a herculean as Dr. Mundo is, he comes with a identical big trip up : all of his abilities are tied to his maximum health. While at first base having abilities tied to health is exciting as it means that players will not need to rely on mana in holy order to cast abilities, however, due to the fact that Dr. Mundo is probably going to end up being the main tank car in ARAM, players will want to be careful about when they damage enemy champions using abilities .
I will go into more depth on how Dr. Mundo ’ mho abilities amply work in my abilities rundown below, however, this is the simple summation to playing Dr. Mundo :
Dr. Mundo is one of the best tanks players can be in ARAM, most notably for his ultimate Sadism ( R ), which both health Dr. Mundo and provides campaign speed for the time being. Dr. Mundo players can use Sadism ( R ) to secure takedowns, heal while running away or to keep himself up during intense team fights.
Dr. Mundo players will besides have access to his range ability Infected Cleaver ( Q ) which basically allows players to throw a cleaver in the direction of an enemy. If the Infected Cleaver ( Q ) hits an enemy ace, players will receive a share of the health they used to throw the Infected Cleaver. Players who secure a takedown from killing an enemy with Infected Cleaver will receive more health binding .
The most hearty expression of using Infected Cleaver ( Q ) is the behind it provides Dr. Mundo players. If players successfully hit an enemy ace, the enemy ace ’ mho movement amphetamine will be reduced by 40 % .
When Dr. Mundo players are in the middle of a team conflict, I recommend turning on his toggleable ability Burning Agony ( W ), which damages enemies surrounding the player. Burning Agony ( W ) should not be kept on regularly unless Dr. Mundo players have access to enough healing from their passive curative or have items like Warmog ’ s Armour .
Dr. Mundo players can besides use Masochism ( E ), which allows players to deal more attack damage based on their miss health, Players will besides gain a act of passive stats from upgrading Masochism ( E ) so I would recommend levelling this sucker up either beginning or second based on which ability you are more likely to land in each game .
SUMMONER SPELLS: Flash & Snowball
RUNES: Grasp of the Undying, Demolish, Conditioning, Overgrowth // Triumph & Legend : doggedness
ABILITY POWER UP: Q, E, W
FIRST BUY: Guardian ’ s Horn & Boots
BUILD ORDER: Spirit Visage, Sunfire Cape, Warmog ’ s Armour, Adaptive Helm, Thornmail
COMBOS: Dr. Mundo doesn ’ thyroxine have any “ clear jazz band ”, though I suggest players should try to engage with an Infected Cleaver ( Q ), walk in with Burning Agony ( W ) toggled and then begin whacking enemies with Masochism ( E ) .
Though I say that there aren ’ thymine any “ unclutter jazz band ” players should be aware that the charming resistance players receive from Masochism ( E ) can be kept up by leaving Burning Agony ( W ) on .
SUMMONER SPELLS FOR DR. MUNDO IN ARAM
As is with most early champions, Dr. Mundo benefits from having Flash on his kit, merely because of the utility Flash provides in escaping and dashing into team battles. I truly can ’ thymine think of many instances a Dr. Mundo player will need to jump into struggle using Flash though .
I would recommend that Dr. Mundo players save Flash for situations where they need to Flash away and either pop their sadism ( R ) or Flash away if they have already popped Sadism ( R ) and are still at gamble of dying .
due to Dr. Mundo ’ s insane tank abilities, players should be able to get away with some in truth lurid price, particularly if players secure takedowns and have the Triumph rune .
No tank ’ sulfur kit is accomplished without Snowball. As my brother-in-law claims, he is a “ Snowball-main ” and while I wouldn ’ thymine excuse that argument from anyone else as I silent don ’ t understand why Marksmen like Xayah, Ashe or Jhin take Snowball, Snowball is Dr. Mundo ’ s wet dream .
Use Snowball to jump into battle, engage with Masochism ( E ), dull with Infected Cleaver ( Q ) and let the pounding get down with your auto-attacks. Of naturally, make certain that sexy Burning Agony ( W ) damage is getting those enemies at the like fourth dimension .
RUNES FOR DR. MUNDO IN ARAM
In my opinion, there is entirely one way you want to build Dr. Mundo ’ s runes in ARAM, but I ’ megabyte happy to be proven wrong .
Given Dr. Mundo ’ south abilities and passives, players are going to want to focus on making certain that Dr. Mundo is a fed as potential. Players will besides want to focus on runes that help boost health, armor or resistance stats by a percentage as those will be Dr. Mundo ’ s elementary focusses .
I recommend building Dr. Mundo very tanky like you would build Garen, Singed, Amumu or a cooler Soraka .
The comply is the rune build I use whenever I play Dr. Mundo in ARAM :
GRASP OF THE UNDYING
Upon entering fight, players will generate one smokestack of Grasp of the Undying for the adjacent 3 seconds. Players can then proceed to gain extra stacks by re-enter combat after 2 seconds .
once players receive 4 stacks of Grasp of the Undying they will have 6 seconds to damage an enemy ace to consume stacks and deal 4 % of the player ’ s maximum health in charming wrong .
