Aggressive lane trading a backline chase threat.
Durability and crowd control
Every 4s your next attack on a champion deals bonus damage, heals you, and permanently increases your health.
Charge up a powerful attack against a tower while near it.
After 10 minutes gain 8 Armor and 8 Magic Resist and increase your total Armor and Magic Resist by 5%.
Increase your Tenacity and Slow Resistance for each summoner spell on cooldown. Immediately after casting a Summoner Spell, gain a larger burst of Tenacity and Slow Resistance for a moderate duration.
Creative tools and rule bending
You get free boots at 10 min. but you cannot buy boots before then. These boots give additional MS. For each takedown you acquire the boots 30s sooner.
+5% Max CDR
+5% Summoner Spell CDR
+5% Item CDR
+5 Armor or 6 MR (match-up)
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.
Mundo is great at taking towers as the auto reset and bonus AD from [E] allow you to quickly chop them to pieces.
Conditioning's extra resists are extra strong when combined with Mundo's high health stacking nature making you a massive front-line tank.
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's mid-game item efficiency allows you to quickly get to your core tank items.
Cosmic Insight's general utility always comes in handy, keeping your [Q] on a short CD for extra damage and slows.