There are so many things you could do to make Mundo more interactive

Z3Sleeper··15 votes·7,432 views

######Disclaimer: It's not a buff Mundo thread and it's not nerf Mundo thread, it's a change Mundo thread. I'm aware he's in line for a rework but there's changes that can be implemented before then that will help make his design more healthy until that rework happens.

Every other Juggernaut has some sort of ramp up or set up requirement tied to their damage. Setting up graves, setting up tentacles/pulling souls, getting 5 stacks of bleed and heck, even auto'ing 3 times before being able to use Frenzy is more ramp up than Mundo has to his on-demand damage.

  • His Q allows him to make laning completely uninteractive (unless you consider him standing well outside engage range while tossing cleavers to last hit interactive)
  • His kit has 0 thought required as to when the best time to use his abilities are
  • His ult is literally just a "press me to regen more health" button
  • He has immediate access to his damage unlike every other Juggernaut and all of it save for Q is click target or proximity based
  • All his passive does is just make him heal more with no interaction tied to it

There's so many things you could change about Mundo's kit that I'm genuinely surprised he's just been kept in this state for so long.

Like, I'll just name off a bunch of possibilities (all meant as separate suggestions):

  1. Change his ult from this: (50%/75%/100% maximum health over 12 seconds) to this (90%/130%/170% of his missing health (at time of activation) over 12 seconds) so he isn't just using it whenever a fight starts and waiting to use it when he's lower to get healed more. (The numbers used make the healing break even at 40% remaining health, increasing as he gets even lower than that). This way it actually carries a big risk/reward pay-off for waiting until he's low health to activate it.

  2. Make W toggle on cost % of his current health and change the damage to % of his max health that ramps up to 200% damage or so after a few seconds. So instead of just being an arbitrary damage amp ability it actually has some thought to it (having to "prime it" prior to instead of just toggling it on for more damage when they're nearby).

  3. Give Q a Vladimir Q-esque treatment. X cast of Q deals more damage, refunds more (or all) against champions and slows more while every other cast deals less damage, refunds less and slows less. it would make him want to move up to a position to land that Q and not just stand back when he's not feeling up to statchecking yet.

  4. Remove his E active on-hit bonus damage and instead make E active enhance his next Q cast to deal the same damage as current E on-hit does (basically like new Varus W active).

  5. Tie E's bonus damage to how low health he is. Why does only the AD portion scale with missing health? Just make the actual % health bonus damage scale with missing health so there's actually a reason to wait until you take some damage first (noone even thinks about his health when using this, they just use it cuz there's no real incentive to wait til you're low health).

  6. Tie E's bonus damage to how long he's had W active rather than how low health he is (keep the bonus AD tied to missing health though).

  7. Give Q a % health cost in addition to the flat health cost (but lower the early flat amount) and make the refund on hit refund the full % health cost.

  8. Make his passive heal him for 75% of his self-inflicted damage over 10 seconds and remove the Q refund. Then you can do stuff like dealing damage to enemy champions with abilities (hint hint more thought usage for W) removes 20% of the remaining healing on his passive and instead instantly heals him for double that amount (plays into the Masochism + Sadism theme too).

I'll post more when I think of any, but for real stop trying to keep Mundo's current design a viable pick when it's a completely unhealthy and unfun design. Noone wants to play against this, whether he's weak or strong. Change something about him. Literally any interactivity change you make to Mundo will make his design twice as interactive as it currently is while also making it more fun and rewarding for the Mundo player when they execute their kit properly.

6 Comments

Furious Delisha5 votes

I'd like to keep some champs to have very simple kits thanks

Also I don't consider Mundo a Juggernaut. He's a Health tank.

DorkunedAuras18 votes

But, his kit has little in the way of CC and much in the way of damage. How is he not a juggernaut?

Salamencę3 votes

{quoted}

But, his kit has little in the way of CC and much in the way of damage. How is he not a juggernaut?

He is a juggernaut, people who say he is a tank are just highly uneducated and you can simply ignore them.

Witch of Babylon1 votes

can u be a tank AND a juggernaut?

The Goodest Boy3 votes

A very well written and argued article. People tend to come to suggestion threads like these with the thought that "well these changes won't make him well designed at all! they sound terrible" when really the goal is to add any sort of changes that shift the character away from a "press all four buttons in order and win" playstyle. Mundo needs a big boy rework but until then I think he needs SOMETHING to give the character any depth or variety whatsoever.

And for the record I like most of your recommended changes. The stacking Q concept especially.

woodvsmurph1 votes

Mundo changes to make him interactive and properly punishable during his "weak" early game:

  1. cleaver loses the %hp damage and the slow only applies when hitting someone from 50% of it's max range or less. It also has MEANINGFUL hp cost if it fails to hit an enemy. This weakens his ability to kite and/or chase opponents without being in range for them to actually fight back if they're melee.
  2. W has meaningful hp cost. There was a time when you couldn't run this for more than a few sec at a time until you had 2 hp/regen items built without slowly burning your hp down to zero. Now you can do that with only doran shield.
  3. Passive - mundo likes pain right? So he should feed on his and his opponent's pain by gaining his passive after ramping up a certain number of seconds IN COMBAT with an enemy. He loses said regen after going so many seconds without being in combat with any enemy champions - minions don't count. Not only would this one - probably the best change I can think of - make him more interactive, but also it would better fit his thematic as a sadist/masochist.

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