Players will besides restore 2 % of their utmost health and will besides receive 5 bonus utmost health .
Players can refresh their empower attack each time they reenter fight .
It ’ s no secret why Grasp of the Undying is considered essential for all Dr. Mundo players, particularly for players who expect to play extra aggressive with him .
Every 45 seconds players will be able to generate 6 stacks against an enemy gun enclosure when they are within 600 units. It will take a minimum of 3 seconds for players to generate all 6 stacks, however, upon the player ’ s future basic attack the player will deal 100 ( +35 % max health ) bonus physical damage .
If a player fails to successfully use crush it will not go on cooldown .
demolish is great for champions like Dr. Mundo because he truly doesn ’ t do much wrong. If Dr. Mundo is left alone to attack an enemy turret, chances are he international relations and security network ’ t going to be able to do very much .
The merely downside to taking Demolish is that it doesn ’ t do anything when you ’ re done defeating enemy turrets. Though, in my experience having Demolish leads to an early energy that can potentially end the game before the other team has a find to properly build .
If players do not want to take crush they can take Shield Bash .
After 8 minutes players will gain 9 bonus armour and 9 bonus magic trick resistor and increase their entire armor and magic trick resistance by 5 % .
As mentioned, it ’ s going to be a bang-up estimate to focus on runes that increase or boost Dr. Mundo ’ south stats by percentages as the majority of items players will want to build on Dr. Mundo are defensive .
even if players plan to be aggressive with Dr. Mundo, it ’ s a effective mind to have ampere a lot magic trick electric resistance and armor as it will help sustain your health pool .
Players can besides choose to take Second Wind as it provides them with some heal after being attacked by enemy champions, though the choice will be made based on your preferences .
I used Second Wind early on when I was learning Dr. Mundo but promptly switched onto using Conditioning when I was able to control the total of price I took .
Players receive 5 bonus health for every 8 minions that die near them, After gaining 15 stacks ( 80 minions ) players will receive an extra 3.5 % maximal health .
Do I need to explain how overpower that is ? No ? Thank you .
Players will receive 6 % of missing health arsenic well as 10 Gold every meter they participate in a champion put-down. Players will experience a 1-second delay before they get their health from securing a put-down .
Triumph is highly brawny with Dr. Mundo players, specially when it is paired up with Dr. Mundo ’ south ultimate Sadism ( R ) .
Players gain 5 % +2.5 % per Legend batch ( soap 10 ) doggedness up to 30 % doggedness .
doggedness is another one of those defensive stats players are going to want to have on Dr. Mundo, just to ensure that they are mitigating as much price as they can in team battles and general happenings .
SKILL LEVEL UP RECOMMENDATIONS & TIPS ON HOW TO PLAY DR. MUNDO IN ARAM
The reality is that Dr. Mundo international relations and security network ’ t very unmanageable to play and his abilities are neat forward .
When upgrading Dr. Mundo ’ s abilities it is recommended that you ability him up Q, E, W if you are focussed on dealing crowd see and besides are having trouble reaching enemy champions .
If players are noticing that the majority of the time they are in team fights and that they need excess defensive stats they should upgrade their abilities in the arrange of E, Q, W .
In no circumstance is it a good estimate to upgrade your Burning Agony ( W ) first.
INFECTED CLEAVER (Q)
Upon triggering, Dr. Mundo will throw a cleaver in the target direction dealing 20 / 22.5 / 25 / 27.5 / 30% of the target’s current health as magic trick wrong .
Infected Cleaver does a minimum of 80 / 130 / 180 / 230 / 280 magic damage .
Infected Cleaver costs Dr. Mundo 50 / 60 / 70 / 80 / 90 health although if players successfully hit an enemy they will receive 20 / 24 / 28 / 32 / 36 health. Players will receive double the health if they secure a put-down with Infected Cleaver .
Infected Cleaver has a 4-second cooldown .
Players should use Infected Cleaver a often as they can, though players should try to make sure that they always damage enemy champions, versus hitting minions or throwing the Infected Cleaver in the open air .
Infected Cleaver should always be used as champions are trying to get away to slow them down. Chances are if you successfully land an Infected Cleaver your teammates will be able to jump onto the targetted champion to secure a takedown .
I will say, it ’ s quite exciting when you ’ re Dr. Mundo and you continuously attack the lapp champion with Infected Cleaver .
Tip: Infected Cleaver is extra chilling when it comes from out of a bush .
BURNING AGONY (W)
For the price of 10 / 15 / 20 / 25 / 30 health per second players will deal 10 / 13.75 / 17.5 / 21.25 / 25 (+5% AP) magic damage ever 0.25 seconds .
Players will besides receive 30 % doggedness .
Burning Agony has a 4-second cooldown .
Players should always use Burning Agony when they are in team fights or when they are surrounded by enemy minions .
As mentioned earlier, it ’ randomness important that you do not leave Burning Agony on as it quickly reduces the amount of health players have over time .
Upon taking magic damage or using an ability ( “ paying a health price ” ) players will receive 3 % magic trick immunity for 2 seconds and stacking up to 6 / 15 / 24 / 33 / 42% magic resistance .
masochism is most celebrated when players leave Burning Agony ( W ) on or when they are being damaged quickly in struggle .
