Mundo Rework Idea (The Pleasurable Dr. Mundo)
Hey Guys!
Just chiming in with an idea I'd love to see tried out on Mundo, particularly since his kit is in dire need of some love, and his rework is coming up soon. This is mostly based on what I think would fit from his lore and just based on what he kinda needs to fulfill his fantasy in the current game.
Passive: Pain and Gains
Mundo receives 1/2/3/4/5% of all damage he takes as permanent health. (Basically allows the fantasy of Mundo enjoying pain and being a musclebound tank to shine through.) Based on Mundo's built in weakness to percent health damage this would allow him to maintain his normal counter, but still build a lot of health. Over a normal game the amount gained would probably not be very large, but would still allow Mundo to remain relevant throughout a game.)
Q: Infected Cleaver Cost:30/40/50/60/70 HP
Active: Mundo throws a cleaver that does 10/15/20/25/30% of the target's current health as magic damage. Minimum damage of 200. And slows the target by 30% for decaying over 2 seconds. If Mundo connects half the cost of this ability is refunded. (Kind of core to Mundo's playstyle... I'd say maybe make him take half the damage then take the other half after it misses? Make his cleaver be attached to a bunch of medical tourniquets or something, so if he misses it hits him in the face?)
W: Burning Agony Cost: 15/20/25/30/35 HP per second Passive: For every 100 Bonus HP Mundo gains, he gains 2.5% Madman's Walk while Burning Agony is active. Madman's Walk causes all slows, stuns, knockbacks or roots to be reduced as if by tenacity. If he gains 100% Madman's Walk he becomes immune to these effects while Burning Agony is active, but loses 5% of his max health any time he would be stunned, rooted, or knocked back.
Active: Mundo's feverish blood causes waves of heat to come off him, dealing (20 + .5/1/1.5/2/2.5%) of his max health as magic damage per heartbeat. His heartbeat accelerates as his health gets lower, from 1 per second at 100% to 5 per second at 1%
(Again, adds to Mundo's persona and fantasy. The new passive would let Mundo be more of an unstoppable menace as far as running into the enemy team goes, but makes him still fall into his main weakness of percent health damage. It also makes it easier for a tank with no real method of drawing aggro to remain active and mobile in a fight, even though he can't directly force an enemy to target him or apply hard CC.)
E: Masochism Cost: 20/30/40/50/60 HP
Active: Mundo will jump recklessly at his next target, gaining 75 range and dealing 30/50/70/90/110 extra physical damage to the target. Afterwards he gains an additional 1-40/20-80/30-120/40-160/50-200 physical damage based on his percent of missing health.
(Just a small change in function, allowing it to be a very small gapcloser, and allowing the animation to look more like a diving attack than a headbutt... Headbutts are cool, but this would give him a bit of a closing power)
R: Sadism Cost: 20% Current HP
Active: Mundo gains size and begins to heal for 60/70/80% of his max health over 12 seconds. As he heals he gains 30% movespeed and his basic attacks deal 2/4/6% of his bonus health as bonus physical damage.
(Basically the same ulti, but with a bit more oomph. This would allow Mundo to deal more damage in fights, but still be countered by ignite, percent health damage, etc.)
The Rundown:
Mundo falls into the weird category of being the game's first real pure health tank, but now is one of the worst health tanks in the game... A lot of this comes from the amount of hard CC the game now has, his lack of closing power, and the inability of an HP tank to counter the amount of percent health damage options the game currently has. Mundo can succeed as he currently is, but the gameplay doesn't feed into the fantasy of Mundo. A hulking giant who dives your team, and just runs around causing mayhem for 20 seconds straight while you try to deal with him... Making him have permanently scaling health would fix a lot of his issues, and even though the idea of him having multiple percent health options on his kit sounds like it could be strong, the very nature of his playstyle would require him to have a natural strength from hp items...
Dunno... Just a thought... As a person who loved this champion so much, I'd love to see him gain something to make him stand out again. Having Garen basically do everything Mundo does but better doesn't make for a great gameplay experience... But that's just my opinion...
Basically... If nothing else, I'd love to know what Riot's thought of a passive like Pain and Gains would be. Either way, thanks for reading!