- Quick Guide
- Author / Skins
- Item Build
- Rune, Masteries, and Summoner Spells
- Strategy and Tactics
Rune, Masteries, and Summoner Spells
Greater Quintessence of Armor+4.26 armor
Greater Mark of Hybrid Penetration+0.9 Armor Penetration / +0.62 Magic Penetration
Greater Seal of Armor+1.41 armor
Greater Glyph of Scaling Magic Resist+0.15 magic resist per level (+2.7 at champion level 18)
Greater Quintessence of Resilience - You lose health rapidly due to the fact that all your skills, especially W, drain your HP so extra armor ensures you don't take that much damage from jungle monsters.
Greater Mark of Hybrid Penetration - Firstly, contrary to Armor and Magic Penetration marks, these didn't get nerfed for season 3. Secondly your Q and W are magic damage so you'll benefit from Magic Penetration. You also use alot of Auto-attacks and your E is based on AD.
Greater Seal of Resilience - Pretty Standard runes for a jungler, you need armor in order to survive jungle clearing
Greater Glyph of Shielding - Also pretty standard, they'll be useful for mid to late game when the enemy AP carry really starts to do some damage
- Points Available: 30 / 30
Summoner’s Wrath (1/1): You're taking exhaust, so this point will also make it reduce your enemy's armor and MR by 10.
Fury (3/4): We want to go further into the offense tree and the other options aren't as good. Attack speed will help Mundo clear slightly faster.
Deadliness (4/4): More attack damage is always good and since you're mainly a tank, another source of damage besides abilities and items always helps. Plus you need this to get to Weapon Expertise.
Weapon Expertise(1/1): 8% Armor Penetration will help you get through the enemy’s resistances, get this always.
Summoner's Resolve: 10 extra gold on each smite makes quite a difference.
Durability (4/4): By far the best mastery points you can get on the first line, it scales awesomely into late game and it lets you get Veteran Scars
Tough Skin (2/2): Pretty straightforward here, you need these in order to be able to tank jungle monsters, especially now in season 3 since they hit harder.
Bladed Armor (1/1): Also pretty obvious, this will help you clear the jungle even faster
Hardiness (3/3): Extra armor to tank minions, combined with Cloth armor, your seals and quints you'll have alot of tankiness at level one.
Veteran Scars (1/1): Might not seem like a lot, but this is slightly better than a flat health quint. Will help you a lot in early levels when you’re dueling.
Tenacious (3/3): This mastery has gone through an improvement for season 3 and is now even better. 15% Tenacity will go every well with the Zephyr on your build and combined with E you'll have just above 60% CC reduction
Mundo: 1-(1-.35)(1-.15)(1-.30)= 1-(0,65*0,85*0,70)=0,61325*100=61,325% Tenacity (0,35 comes from Zephyr, 0,15 from the mastery and 0,30 from his Burning Agony (W)
What this basically means is that a 2 Second stun on Dr. Mundo will only last for 0,8 seconds (≈0,77 seconds)
Information provided by Shakarez, in his reddit post.
Juggernaut (3/3): Health is one of Mundo's most important stats and you'll be stacking alot, so this extra 4% is awesome
|MundoBase HP (level 18)||Base hp + Masteries||Full Build (Locket||Full Build + Randuins|
|Points allocated||Bonus HP|
With a full build, the increase in health is over 160 HP.
Defender (1/1): As a tank and initiator, one of your focuses is protecting the squishier targets from your team in a teamfight. So this mastery point will help you mitigate damage in early/mid game teamfights
Legendary Armor (1/3): Just a point here for the slight increase in armor/MR. You're not taking more here because Tenacious and Juggernaut are more important.
Honor Guard (1/1): Pretty self-explanatory here, you're the tank.
SmiteDeals 390-1000 true damage (depending on champion level) to target monster or enemy minion.
ExhaustExhausts target enemy champion, reducing their Movement Speed and damage dealt by 30% for 2.5 seconds and reduces their Attack Speed by 50% for the duration.
Smite is a must for all junglers because its give you a shorter time for Jungle Clear Speed. When it comes to doing Dragon/Baron, check how much damage your Smite does and when Dragon/Baron gets down to that many Health Points, quickly use Smite on it so the enemy team can't steal Dragon/Baron from you.
Exhaust goes great with Dr. Mundo because when you are doing an early gank after Red Buff, try to hit your Q's on the enemy champion and quickly Exhaust them it will almost always guarantee First Blood, unless the enemy champion Flashes over terrain. Dr. Mundo doesn't really need Ghost or Flash either because he has an insane amount of sustain because of his Ultimate, which also gives him a Movement Speed Boost.
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