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The Madman of Zaun Patch Changes: http://lol-patch.com/Dr. Mundo.html
Why should I pick Mundo? Mundo is known for 3 things: his memetic quotes, his extremely fast jungle clear speed, and his near invincibility lategame. He tends to fit well in poke teams thanks to his high regeneration and Cleaver, and can serve as an excellent front-line tank or a reasonable peeler. He thrives in drawn-out fights and skirmishes, and tank-heavy teams in particular often have no way of dealing with him. Mundo was, for a while, the number 1 jungler due to insane clear speed and good dueling power. The jungle changes certainly hurt his jungle power, though, and now I think he's equally strong in jungle or top. He can also be played mid, but has a hard time against many mid champs.
+ Show Spoiler [Top Lane Mundo] +Pre-game setupRunes: Armor pen reds Scaling health or flat armor yellows Magic resist blues Any of the above for quints Summoner spells: Ghost is mandatory. It's much, much better than Flash on someone with no hard CC and no way of initiating other than running right at someone. Barrier is my preference for slot 2, and gives Mundo much-needed time for his ult to heal him. Other options: Heal can be substituted as a more team-oriented summoner, but Mundo often is in the middle of the enemy team. Exhaust is good as a more aggressive option, and is better than Barrier in 1v1 situations if well-timed. Flash makes Mundo very hard to catch, and Distortion boots give ghost and flash an absurdly low cooldown. Suggested for solo pushing. Masteries: http://tinyurl.com/pbz6vcyMundo gets much more benefit out of the tank stats than anything else. None of the low-level utility stuff is really worth getting, but the offense tree has some goodies in it. 9/21/0 is alright. 21/9/0 works too if you just want to smash faces. The really important defensive masteries, in my opinion, are: Block/Unyielding: Flat damage reduction is invaluable early game. Block will reduce multi-duration ticks (*teemo*) and Unyielding will stop annoying ranged harass (*kennenteemo*). Of course, you still won't win... but you'll lose much more comfortably. Relentless: Mundo hates being slowed, and this is the only thing in the game that reduces the effectiveness of Ashe or red buff permaslow, Singed and Kog puddles, and other repeatedly reapplied slows. Tenacious: CC is the worst enemy of melee champs, and Mundo has no way to deal with it other than massive tenacity. Reinforced Armor: Crits are the main source of damage for physical attackers, and often the enemy ranged DPS will be the only person who can hurt you. For one point, this is a 10% reduction in most damage late game. Build OrderOn load screen you should be looking at the enemy team and figuring out what resists you need, and when. Does your lane opponent do only physical damage? An even phys/magic split? Mostly magic? How about their jungler? Against a normal team in the midgame you should be aiming for a balanced spread slightly slanted towards magic resist, and lategame you should prioritize armor. Starting items: Cloth+ward+pots is the default start. Doran's Shield + pot is for dick lanes. Against ranged champs that you cannot beat (Kennen, Teemo) this is what you should run. The lack of a ward isn't a problem, as you will mostly be farming under tower. Boots+ward+pots is for lanes that a cloth armor is mostly useless against, such as Brand or Cass. Aim for Ninja Tabi + Kindlegem on your first back. Against magic lanes go for Boots + Spectre's Cowl. You want to finish Tabi + Spirit Visage as soon as possible. I recommend these items next: Randuin's Omen - Try to get this about when the enemy carry finishes IE+PD, or ASAP if they go BotRK. This is the best item in the game for tanking heavy autoattack DPS. Zephyr - This is THE DPS item for Mundo. The movespeed is incredible, the tenacity is vital, and attackspeed is mundo's main DPS stat. Aegis of the Legion - If no one else has it yet, this is a solid pick. Situational: Warmog's Armor - If you have Randuin's + Spirit Visage and just want more tankiness, get this. Banshee's Veil - If you need more magic resist, this is your best choice. Also good for facetanking Ashe arrows and the like. Atma's Impaler - Only as a 6th item when you have Zephyr, but a solid choice then. Sword of the Divine - It's hilarious, but in general it's too hard to get next to squishy dudes without Zephyr. It has its place, though. Phantom Dancer - Better than Zephyr if you already have a tenacity item or if the enemy team is CC-light. Lane matchupsI don't often get the chance to play top, so take these with a grain of salt. Good lanes (you can farm comfortably while poking, and you can survive all-ins): Kayle Karthus Volibear Shyvana Garen Bad lanes (you will not win, but you can poke/farm with cleavers): Maokai Gangplank Ryze Cassiopeia Singed Darius Awful lanes (you will either be zoned or farming under tower): Kennen Teemo Swain Elise Playstyle notesMundo is great at split pushing and getting away, and rather weak in teamfights until mid to late game (when he has two or three tanky items at at least level 2 ult). Early on, focus on creating a diversion for your team by pushing top. Mundo also excels in poke wars, thanks to Infected Cleaver and his natural regeneration. If you must teamfight, draw it out as long as possible. Try to force the enemy team to fight you in many small jungle skirmishes, or set siege to their tower. Mundo also does a lot of damage to Dragon and Baron while tanking them admirably, so force objectives whenever