Dr. Mundo

Mundo Go Where He Pleases!”

  1. Offense

    +5 AD or 9 AP

  2. Flex

    +5 AD or 9 AP

  3. Defense

    +6 Armor or 8 MR (match-up)

Why Fleet Footwork

Fleet Footworks grants you additional jungle sustain as well as a bit of burst Movement Speed in skirmishes so that you're able to stick to your target.

Why Triumph

Triumph's mid-fight heal is great for front-line tanks who can pick up multiple assists and continue absorbing damage.

Why Legend: Haste

Mundo's biggest weakness is his ability to be locked down easily by CC. Legend Tenacity plus his [W] help you stick to target repeated damage threat.

Why Last Stand

Last Stand's extra bit of damage can be the difference between dying and getting the kill.


Conditioning's extra resists synergizes well with Mundo's natural health stacking items to make you a huge front-line tank.


Overgrowth makes great use of Dr. Mundo's ability to power-farm his jungle for huge CS numbers.

Always Be Cleaving

  1. Offense

    +5 AD or 9 AP

  2. Flex

    +5 AD or 9 AP

  3. Defense

    +6 Armor or 8 MR (match-up)

Why Grasp of the Undying

Grasp allows you to heal substantially mid-fight, and thanks to Mundo's auto-attacking nature from his [E] steroid, Grasp will also provide a decent amount of extra damage.

Why Demolish

Mundo is great at taking towers as the auto reset and bonus AD from [E] allow you to quickly chop them to pieces.

Why Conditioning

Conditioning's extra resists are extra strong when combined with Mundo's high health stacking nature making you a massive front-line tank.

Why Unflinching

Unflinching's extra bit of Slow Resist and Tenacity is perfect for allowing you to stick to your target and keep theming burning with [W] and point-blank [Q]s.

WhyMagical Footwear

Magical Footwear's mid-game item efficiency allows you to quickly get to your core tank items.

WhyCosmic Insight

Cosmic Insight's general utility always comes in handy, keeping your [Q] on a short CD for extra damage and slows.

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