Suggested Mundo changes

Foerk··1 votes·498 views

Hey guys,

I would like to share some thoughts and ideas for mundo changes with you. It is a wall of text, but there is a tl;dr in the bottom.

Before you might say 'hey, let's not fix what is not broken' if according to winrate, let me tell you it are only small changes, that are easily implemented and will not take much off riots resources from other projects. A full rework with lore adjustments can still be done later. But the changes should allow mundo to think about more then just spamming nearly free basic spells and getting the right timing on his ulti.

So lets first look at what is working well. Ingame Mundo has a clear identity as the madman who goes where he pleases. He is a juggernaut, who takes his tankiness from regeneration and full tank builds, that he can use because of high base damage. He also has some poke with his q, which is quite unique within the juggernaut class. This leads us to the unchanged abilities:

Unchanged: Q: This ability is unchanged as it has counterplay (dodge/block) and is kind of what makes Mundo Mundo imo. -Even with 40%CDR the slow weres off before they ability is up again, which allows dodging. -It also allows Mundo to survive almost any matchup in toplane without falling to far behind on CS, which is also one off his uniquenesses (If u say this does not really encourage laning interaction, look at the passive changes). -The %HP damage allows Mundo to be a great pickup if your team needs a frontline and magic damage against tanks, as stacking armor/HP wont help you at all against his q damage. This is also a reason to pick Mundo over other champions. -The low Hp costs lategame are not changed as the q is his bread and butter skill and should be spammable imo even if a hit is not guaranteed.

R: Unchanged as it containes his identity as a regen-juggernaut. It allows counterplay as he has to use it at low health to minimizie the healthcosts, which allows him to be bursted if used to late.

Lets now get to the things that are not working that great. His Passive, W and E are no-brainers. The passive just gives him regen, and his W/E have such low health costs lategame that they can be used without procaution. You are near enemies or afraid to get hit by CC? Just use W, it doesnt have meaningfull costs anyways. You can even leave it on out off combat once you have enough HP regen. Same goes for E: You are in autorange? Guess use e and hit them. This leads to the following changes. All numbers are just suggestions that can be changed for balance reasons:

Changed: Passive: Changes: -Regen is changed from 0.3%HP regen to 200% increased Base regen, scales with %Base regen items/mastery -Regen is only active if you auto attacked a champion or Monster in the last 5 seconds, regen halved against monsters Thoughts: -The change to base regen is done so that it doesnt feel that awkward to build items with base regen, as Mundo right now does not have any scaling with base health regeneration even tho he is the regeneration guy in league. -The in combat change is used to avoid uninteractive laning where mundo just stays back and regenerates from what you throw at him. The regeneration also is a soft counter to %hp damage/% pen/true damage as it can not be negated by any of these. All three will still be a big counter to him, but if the numbers a tuned right, he should have a little bit more regen when in combat, which eases his pain against vayne and co just by a little bit.

W: Changes: -Health cost changed from 10/15/20/25/30 HP per second to 5 HP per second, cost is stacking , e.g.:the 10th secound of W toggled on costs 50HP. -When switched off, the health cost decreases by 5 HP per second until toggled on again -CC reduction changed from to 10%/15%/20%/25%/30% to 40% (-possible change: You still have to pay the HP costs when toggled off, e.g.: W turned on for 2 seconds. This means you pay 5 HP 1st second, 10 HP 2nd second, toggle it off, and pay 5HP in the 3rd second, even though its toggled off. So a total of 20HP over 3 seconds) Thoughts: -The stacking HP costs punished Mundo if his w is toggled on for long periods of time. This allows for counterplay as he can be CCed once he turnes it off and cannot turn it on for 4 seconds. The increased CC reduction should reward Mundo if he manages to have it on at the right time. -The addtional cost payed after the W has been toggled off is just an idea as this would be a unique thing in league. It workes well with the cooling down of his agony.