possible. In full-on teamfights, Mundo can either peel for his carries or dive the enemy. Diving is risky, as even full-build Mundo will drop to heavy focus, so make sure you have someone backing you up. Mundo's lack of hard CC is troublesome for peeling, but depending on the enemy, Cleaver can suffice. If Mundo survives the initial wave of burst and the enemy carry is down, he can often 1v3, or at least kite long enough that his ult comes back up. Champs that threaten Mundo are: high-DPS carries (including caster-carries like Cassiopeia, Ryze, and Vladimir), fed burst casters (or just two bursty mages will usually do the job), and anyone with healing reduction, including mages with Morello's. Ticks and TripsMundo is just about as straightforward as it gets. Here are some small things that could improve your game. Activate Burning Agony right before you get CC'd for minimal health drain. When trading in lane, only fight for the duration of Masochism. Use its downtime to back off or chase. Mundo has a fairly slow attackspeed, but a quick attack animation. You have plenty of time to move in between attacks; use it. With maximum CDR, Cleaver's slow duration is slightly less than its cooldown time. Be prepared for the enemy to suddenly speed up right before you throw your follow-up. Cleaver has a minimal health cost if it hits, but a hefty one if it misses. When possible, angle it so that it at least hits a creep. Cleaver's damage gets lower and lower as the enemy's health gets lower and lower. Especially with low levels of cleaver, it becomes not worth harassing with it when the enemy is around 30% health. Timing ult activation is hard - you want to hit it when you're as low as possible to minimize the cost, but not so low that you die before healing. This depends so heavily on every aspect of the game that there really isn't any general advice to give - but it's better to ult early than be late.
+ Show Spoiler [Jungle Mundo] ++ Show Spoiler [Skill order and pre-game setup] +RunesMarks: Attack speed Seals: Flat armor Glyphs: Scaling magic resist or Flat armor Quintessences: Spell vamp or Flat armor I run full aspd reds, rest armor, because that's the runepage I happen to have at the moment, and I haven't tested his jungle with the other pages. In particular I don't know how well spell vamp stacks up against armor quints. Scaling magic resist may be better than the armor gains from flat armor blues, but Mundo's early jungle can get him very low and it doesn't hurt to be safe. MasteriesMundo masteries are very customizable, but a good starting page is 0/21/9Summoner SpellsI run Ghost Smite or very occasionally Cleanse Smite. I feel that Ghost is stronger for ganks than Flash, as well as more useful in teamfights. If you want to take Flash go ahead. Cleanse is useful in the occasional situations where you don't need ghost to gank and the enemy team has more stuns than you have hp. Skill orderMundo's skills are all pretty comparable in power, so feel free to experiment. A reliable setup is WQEW, Q>E>W. In general, W clears wraiths and wolves. Q and E clear buffs and twin golems; Q is stronger for dragon and at least one rank is necessary for ganks, while E is stronger in skirmishes and weaker in ganks. Q also gains more from levels than E does. Jungle routes, item builds, and gankingMundo's speed and damage make him extremely flexible in the jungle. He clears camps quickly enough that he can counterjungle most slower junglers. At the same time, he often gets quite low, allowing a patient or coordinated team to counterjungle him. Here are some common routes: Wolves blue wraiths golems red gets you to 4 with double buff. Wolves (blue->mid) wraiths golems red only gets you to 3, but you only need to be level 3 to gank. Golems red lets you gank at level 2. If you're going to do this, I recommend starting QE. Enemy golems enemy red (optionally enemy wraiths) is a good start if you plan to counterjungle heavily, followed by either a gank or wolves (optionally feed blue to your mid) wraiths golems red. This is the item build I would recommend for most situations: Machete + 5 pots start Boots Ninja Tabi Spirit Visage Warmogs Randuin's Get Spirit Visage before Ninja Tabi if you're worried about magic damage. Randuin's can be replaced with a bunch of items, depending on your team, the enemy team, and how the game is going, but it's all around a solid pick for almost any situation. Good items after or instead of Randuin's are Aegis/Bulwark, Zeke's Herald, Phantom Dancer, Sword of the Divine, Ghostblade, and Locket. Ganks are straightforward: Ghost in if necessary, hit your Q, turn on W, get in melee range, press E and start pummeling them. Counterjungling as Mundo is risky as always, but you chew through camps so fast that it's often worthwhile. If you have a chance to get some lane farm, take it, as you want to hit level 11 (and even more so level 16) as soon as possible. You can easily take dragon with a bit of assistance at 6, so start looking for opportunities to gank bot around then and carry a pink with you. Baron also goes down pretty quick, so start forcing baron fights early. In teamfights, poke with cleaver and hang around the sides. Unless you're really fed you can't charge into the middle of the fight and expect to survive. Try to bait spells out and absorb cc for your team; initiating as Mundo is mostly about posturing until you have a good opportunity to engage. Peel for your carry or dive theirs, as the situation warrants. That's all. Mundo's pretty straightforward, and only depends on hitting cleavers and knowing how to jungle.
