Mundo is STILL too strong, and it's no suprise...

Ch0c0lateJesus·12/14/2015, 7:05:49 AM·4 votes·845 views

CURRENT HEALTH DAMAGE 15/18/21/23/25% ⇒ 15/17.5/20/22.5/25%

Shockingly, removing 0.5% of his cleaver's HP damage on a couple of levels didnt suddenly make him less obnoxious.

MAXIMUM DAMAGE TO MONSTERS 300/400/500/600/700 ⇒ 300/350/400/450/500

Reducing his cleaver damage to monsters at higher levels barely does anything to slow down his jungle clear. By the time that nerf actually starts to become significant, he already has levels in W as well as most likely a cinderhulk(Ive seen sated mundo too though, he can pretty much get away with anything right now), Clear isnt even a major factor..., he's still too strong in lane either way.

Why is he suddenly so strong? Check out the resolve mastery tree.

Recovery: 2 health regeneration per 5 seconds.

Runic Armor: 8% stronger shields and self healing.

Perseverance: Grants +50% base health regeneration, increased to +200% while below 25% health.

Swiftness: Grants 3 / 6 / 9 / 12 / 15% tenacity and slow resist.

And for Keystone, if he isnt much of a team player, Grasp of the Undying: Every 4 seconds, your attacks against an enemy champion deals 3% of your maximum health in magic damage and heals you for the same amount.

But, he also goes quite well with: Bond of Stone: Grants 3% reduced damage. While within a 1000-range of an allied champion this bonus is doubled to 6% and 6% of the damage they would take from enemy champions is dealt to you instead.

Of course, plenty of champs can get a lot out of these, but they synergize absolutely perfectly with Mundo's playstyle. He's a healing tank who's only resource costs are HP, and he starts the game with a mini spirit visage, has bonus tenacity to go with his W, more healing on attacks, and more% hp healing to go with his passive in the rare occasion that he gets low HP. Since Mundo tends to stack a ton of HP, these percentages really become significant.

Throw in the extra burst given by his "headbutt", plus the damage from "Grasp of the Undying"(which again, is quite a lot due to his health stacking) and you have something that does a f**kton of damage, is impossible to peel, and impossible to kill.

Seriously, try getting him off of your carries, he gets like 30% cc reduction from his W alone, and 35% move speed for 12 seconds on an ult that makes him litterally impossible to kill, and has a very low CD with even a moderate amount of CDR.

Edit: Also, I forgot to mention the nerfs to grievous wounds from 50% to 40% healing reduction. Yes item 3123 is back, and it's cheap, but with his core build, he can heal right through it without a problem, unless 3-4 people are pounding on him.

TLDR: New masteries, and the additional burst from his "headbutt"in additon to the grievous wounds nerfs pushed Mundo over the top, and the nerfs to him did nothing to address this. He's still too strong.

In my opinion, headbutt should simply be removed. If he is going to be completely unkillable, he does not need the extra burst.

15 Comments

ModKnightsKemplar12/14/2015, 4:57:23 PM3 votes

Every time I see Mundo win, nobody builds executioner's calling.

Every time I see Mundo lose, someone built executioner's calling.

... 'nuff said.

Twitch Chat12/14/2015, 7:34:57 PM2 votes

Remember to buy executioners calling to counter Mundo QE chunking half your health in lane

cfreetenor12/14/2015, 12:41:35 PM1 votes

grievous wounds

Count Zubat12/14/2015, 2:47:42 PM1 votes

Or maybe people should already learn to build this ----> item 3123 . Seriously, it fcking build into another item with Last Whisper. But no, LDR is better, why even bother to build Mortal Remainder. I had the game where I told our Tristana at least 5 times to build EC to counter Mundo. After like 20 minutes of me begging her to do it, she just answered: "what's executioner's calling?". I explained her what it does, but nope, she still went for Lord Dominik's Regards.

DeathBurst12/14/2015, 5:24:03 PM1 votes

Lots of errors in your post:

  • the 0.5 % on Q wasn't a nerf, just a "bugfix". Before, some levels were giving 2%, some 3%. Now, all levels give 2.5%. Just for the sake of pretty numbers and regular progression.
  • the nerf on max damage to monster is not to reduce his clear. It's to reduce is ability to make Drake/Nashor very fast, and to give the other team more time to react and contest those objectives.
  • you probably meant he starts the game with a mini-Warmog, not Spirit, with his %MaxHP regen passive. But if someone can be said to have a mini-Warmog, it's Garen. Mundo has it permanently, even in-combat.
  • the real nerf, that you don't mention at all, is that he has 2%MaxHealth less damage on his headbutt at rank 1, down to 3%MaxHealth from 5%. This does slow it's clear quite a bit, and make harder to win early trades in lane. It's not "simply removed", but it's noticeably nerfed, a 40% nerf.

Mundo can be quite annoying to play against, because you can't win if you don't adapt and build specifically to counter him. You have to know him, and to know how to react, you cannot play against him just like against every other champ. But take Ignite and Executioner Calling, and you'll see it will be a completely different story.

dangopee12/14/2015, 7:16:14 AM1 votes

I agree these "nerfs" were a joke.

Owntrolf12/14/2015, 7:45:10 PM1 votes

Everyone forgets about urgod and executioners.

CORROSIVE CHARGE G0D

Tankkmain12/14/2015, 10:31:53 AM1 votes

item 3123 Darius

2stronk