Warmogs, and the CDR 3% offense mastery, 10% bluepot and 25% blue buff all the time. Hog BOTH blue buffs. No one needs them more than Mundo. Same goes for red. The healing you also get from FoN so it's all good. This best build ever has you passively recovering 42 health a second - 160 EHP/second against phys.dps and 105/second against magic. Add in that your ult almost DOUBLES your whopping 16000 phys-EHP and puts your movespeed into the truly ridiculous, and you have clearly the best MUNDO ever.
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I think my smurf mundo build is the best
zerkers sv warmogs fon atma's phantom dancer
numbah wahn baron solo, jajajajaja.
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