+ Show Spoiler [The following information is outdated.] +The following is a guide to how to play him on Summoner's Rift, since no one plays anything else.+ Show Spoiler [Skill order and pre-game setup] + Runes Marks Armor Penetration or flat Attackspeed Seals Flat Armor, flat Health Regeneration, or flat Attackspeed Glyphs Flat or scaling Magic Resist, flat or scaling Cooldown Reduction, flat Attackspeed Quintessences Armor Penetration, flat Attackspeed, or Movespeed
Masteries Many pages work on Mundo. 21/0/9 (always do this in jungle) 1/14/15 0/21/9 11/11/8 or some other random setup
Masteries that Mundo especially likes are all the autoattack boosters, cooldown reduction, magic penetration (seriously), movespeed, -creepdamage, -damage, Toughness, experience and Greed.
Leveling Mundo's skills is a tricky matter. Q is Mundo's only form of cc and ranged damage, wrapped into one, that also happens to have built in scaling. Leveling it up increases the damage and the health cost, but not the slow. W reduces CC and does respectable damage in a small AoE around Mundo. Good for farming, chasing and baiting cc. Leveling it up increases the damage, cc reduction, and health cost. E is an amazing steroid with almost 100% uptime and a low health cost. This is what makes Mundo scary early and late. Leveling it up increases the damage and health cost. R is a movespeed boost and a heal over time that costs a percent of your CURRENT health to use. Leveling it up increases the heal and speed boost. Obviously you want R at every opportunity. In lane, 99% of the time you want Q level 1. From there, you can max Q (the strongest choice, in my opinion). Q gives you brush control, stronger poke, more dragon/baron threat and better last hitting if you're being zoned. The health cost goes up, but not hugely (30-110, 15-55 if you hit every cleaver), so I often stop after 3 points and start maxing W. W first is a very specific thing. The previous problem with it was the huge health cost - 20 per second up to 40 at max level. Now that it's much lower, W can give you an edge in pushing and trades against enemy melees. E first was previously best for trades, but now (with everyone having armor runes and stupid fighting power) one point at level 2 and then Q>W>E seems best. All Mundo's skills are solid, however, so get what feels best to you and don't sweat it. Mundo ward his own lane a lot, or else he forget! Has happened before!Where does Mundo go? Mundo is strongest solo top, where he can chase people down if necessary and has in general the most favorable matchups. Mundo solo mid has its merits - no one will see it coming and it is virtually impossible to gank Mundo. This is a solid defensive choice. Mundo also can help out in Dragon fights, and Cleaver hurts Dragon a lot. Mundo can work in a duo lane, but there are several problems - he eats a lot of damage going in or coming out, cleaver poke has a hard time keeping up with support healing, and Mundo desperately needs levels to stay relevant in teamfights. Mundo jungle is probably the best place now. With vamp scepter he can stay at near full life maxing E or clear stupidly fast maxing W. He has strong buff control, fast small camp clearing, and is a large dragon threat after 6. Of course, you are playing Mundo, so go where you please. Solo lane MundoThreaten people early. Cleaver is the second best brush control skill in the game after Orianna's BALLS. Camp brushes and wait for a chance to cleave them a new one.Against most champions, getting next to them at level 2 is equivalent to forcing them back. Feel free to blow your summoners, but be ready for them to flash away because flash is imbalanced. If you force a flash, try to get someone to gank your lane. If they go back, you go back. Mundo needs health to maintain his pressure. Most nukers will quickly start outdamaging you around level 4 or 5. Hang back, farm with cleaver, and wait for a gank or level 6. From level 6 on, farm. If you can force the enemy back, go for it and heal up with ult. Keep farming until level 11, or even 16. You are virtually ungankable if your ultimate is up (and you aren't at 100 health or something). ItemsMundo, like any tanky DPS, has to balance offensive and defensive items. If you have a strong early game, do not hesitate to build Force of Atmog's (Warmog's Armor, Atma's Impaler, and Force of Nature in that order). Otherwise, grab a Spirit Visage to help you stay in lane longer, followed by Zeal or Recurve Bow. Build towards Randuin's if you need armor. Spirit Visage and MR runes