Dr.Mundo Top guide

This is a guide for a character in League of Legends.

Dr.Mundo the Madman of Zaun.

Dr.Mundo can fill either Jungle, top and can be a niche support.

This guide will cover the Top lane.



  • Hyper tank.
  • No mana.
  • No hard CC.


  • Healing reduction from skills, objects and summoner spells.
  • Vayne :s
  • Possibly a weak early.

Summoner spells

  • Teleport: Teleport is so useful to ninja gank and save your mates.
  • Ghost/exhaust: It is a standard combination top but I rather take teleport everytime as its potential is so huge.
  • Flash: Flash is less needed top. You will start to be really tanky after lvl 6. At some point you will be able to run away from any threat just by… running away.


  • Adrenaline Rush (passive): Dr.Mundo regenerates for 0.3% of his max HP each second.

Even if this passive synergizes with the whole kit, it's an average passive.

  • Infected Cleaver (Q): Dr.Mundo throws his cleaver forward dealing AP damages as follows: (15/18/21/13/25% of target's current health). Infected cleaver also slows the target by 40% for 2 seconds. Dr.Mundo heals himself for half the health cost on hit. Infected cleaver has a min damage threshold as follows: (80/130/180/230/280) and a max damage cap vs monsters and minions: (300/400/500/600/700). Range: 1000 Cooldown: 4. Cost: (50/60/70/80/90 health). Projectile speed: 2000.

Dr.Mundo's skillshot. As you can see it's more a rail-gun shot (like Ezreal's Q) than a ballistic one. It's your engage for the ganks. With some practice you will chain Q your enemy once you hit. In the jungle it's not super-efficient as it will often hit a lesser minion. So you better position yourself well before starting a camp. This skill can become very annoying when you master it.

  • Burning Agony (W): A toggle. Dr.Mundo deals AOE AP damages every second around himself as follows: (35/50/65/80/95 +20% AP). Burning agony also decreases crowd control effects as follows: (10/15/20/25/30%). Range: 162.5. Cooldown: 4. Cost: (10/15/20/25/30 Health per second).

This skill will help you to “harass” your enemy from melee range. It will aslo help to suffer less from his CC duration (less damages taken and less momentum).

  • Masochism (E): Dr.Mundo buffs his own AD with a base stat depending on his missing health as follows: (20/40/60/80/100 +.2/.4/.6/.8/1 per 1% of missing health). Cooldown: 7. Cost: (25/35/45/55/65 Health).

The skill that makes Dr.Mundo more than a HP sac. This is one of the best steroids in the game.

  • Sadism (R) (Ultimate): Dr.Mundo regenerates a percentage of his max hp over 12 seconds as follows: (40/50/60% of max HP). Sadism also enhances Dr.Mundo's movespeed as follows: (15/25/35%). Cooldown: 75. Cost: (20% of current Health).

You will have to activate his ultimate with a perfect timing in team fights. The lower HP you are the more DPS you will do with E. Sadism will help you to stay at your current health while fighting multiple opponents. You can also use it to chase or escape, thanks to the improved movespeed.

Skill sequence

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
Q x x x x x
W x x x x x
E x x x x x
R x x x

You have several options here. I like to max Q first to be able to keep a damage component on my Dr.Mundo by building a Liandry's torment at some point. But the CC component on this skill will remain the same (40%) from lvl 1. So if you build Dr.Mundo as real hyper tank you won't need to max Q first. You will have to put 1 or 2 points early then max it last.


Here we are on a super defensive set up. You can tweak some points in Sorcery and fleet of Foot and maybe a double edged sword for a 5/22/3 but that's all. There is nothing interresting For Dr.Mundo in the offensive tree but Devastating Strikes and it is way too far to reach. Dr.Mundo only has his W scaling on AP so if you want to build some magic damages you will always take some magic penetration instead (from runes and items so) as it will work on Q+W.


The rune page isn't engraved in stone either:

  • X9 hybrid penetration (marks): You can tweak it with basic magic penetration. Hybrid penetration will work better if you plan to build a Frozen mallet.
  • x9 flat armor (seals): You will face an AD bruiser top 80% of the time.
  • X9 mr per level (glyphs): as usual.
  • X3 movement speed (Quintessences): This is super tweakable here. You can also pick some +Flat HP +MPen or even +HP regeneration.


A Doran's Shield +1HP pot is better as a starter than on anyone else. Otherwise you can begin the game with a Cloth Armor/boots + pots for more sustain. Dr.Mundo suffered from many item's nerfs recently. Warmog's is way weaker, Sunfire Cape scale less with the early game so you won't rush it anymore and even Spirit Visage lost 10% CDR. We will be able to see new builds on S4. Frozen mallet and Lyandry's torment may gain some popularity. A giant belt on your first trip back allow you many possibilities. You will still complete your Sunfire Cape around lvl 15 as it will match its old value: (25 dps + lvl) Then maybe prioritize Randuin's Omen over Warmog's Armor. You still have to build a Spirit Visage most of the time as the nerf on it won't affect you that much. Building a Liandry's Torment is sometimes questionable. If you feel like you are tanky enough based on a recent teamfight you can do it. The standrad boots 2 are Mercury's Treads / Ninja Tabi and sometimes Sorcerer's Shoes if you are doing really well.

Gameplay top

Dr.Mundo's early is crappy. Most of the time you will not win trade before lvl 6 and you will be zoomed out the wave. Luckily you will be able to pick up almost every last hits thanks to Q. If the enemy try to push you under the tower to make you miss some last hits become more aggressive between the bush and the tower's range. Try to contain your enemy untill you have your ulti then you will nullify his whole work. Try to not fall under 2/3 of his farm before level 6 and you will come back naturally after that. You focus into tankyness early then you may switch to more damages once you start teamfighting.

General guidelines

As you see Dr.Mundo doesn't works like most champions. He is heavily built around health. You have no mana but you spend a portion of your own health to cast skills. The more %HP Dr.Mundo is missing the stronger he becomes. So you stake HP as much as you can. However +100 armor and MR are welcome. During team fights you will soak the most damages. Try to protect your carry with your cleaver. Once you engaged do not try to inflict damages with your cleaver; use it wisely as a slow to protect your carry from anyone trying to bother him. Outside team fights when you are facing the enemy team poke relentless with it.

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