
Mundo Go Where He Pleases!”

Fleet Footwork
Attacking and moving builds Energy stacks. At 100 stacks, your next attack is Energized
Energized attacks heal you for 10 - 130 (+0.1 Bonus AD, +0.05 AP) and grant20% Move Speed for 1s.
For Ranged Champions, Healing is 60% effective and Move Speed is 75% effective. All healing is 15% effective against Minions.Why?
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.
Triumph
Takedowns restore 5% of your missing health, 2.5% of your max health, and grant an additional 20 gold.
'The most dangerous game brings the greatest glory.'
—Noxian ReckonerWhy?
Triumph's mid-fight heal is great for front-line tanks who can pick up multiple assists and continue absorbing damage.
Legend: Haste
Gain 1.5 basic ability haste for every Legend stack (
max 10 stacks ).
Earn progress toward Legend stacks for every champion takedown, epic monster takedown, large monster kill, and minion kill.Why?
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.
Last Stand
Deal 5% - 11% increased damage to champions while you are below 60% health. Max damage gained at 30% health.
Why?
Last Stand's extra bit of damage can be the difference between dying and getting the kill.
Conditioning
After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.
Why?
Conditioning's extra resists synergizes well with Mundo's natural health stacking items to make you a huge front-line tank.
Overgrowth
Absorb life essence from monsters or enemy minions that die near you, permanently gaining 3 maximum health for every 8.
When you've absorbed 120 monsters or enemy minions, gain an additional 3.5% maximum health.Why?
Overgrowth makes great use of Dr. Mundo's ability to power-farm his jungle for huge CS numbers.






Always Be Cleaving

Grasp of the Undying
Every 4s in combat, your next basic attack on a champion will:
- Deal bonus magic damage equal to 3.5% of your max health
- Heal you for 1.3% of your max health
- Permanently increase your health by 5
Ranged Champions: Damage, healing, and permanent health gained are 60% effective. Why?
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.
Demolish
Charge up a powerful attack against a tower over 3s, while within 600 range of it. The charged attack deals 100 (+35% of your max health) bonus physical damage.
Cooldown: 45sWhy?
Mundo is great at taking towers as the auto reset and bonus AD from [E] allow you to quickly chop them to pieces.
Conditioning
After 12 min gain +8 Armor and +8 Magic Resist and increase your Armor and Magic Resist by 3%.
Why?
Conditioning's extra resists are extra strong when combined with Mundo's high health stacking nature making you a massive front-line tank.
Unflinching
Gain 6 - 12 (level scaling) Armor and Magic Resist when crowd controlled and for 2 seconds after.
Why?
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.
Magical Footwear
You get free Slightly Magical Footwear at 12 min, but you cannot buy boots before then. For each takedown you acquire the boots 45s sooner.
Slightly Magical Footwear grants you an additional10 Move Speed .Why?
Magical Footwear's mid-game item efficiency allows you to quickly get to your core tank items.
Cosmic Insight
+
18 Summoner Spell Haste
+10 Item HasteWhy?
Cosmic Insight's general utility always comes in handy, keeping your [Q] on a short CD for extra damage and slows.





