My own mini-rework of Dr.Mundo (with numbers)
Please, remember that the numbers are subject to changes. Passive: Adrenaline Rush: Deleted: no longer regenerates 0,3% of his maximum hp per second (but his base hp regen is a bit buffed to make up for it) New effect: Dr.Mundo has a new secodary bar in purple colour; wich is** adrenalin** Mundo obtains adrenalin when he loses hp in any way, by his own abilities or by enemies damage, on the basis of 25% of the damage taken (if he loses 1000 hp, then he gets 250 adrenaline), but however, the damage he inflicts himself with his own abilities is taken as a 100% conversion, so if he loses 100 hp with a Q, he gets 100 adrenalin. The maximum adrenalin points that mundo has depends of his maximum hp; a 50% (if mundo has 5000 hp, his maximum possible adrenalin is 2500) Adrenalin buffs certain abilities of Mundo. Also, he gains 10 attack damage every 100 points of adrenaline and 5% of tenacity every 500 points of adrenaline. When the adrenaline bar is charged adove 95% of the maximum, he also gets a 50% more of these bonuses as bonus attack damage and tenacity. Adrenalin decays constantly by 1% every second, no matter if mundo is fighting or not, and if he passes much time outside a fight, it begans to decay much faster. Q:Infected Cleaver: cost: 4% of mundo´s current health, if it hits the opponent, mundo recovers the 75% of the cost. If it kills the opponent, he regains 100% of the cost. Passive: killing an enemy unity by any way makes mundo recover a 2% of his missing hp. at lvl 11, this value goes up to 5%. Active: same ability as the original but this one has lower base damage and scales with adrenalin; damage of 5%-7,5%-10%-12,5%-15% of enemy´s maximum hp, and 0,1% every 10 adrenalin points of mundo (for example, with 2500 adrenalin points in late game, the damage would be 15%+25% = 40% of enemy´s maximum hp (remember that getting adrenalin without dying is not that easy, but it gives a good reward) The ability minimun damage is the same but a bit lower at first levels. W;Burning Agony: cost: 10% of ** current hp**, plus 2% of maximum hp every second after activation until used again to deactivate. When activated, mundo loses instantly a 10% of his remaining hp and starts the fire of the old ability. During 1,5 seconds, mundo reduces all damage incoming by a 75%, but he stills getting the same adrenalin from enemy damage as if he wasnt. after this, he starts losing 1,5% hp every second and dealing magic damage equal to 5 / 12.5 / 20 / 27.5 / 35 plus 3 damage every 50 adrenalin. Also, he gets tenacity, a bit less than original ability cause of adrenaline already gives; 2,5%-7,5%-12,5%-17,5%-22,5% tenacity got by this ability. E: masochism: cost: 5% of current hp. The same ability as before but now scales with adrenalin instead missing hp. It gives a bit more damage than the original when getting a high % of adrenalin. the magic resist values are the same. R: Sadism: cost: 50% of mundo´scurrent hp instantly when activated. Mundo loses instantly a 50% of his current hp and fills the 50% of his adrenalin bar (doesnt matter how much hp he really loses with this activation) and begins to regenerate hp by 2.5 / 3.5 / 4.5% per second during 12 seconds (a bit less than the original) and gets the same speed boost than the original; 15 / 25 / 35%. While this effect is active, all the other mundo´s abilities can be used with no HP cost, but they give adrenalin like the still had the cost. Also, the hp mundo regains with this ability cant be nerfed by debuffs (grevious wounds, etc...) and will always heal this hp in that time unless hes killed in the process (or, most commonly, when activation cause its his weakest moment), however, all healing effects the allies give to mundo while this effect is active will be 50% less effective (shields 25% less) and grevious wounds will affect them as always.