should cover you in the magic department; if not, grab a Negatron Cloak and, if appropriate, turn it into Quicksilver Sash. If you want more damage, pick up Brutalizer and turn it into Youmuu's Ghostblade. Don't buy Berserker's Greaves. Ever. If their team is CC-light or full of autoattackers, get Ninja Tabi; otherwise get Mercury Treads. An ideal late-game Mundo will have something like Warmog's Armor, Atma's Impaler, Force of Nature, Mercury Treads, Phantom Dancer and Infinity Edge/Youmuu's Ghostblade. More likely is something like Spirit Visage, Randuin's Omen, Youmuu's Ghostblade, Mercury Treads, Zeal. Start chugging red and green pots if you think the game will be over soon. + Show Spoiler [A list of items to consider buying] + DEEEEPZ Stark's Fervor A good buy if you're not the team's main AD carry. Mundo likes all the stats on it, so as long as someone else benefits from the aura go ahead. (New Zeke's looks like a truly GDLK item for Mundo, depending on price) Infinity Edge Lots and lots of damage. Don't buy this until you have some attackspeed. If you have an aspd item and can afford this (and don't need more tankiness) you've probably already won, however. Phantom Dancer Movepeed. Attackspeed. CRITSPEED. ALL THE SPEED MUNDO NEED. Ghostblade The poor man's Phantom Dancer. Gives you short term speed boost, attackspeed, crit, armor pen, and lovely lovely cdr. Situationally better. Wit's End This item is extremely cost-efficient... but if you have SV + Mercs you probably don't need more MR and the damage boost doesn't scale with Mundo's stupidly good innate steroid. Good for tankier builds. Black Cleaver For 1v1ing chumps. A great buy if you just wanna kill out of position scrubs. Trinity Force Expenisive and a lot of the stats are wasted. Mundo has enough spam to utilize the proc though. Frozen Mallet If chasing is what you need to do, turn your Atmogs into a Fratmogs.
Tankliness Warmog's Armor Still the recipe for the biggest fattest Mundo of them all. A bit hard to afford, however, since Mundo would really like to finish his Zeal and Spirit Visage first. Atmer's Impala Armor and more damage. Not so suprgrate on Mundo since he needs aspd though. Force of Nature MAD SYNERGY WITH MUNDO PASSIVE Randuin's Omen Great for 1v1ing dee pee ess, escaping ganks, and initiating. Probably my favorite armor item on Mundo. Soul Shroud Better choices exist for the CDR and the mana is obviously wasted. Not horrible if the rest of the team needs it though. NEW Locket Theorycrafting that this'll be good but not great.
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lol my nab friends always die to mundo at bot lane
last time as caitlyn and lux vs mundo+poppy , how is that even possible
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I'd debate the duo lanes not working part. Cho/Mundo is a devastating lane since if you get hit by Rupture/Cleaver, you're getting hit by the other one as well. Mundo's durability comes from regeneration (passive and ultimate) and so Spirit Visage is basically mandatory on him. Personally, I rush it every game.
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Mundo really strong in duo lane, he does insane damage at the cost of health which is fine if you are focusing someone especially under CC. You need a good CC vs ranged/support though. I raped with mundo/alistar.
Criticisms: Magic penetration marks I don't see any other choices. W and Q do the majority of his damage. I'm not sure about maxing E>W since the sheer DPS it does is insane, and you can use it while chasing down people, when chasing it does more damage than E, but again not totally sure. 100 magic damage persecond is an AWFUL lot of damage to be doing early on. 15% Magic penetration mastery seems like a no brainer, then 21 in defense IMO. Regen scales with being hard to kill, not with more regen.
I usually get warmogs first every game. It feels so much stronger on mundo who needs the health pool to spam his abilities while being unkillable early-midgame at things like dragon fights you just run to their carry ult and own them and no chance of you dying. Atmas, Starks, Phantom dancer all seem like good damage items for him. I tried wits end but it's not that good compared to FoN. Attack speed #1 for mundo damage though, that and magic penetration. IE debateable as last item vs squishies for the crit damage and % but it seems to me like any more than atmas+1 attack speed item is way overkill on mundo better just be unkillable. CDR good on mundo for his E and R uptime but I'm not sure how to get it yet.