To activate Masochism, players will not need to surrender any health, though upon casting Masochism the player ’ s future basic attack ( within a 5-second duration ) will cost 25 / 35 / 45 / 55 / 65 health .
Empowered basic attacks have 25 bonus fire range and deals 40 / 55 / 70 / 85 / 100 attack damage.
Players will besides deal bonus physical damage adequate to 3 / 3.5 / 4 / 4.5 / 5% of his maximum health. The entirely catch is bonus damage is moral force to deal more damage when Dr. Mundo has lower health .
The only thing that ’ s important to know about Masochism is, it makes you extremist tanky and you should constantly use it whenever you ’ re in range of an enemy champion .
Players should besides use Masochism against turrets as it will deal more price than a even basic attack .
Players can use Masochism every 6 / 5.5 / 5 / 4.5 / 4 seconds .
If players build Warmog ’ s Armour, players can leave Burning Agony ( W ) on at all times in order to prepare players with full magic resistance before a battle .
Upon being activated Dr. Mundo regenerates 50 / 75 / 100% of his maximal health over 12 seconds .
Players will besides receive 15 / 25 / 35% bonus movement speed while Sadism is active .
sadism is phenomenal and players should focus on trying to get between 20-30 % cooldown in hopes of getting the cooldown for Sadism to decrease .
sadism is the ultimate troll ability and players should use it whenever it ’ s available unless they have Warmog ’ s Armour already built or aren ’ thyroxine below 40 % health .
GEAR BUILD FOR DR. MUNDO
Providing players with a 10% cooldown reduction, 450 health, 100% base health regeneration and 55 magic resistance .
Players will besides receive 30% bonus healing from all sources of healing .
Spirit Visage is a great option for Dr. Mundo players as it will give them a well sum of health, some cooldown decrease a ball of magic trick resist, but it ’ s most noteworthy for the 30 % boost that amplifies Sadism ( R )
Spirit Visage is a must and quite honestly I find spirit Visage much more helpful than Warmog ’ randomness. Shocking, eh ?
25 Magic Resist and 30 % decrease on status effects .
Sunfire Cape provides players with 60 Armour and 425 Health as a passive (IMMOLATE), players will besides deal 26-43 ( based on tied ) magic damage per second to nearby enemies. Immolate ’ sulfur price is increased by 50 % against minions .
Every 12 seconds, if a player hits an enemy with an immobilizing ability they will deal 26-43 ( based on tied ) +4% bonus health as bonus charming price .
Sunfire Cape is particularly effective when paired up with Burning Agony ( W ), however, Sunfire Cape is besides big on its own .
Sunfire Cape ’ s biggest nod is the ability to help with minion farm .
Warmog ’ s Armour provides players with 10% cooldown reduction, 800 health and 200% base health regeneration .
once players have at least 3000 maximum health they will receive 5% of their missing health per second. Players will entirely receive the missing health if they have not taken damage from a champion in the past 6 seconds or in the past 3 seconds by a minion .
Warmog ’ s Armour is a tank ’ sulfur best friends and though Riot has tried prison term and meter again to nerf that cunt, they haven ’ triiodothyronine seemed to successfully do it .
If players are having difficulty with health or staying alert they should build Warmog ’ s Armour moment. The alone warning I give you is, attempt to make sure you ’ re going to have at least 3000 Health by the time you build Warmog ’ mho, or else you ’ re going to feel unintelligent for not taking the extra damage from Sunfire Cape .
If players realize that they have no issues with health, fight Warmog ’ s Armour raw. honestly, good ejection. The only thoroughly thing about it is the confirm in regards to Dr. Mundo, but sometimes having extra damage early on on gets the job done .
adaptive Helm provides players with 10% cooldown reduction, 350 health, 150% base health regeneration, and 55 magic resistance .
When players take magic trick wrong from a spell or effect, for the future 4 seconds they will take 20 % less price from said generator .
Players can receive this fringe benefit from multiple sources of magic trick price at the same time, each being tracked individually .
adaptive Helm provides players with a good amount of health, magic trick underground and gives some excess cushion for Dr. Mundo players with that health re-formation, but the truth is I like it by and large for its passive and the cooldown reduction .
adaptive Helm makes Dr. Mundo particularly tanky and lets me rely on using his abilities in struggle. I ’ m a bad fan of that stacked charming resistance .
Thornmail provides players with 80 armour and 250 health .
Players besides gain Thorns which reflect 25 (+10% of bonus armour) magic damage upon being hit by a basic assail.
Thorns will besides inflict the attacker with Grievous Wounds for 3 seconds .
Players will besides receive Cold Steel which cripples an enemy ’ s attack accelerate by 15 % for 1 second upon being hit by a basic approach .
Thornmail is a Marksman ’ s worst nightmare, so get it on and promontory into battle. Mundo players will want to build Thornmail second gear or third if they are against an all attack damage team, however, depending on what kind of team you ’ re up against, I typically build Thornmail in the late-game .