Mundo Rework Idea

PushaShark··1 votes·292 views

Passive - Masochism: A percentage of all damage Mundo takes after resistances is converted into a DOT effect (10/30/50 at levels 1/6/11). The DOT deals damage at a rate of 10% of his max hp per second. Additionally, Mundo gains 10 fury for basic attacking an enemy champion, and gains 10 fury per second if damaged by an enemy champion. When out of combat, fury dissipates at a rate of 25 per second.

Q - Infected Cleaver - 12/11/10/9/8 second cooldown Mundo throws his cleaver in a line, dealing 8/10/12/14/16 percent current health magic damage to the first target hit, slowing them by 50% for 2 seconds, and marking them for 5 seconds. If Mundo basic attacks the marked target, the same damage is dealt again, and the cooldown is halved.

W - Burning Agony- Toggle Passive - Mundo gains 5/7.5/10/12.5/15% movement speed towards enemies marked by his Q. Mundo burns the area around him, dealing 40/60/80/100/120 magic damage per second in an area around him. This ability damages Mundo as well. This damage counts as being damaged by an enemy champion, but not as being in combat. The passive movement speed is doubled while Burning Agony is active.

E - Sadism - 10 second cooldown For the next 4 seconds, Mundo gains 20/25/30/35/40% attack speed, and deals 1/1.25/1.5/1.75/2 to 3/3.75/4.5/5.25/6 percent of his maximum health as bonus physical damage on hit. Damage gained is based on how much fury Mundo has.

R - Adrenaline Rush - 100/80/50 second cooldown Passive - Mundo gains up to 10/20/30 damage reduction based on how much fury he has. Active - (can only be activated at full fury) Mundo regenerates 10/17.5/25 percent of his missing health every second for 10 seconds. Health about to be lost due to Masochism is counted as missing health.

My intent with this was to solidify Mundo's strengths of dealing damage while building tanky, being fast as hell, and running being a nightmare to deal with for carries. To balance the changes in these areas, his poke has been nerfed, and his true potential requires him to stay in a fight for extended periods, aided by his passive. Hopefully this will make him play more like a juggernaut/fighter, rather than a tank that hits R, rights clicks the adc, then watches Mundo run headfirst into the enemy team.

11 Comments

Glîtchy1 votes

Or just not make him do stupid damage while being a super tank

PushaShark1 votes

I actually don't know if you're criticizing or in favor of this kit

zlumpy1 votes

Instead of doing more damage on second Q why not have him gain something like super crazy HP regen bonus on enemy champ hit or cs. Like a successful cs or hitting a marked champ yields 500% to regen effects.

That way he still has sustain in lane while using hp as a damage resource and it pairs with the ult nerf of only being active at max fury.

Also they could always play around with attack animations for buffs like: left and right hand cleavers that have alternating effects passively so you have to keep track of which is hitting when. Maybe left cleaver life gain on hit right cleaver armor shred or damage mitigation debuff

PushaShark1 votes

That would be nice, I just didn't want to hit his cleaver damage too hard. And for me at least, lane sustain didn't feel like it made or broke the champ. If his offensive capabilities are overbearing, then your idea would probably be more balanced though

zlumpy1 votes

I geuss to me mundo's identity from the beginning has always been about being a great big meat wall that goes where he pleases and being really hard to kill. Over the years he has sorta lost that with tower changes, defense stat changes, sustain nerfs, and mobility favoring instantaneous changing of location being more powerful than just running faster.

PushaShark1 votes

I was trying to keep that identity alive, giving him damage based off health, damage reduction, and more movespeed when he lands Q. Didn't expect this to be a perfect rework, it was just what I felt Mundo could look like as a rework.

PearPearadox1 votes

Passive - Masochism: A percentage of all damage Mundo takes after resistances is converted into a DOT effect (10/30/50 at levels 1/6/11). The DOT deals damage at a rate of 10% of his max hp per second. Additionally, Mundo gains 10 fury for basic attacking an enemy champion, and gains 10 fury per second if damaged by an enemy champion. When out of combat, fury dissipates at a rate of 25 per second.

10% of his max hp per second 10% of his max hp per second 10% of his max hp per second 10% of his max hp per second

4000 HP mundo 400 damage per second

PushaShark1 votes

This is damage he is taking, that's just the rate at which he bleeds out. This isn't more damage he's doing or receiving, it's just applied over time rather than as burst.

PearPearadox1 votes

So could you explain this better? What do the values 10/30/50 mean and how will the DOT be applied when there's already a flat rate of 10% of his max hp per second?

PushaShark1 votes

Say a 4000 health mundo takes 4000 true damage. He will take 50% of it normally, or lose half his health. (10/30/50 refers to what percent of damage he doesn't take instantly). The other will be applied as a DOT. The DOT does its damage as 10% of his max health per second, meaning it will take 5 seconds to lose the other 50% of his max hp. I wanted it to help with his ult nerf, so he doesn't get insta-bursted when trying to build fury. Hope that clears it up a bit.

PearPearadox1 votes

But then the true damage gets converted to bleed, will the bleed be true damage or magic damage? And if an ADC attacks him, how will the bleed stack with each auto? Also, 50% Damage reduction is just plain stupid even if it's applied as a bleed.

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