You need like 30% CDR to have 100% uptime on E so perhaps cdr boots+spirit visage but maybe it's not worth it and just accept the 2 seconds of downtime it won't hurt that much haha.
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I'm not a huge fan of Atma's on Mundo even though its the obvious choice. I feel like PD does more for Mundo because of his huge E steroid.
ArPen vs MPen is very debatable IMO. I think ArPen might be better for early game because if your opponent is smart they are going to be tough to cleaver.
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Stacking magic pen from runes + sorc boots sounds pretty legit though. That thing would scale crazy good if Mundo were capable of getting any sort of magic pen elsewhere or from allies (ally -MR debuffs).
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On August 12 2011 00:16 ShoreT wrote: I'm not a huge fan of Atma's on Mundo even though its the obvious choice. I feel like PD does more for Mundo because of his huge E steroid.
ArPen vs MPen is very debatable IMO. I think ArPen might be better for early game because if your opponent is smart they are going to be tough to cleaver.
And if they are tough to cleaver than you are zoning them so no worries there. If they are tough to cleaver and you aren't zoning them than you're doing it wrong and messed up pretty bad somewhere. This is assuming duo lane of course (where Mundo belongs IMO).
And I prefer 0/21/9 or 0/9/21 to 9/21/0 because the extra regen percentage from utility (you're entire goal is to be unkillable so you don't need the 10% reduced dead time) synergizes really well with your passive, ult, and itemization. Defense masteries allow you to stay alive longer while the utility masteries let you use summoners more often and give you extra movespeed.
For items, I prefer opening health crystal (more health = harder to kill + extra regen from your passive) and gets you the spirit visage faster, or bootsx3 for being an asshole (and shitting on people). You don't need Merc Treads because of Burning Agony so get MS3 or 'zerkers or spell pen. Lastly, build solid tank, you don't need damage items (except perhaps lategame atmas). Your cleaver hits for % health so it naturally scales into the late game while your steroid gives you enough damage to hurt people up close.
Items should be SV/FoN for MR and your other items should have health on them (funfire + Burning Agony and spell pen boots are entertaining). Thornmail is good against auto-attack champions because you take so much abuse anyways. Get a Guardian's Angel. Seriously. You continue to regen health during the revive animation so your passive, FoN, and your ult (if you die before it's duration expires) all continue to function while you're reviving so you stand back up with much more health than you should have (I've come back up with full health before).
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The problem with duo lane Mundo (there are a few, but this is the huge one) is that Sadism level 1 is totally worthless in teamfights. It's basically a Ghost that costs 20% of your current health. Let's suppose you're level 10 with Spirit Visage and Giant's Belt. You have ~2000 hp, so you're healing 67 + 10 from SV health per second. That's enough to outregen a ranged carry with a bf sword in a 1v1 situation, barely, maybe, if you don't use any skills... It's certainly not going to help you in a teamfight where most of the damage is burst. The other reason duo Mundo is weak is the same reason most melee champs take solo top. Mundo has no safe way to get close to people, so he takes harass going in and coming out. If partnered with a disable (Cho'gath's rupture, in this example), he can avoid damage on the way in (if cho manages to get both of them). But he's still taking 2 people worth of damage, and he relies on outregenerating or outdamaging whoever he's against. Besides, if you want a winbotcombo get Irelia, Jarvan, or someone with an actual disable instead of Cleaver. Most of my Spirit Visage hate comes from remembering how good it used to be (12% cdr, 25% increased healing, and cheaper). It's better than I give it credit for, but it's not godlike requirement on Mundo. Mostly because you start running out of slots pretty fast if you get SV and QSS, and I would rather QSS than SV. Armor pen is better than magic pen. Not only are the runes themselves more cost efficient, but I would rather do 100% damage with autoattacks and 77% damage with Cleaver/Agony than 87% damage with autoattacks and 83% damage with Cleaver/Agony. Unless you want to use your quints for magic penetration, which is stupid. Perseverance sucks. Don't bother. Late game superfed only tank items 20000 EHP and you ult. You're regenerating over 1100 health per second. Perseverance will increase that by a whopping... 