E: Changes: -Flat AD changed to passive -health cost changed from 25/35/45/55/65 HP to 5% max HP -active damge changed from 3%/3.5%/4%/4.5%/5% of Mundos max HP physical damage to 5% of Mundos max HP true damage -cooldown starts on autoattack or after 5 seconds Thoughts: -The AA-damage is turned into a passive to encourage Mundo to use his E as an autoattack reset. Right now you dont get the bonus AD on your first attack if you use it that way. -The healthcost is changed to comply with the damage to increase it to a meaningful amount lategame. This might make Mundo think twice about using it when he is at low HP. -The damage is changed to true damage to further boost his performance against armor stacking. It also feels fair as he has to pay the same HP for the damage. -The cooldown starts on autoattack to avoid double autos for 10% max HP. Right now this is possible, but should not be a thing imo. The same change was done to Fiora's E in 6.4

Summary: The changes above should make playing as Mundo and against him more interactive. They are not meant to be buffs or nerfs to him, but he should have to think more about if he is willing to pay the HP costs for his abilities. If his powerlevel is changed, it should be just number changes to get him to a balanced state. The Implemantation of the changes would be straight forward.

Thank your for reading and please leave your thoughts in the comments.

tl;dr: P: Regen only active in combat with champions/monsters, halved for monsters Q: unchanged W: Stacking HP costs E: deals true damage with 1:1 ratio HP costs R: unchanged

9 Comments

Champion Skin1 votes

-Regen is changed from 0.3%HP regen to 200% increased Base regen, scales with %Base regen items/mastery

Okay what kind of items do you want to push Mundo towards building? As pretty much all items that mundo would build that gives hp regen also give HP except maybe item 3512

Foerk1 votes

This is not really changing his items build, it is a change to make you feel better about this stat. Also the perseverance mastery, that gives you +200% hp regen when below 25%HP, should be more noticable, at least early in the game.

zlumpy1 votes

Not to mention warmogs pretty much replaces his passive if you build it.

Foerk1 votes

Warmogs main regen is only active out of combat tho, but the base regen part of it would scale with the new passive.

zlumpy1 votes

Right but mundo is great at dropping combat with his speed buff and tenacity from skills. Late game and even mid game his passive is made pretty much pointless by items and the speed at which dmg is dealt. Even early game it is too low really to do its job. His passive is just super outdated and needs to be completely replaced with something...maybe give him old poppy passive she ain't using it anymore :P

Getcuxcd1 votes

i lost it at E true dmg. FK that if anything this tank meta bullshter needs to have much much much lower dmg than now if any changes are needed

Foerk1 votes

It could be an alternative to keep the E as physical damage and make it cost the same as the post-mitigation damage dealt. He is not really in the meta right now to be honest. As he is a juggernaut, damage and tankiness is his thing, while he lacks hard cc and gapclosers. I would not like to change his overall damage, but if you would reduce it, you had to give him something to compensate, as he is pretty balanced right now. The W changes should btw reduce his damage, as he will not be able to have it switched on for long periods of time.

zlumpy1 votes

Maybe no true dmg. Some of the changes are taking him more in line as a bruiser instead of a tank. Also would be nice if his W had an interaction with his ult or a mounting bonus effect to go along with mounting risk of using it longer. Maybe just the longer it is on the bigger the area it affects is. I kinda wish his E had some tank focus instead of more dmg tbh. Something like reduce dmg of next source taken after activation by 20%. That gives it a use beyond just an AA reset tool.

Foerk1 votes

I actually see him as a juggernaut already, so he has tankiness and damage, while riots definition of a tank is cc and tankiness.

I also thought of giving the W increasing damage with time, but with logarithmic growth like +20% after 2sec, +40% after 4sec, +60% after 8sec, +80% after 16sec and so on.

Yes his E is not a very interesting spell right now and with these changes as well. They are just small changes, might not go far enough. I know that true damage is not that liked right now, it could be an alternative to change it so that the health cost is equal to post-mitigation damage dealt to the enemy, but the damage stays physical. If I would go with a damage decrease, I would propably bind it to the empowered auto attack, so that the enemy is rewarded if he is able to kite you and avoid the auto. It would also force you to decide if you want to attack the fleeing low hp support or the full hp riven that might burst you down.

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