45. Per second. But if you happen to die somehow (1v5 gogo or something), respawning 7 seconds faster can save the game. Burning Agony hurts you too much. Sure, you get one and a half sunfire capes, but your enemy gets a sunfire cape that does true damage to you. It's simply not worth the health cost until you have quite a bit of health. (If you max it after cleaver, it's going to be draining about 5% of your health per second.) I'd rather be autoattacking for 150+ damage every 2 seconds (and taking less than 10 damage per second) than walking next to them for 100- every second and taking 40/sec. FoN is bad because if you can't outlast them without FoN it's extremely unlikely you can outlast them with it. If you really need speed get Zeal or Ghostblade or something. If you really need more magic resist than SV/Mercs get QSS. Opening health crystal is an absolutely terrible idea. It's 475 gold toward SV or warmogs, but you are going to lose lanes so hard. If you HAVE to buy something that's going to build into something, get Cloth Armor or Null Magic Mantle, which at least get you some health potions. ONE HEALTH POTION and you recover as much as a Ruby Crystal gives you. Your point about Mundo's passive is irrelevant because his passive sucks and Ruby Crystal adds 200*.03 = .6 health per second. That's right, you get an extra one and one half health per 5. Just buy Doran's Shield. The downside to Atma's is Mundo needs attackspeed not damage. However, Atmogs is such a godlike item combination right now that it's still worth getting. Sunfire Cape is crap right now. Don't buy it ever. Just get Giant's Belt and Chainmail and build something actually useful from them. Like Atmogs. Guardian Angel is a fantastic item on Mundo. But there are also a lot of other fantastic items on Mundo. The question is, is it better than Atmogs? Often yes. You need damage items because cleaver isn't going to do enough damage by itself and neither is Burning Agony. Full tank Mundo is pretty ignorable, not to mention kiteable.
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I've ran into "MadMundoLover" once and he built starks for attackspeed. Never seen such a good mundo player before and I was never so terribly destroyed in lane with my lovely singed.
Also if you wanna try something funny: get singed and mundo (one soloing) + 2 strong cleanup champs and a fitting support (taric/blitz/alistar are recommended). Farm your lanes and then simultaneously splitpush top and bot with singed/mundo 24/7. When things get nasty for one of your tanks then call the cleanup commando. And if some opponents are down then let em take all buffs/dragons while singed and mundo stubbornly continue pushing and overextending like tards.
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Toolpark,
Perhaps it's the level I play at, but I've never lost a duo lane as Health Crystal First Mundo. Also, 200 * 0.3% = .6 health per second = 3 health per five, not one and a half. It's still not spectacular, but it's twice what you claim (and it does add up noticeably).
In lane, Mundo shouldn't be walking up to his opponents to auto attack them unless they are melee champions or he is going in for a kill (for the reasons you mentioned, but that's true for all melee champs without a closing ability, not just mundo) so he can harass with cleavers from outside their range.
Again, perhaps its the level I play mundo at, but from my experience what I said works.
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You're right about the math, my bad. Doran's Shield, however, gives you 120 health, 10 armor and 8 hp/5 + 1.8 from passive. Also in lanes I am always going for a kill. Mundo's cleaver harass is not all that great, honestly. If you want damaging skillshot harass play Ezreal or something. Every time Mundo misses a cleaver, he's eating two autoattacks. Even if he hits a cleaver, that's one. That damage adds up noticeably. Duo lane Mundo can work, just like jungle, and if you wanted to be optimal you wouldn't play Mundo, so I guess whatever works for you. How do you handle teamfights and the midgame though?
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Team fights I try to be up front and in their face as much as possible. You're right, pure tank mundo isn't the hugest of threats but you can close on a carry very quickly and really mess with their damage potential if the rest of their team ignores you. You're playing tanky so I don't care about their burst characters (I want them to hit me after all, then their shit is on cooldown when my squishies show up). I usually play with my brother who is on Cho'gath or some other beefy character when he isn't the carry. It's important to coordinate this kind of initiation with your team since if they don't follow you in then you die and it's a 4v5 which is never good.
My biggest goal in the midgame is to try and protect my carry for as long as possible by being in their face (ghost + ult + movespeed quints let you chase anyone down and get into position while cleavers pop BVs and the slow keeps their guys from positioning optimally). This is obviously a baiting tactic, since it relies on them hitting you over your carry, but your steroid, cleavers, and burning agony do enough damage in the mid game that ignoring you just allows you to really mess with their team.
Lastly, if they focus you, you're correct your ult will be mostly ineffectual, since there will be much more incoming damage than it can regen through, but it (and the summoner heal I run because it's actually not horrible on him, if not 100% ideal) will keep you alive for a couple more precious seconds that your carry and team needs to win the fight while you're tanking all or most of all the damage. If they don't focus you then you kill whatever and at the end of the fight the remaining stragglers on their team won't have the damage output to get past your regen from FoN, SV, and your ult so you can clean them up without a problem usually. Once again, ult and cleavers (you probably used ghost to get in there in the first place) let you chase someone down.
Once you get GA the game changes completely. You want to blow your ult immediately before you die so that you stand up from GA with full health again. As long as you have GA buff you want to be as bold as possible with your initiations (but not stupid, i.e. don't initiate 3v5 or something foolish) because you have the ability to absorb all their burst and cooldowns then just stand up again as if nothing happened in the first place.
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Mundo doesn't fit well into many 5v5 compositions but he can be highly effective if played correctly. He or items he uses keep getting nerfed which sorta sucks but is also sorta awesome cause you rarely see him played anymore.
The biggest problem I see with mundo players is that they don't know how to maximize masochism and walk the tight rope between not playing aggro enough and losing efficient uptime, and playing too aggro and getting countered too easily.
I have not run into a single character that can challenge full mundo build 1on1, and i've gone up against all the absurd carries when they are fed.
Mundo is very mobile and because he is so good at 1on1 later in the game, he can really protect your map control well and prevent backdoors.
I can tell reading a lot of these posts that no one has a full grasp on how to itemize and spec mundo efficiently, but I am not going to give away any secrets
And duo lane mundo is fine, just like every other character it just depends who you are playing with. Me and my friend are undefeated when we roll with teemo/mundo bot lane.
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On August 16 2011 19:31 robertdinh wrote:Mundo doesn't fit well into many 5v5 compositions but he can be highly effective if played correctly. He or items he uses keep getting nerfed which sorta sucks but is also sorta awesome cause you rarely see him played anymore. The biggest problem I see with mundo players is that they don't know how to maximize masochism and walk the tight rope between not playing aggro enough and losing efficient uptime, and playing too aggro and getting countered too easily. I have not run into a single character that can challenge full mundo build 1on1, and i've gone up against all the absurd carries when they are fed. Mundo is very mobile and because he is so good at 1on1 later in the game, he can really protect your map control well and prevent backdoors. I can tell reading a lot of these posts that no one has a full grasp on how to itemize and spec mundo efficiently, but I am not going to give away any secrets And duo lane mundo is fine, just like every other character it just depends who you are playing with. Me and my friend are undefeated when we roll with teemo/mundo bot lane.
I demand a penischeck! Reveal yourself, summoner!
Couple people who can 1v1 full Mundo build: Vayne Jax Nasus Mundo can just run away from Jax and Nasus most of the time, but Vayne is the stupidest champion in the game right now. Even stupider than Poppy.
I would go so far as to say Mundo doesn't fit well into ANY 5s composition, simply because there's always a better pick. There are few situations I wouldn't rather have Singed, for instance. Also, I have a suspicion that your Teemo Mundo hasn't bumped up against many serious support/carry lanes. ALSO, that doesn't address the problem of Mundo having level 1 Sadism for teamfights, which is fairly crippling.
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Of course we have bumped up against support/carry, that is the new meta now. But teemo played right can keep constant pressure on and mundo burst (yes mundo has great burst from level 2 on) and cleave peels keep teemo safe all day.
Also vayne is a joke, I blow her up in like 5-10 seconds. Jax and nasus just involve kiting their summoners and nasus ult, after that it's a breeze. Tbh even in nasus ult he usually just gets jacked up if you are built right.
But that's why I love mundo, he is one of the characters that can go up against some of those absurdly fed characters that terrify others, (like a fed jax, yi, akali, kat, vayne) and just completely mess them up.
But it's a game of tempo, gotta know when to go aggro and when to kite, and you gotta know as mundo that in every 1on1, you have to balance dps and tankage, lower health = more damage on your part, you have to balance that perfectly.
This is what I mean though, a lot of people aren't balancing mundo properly. Either trying to play him too tanky (he isn't a tank, he has no true disable) or trying to play him too squishy (admittedly I rarely see dps mundos anymore, but even if you are wasting time on starks you are doing it wrong)
You have level 1 sadism from 6 to 11, by the time you hit 11 you should have spirit visage and that is pretty much god mode (well 16 is the true god mode but at 11 you are no longer a joke survival wise)
When you are running organized 5s at level 6-11 you can just play pretty defensively and it's unlikely you are going to lose any material. But even if you don't turtle up it's not hard to figure out who on their team has the healing debuffs and to try and bait them out with minor engages.
I don't know why any mundo would be fully diving into team fights at that point anyway, you aren't built enough til 11.
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I think some of these comments are complete over simplifications of very complex situations. Mundo is a very versatile character and can really be scary when building items such as force or thornmail, with the regen and sadism, carries kill themselves before they even get you below 50%. It all depends on the early game but purely saying that Mundo loses to certain champs is dumb. I have seen Mundos even at the bot lane do not only well but excellent. But yes, lvl 1 sadism is sad most times.
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On August 17 2011 05:24 MoofinMan wrote: I think some of these comments are complete over simplifications of very complex situations. Mundo is a very versatile character and can really be scary when building items such as force or thornmail, with the regen and sadism, carries kill themselves before they even get you below 50%. It all depends on the early game but purely saying that Mundo loses to certain champs is dumb. I have seen Mundos even at the bot lane do not only well but excellent. But yes, lvl 1 sadism is sad most times.
Level 1 SADism lololol.
But as I was saying, many people just don't get the flow to mundo.
It isn't simply about hitting your ult, running in, doing dmg til you have to leave, and then waiting for your ult again.
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Yeah it is definitely more than that. Watching for ignites, stunning those champs, or setting up ganks, even as Mundo can be very useful. Being too dependant on the ult can be a grave mistake when you find yourself with a regen debuff or ignite. I have seen alot of Mundos think they are unkillable when they are def not. I play both singed and Mundo and I die the same amount of times as both so I am not sure I can agree with the surviability argument, but i guess it depends, like i said, situations are more complex than a simple statement of greater or less than.
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Updated some of the items and skill orders. Garen still hardcounters Mundo. Hate Garen.
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Copypasta from GD on the brave new world of spellvamp quint jungle Mundo so (a) it doesn't get lost & (b) Neo doesn't yell at people:
On February 08 2012 08:32 Two_DoWn wrote: Anyone actually know how you are supposed to jungle mundo? Im kind of guessing at this point and I dun like it.
The guessing i mean.
On February 08 2012 08:34 mr_tolkien wrote: Vampirical + spellvamp quints.
On February 08 2012 08:42 Alzadar wrote: Yeah, definitely Vamp Scepter. EQEW into R -> E -> Q -> W
I find you don't need to build the Vamp Scepter into anything, the 12% lifesteal + your passive + your ultimate after 6 is all the sustain you need for the jungle.
I don't like going too heavy into lifesteal on Mundo because you are already so reliant on self-healing and healing reductions are already so powerful against you that it seems like a terrible idea to further your reliance on self-healing.
On February 08 2012 08:44 mr_tolkien wrote: More like WEWQ if you have spellvamp quints. AoE da shit out of the small camps.
On February 08 2012 08:46 seRapH wrote: You get 2 levels in W? I've been putting all my points into E. But I don't have spellvamp quints and run boots so idk might be different.
On February 08 2012 08:54 TheYango wrote:Show nested quote +On February 08 2012 08:42 Alzadar wrote: Yeah, definitely Vamp Scepter. EQEW into R -> E -> Q -> W
I find you don't need to build the Vamp Scepter into anything, the 12% lifesteal + your passive + your ultimate after 6 is all the sustain you need for the jungle.
I don't like going too heavy into lifesteal on Mundo because you are already so reliant on self-healing and healing reductions are already so powerful against you that it seems like a terrible idea to further your reliance on self-healing. W at level 1 for sure. The damage is a whole rank ahead of Shyvana's W at all levels. I don't think you can really fully map out jungle Mundo's skill order. It's like with jungle Cho'gath: Cho'gath's E is definitely the best skill for jungling, but you really just want to get as much of it as you need to feel comfortable with your speed, and after that skill Q and W for actual ganking/teamfighting. The same thing applies with Mundo. After you get W and E at level 1 and 2, you get as much W as you need to feel comfortable with your farming speed (usually 2-3 ranks), and then max Q for ganks/teamfights. Mid-lategame skill priority is R>Q>E>W, just as you would do in lane.
& the relevant Stonewall entry from his Ziggs-era jungle tier list:
Dr Mundo - Why the incredible leap? Well his technology has been discovered and it's SPELL VAMP. The simple use of Spell Vamp quints have nullified a vast majority of his issues (sustain) and made him a really scary guy to duel (even moreso). I had a video uploaded with him using E to jungle and vampiric scepter - but that was because I believed it was the best build for him to go since cloth armor is a waste on him. Using his W makes him go faster but devastates his sustain unless he goes cloth armor. Now with spell vamp runes you can use W and go BOOTS which is superior to both items and gives him more versatility. His ganking is still pretty clutch but it is likely favored to be using him as an invader/duelist and use your god speed to farm and harass.
To help out a bit more - his build is now 9/21/0 AS Red/Armor Yellow/MR Blue/Spell Vamp Quints WQW - Boots to Sorc Boots and Rush Warmogs. You either build more tank items (including more Warmogs) or go for Atmas+Health.
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