Dr.Mundo Rework/Balancing suggestion

Rylah·5/17/2018, 10:28:05 AM·1 votes·1,453 views

Adrenaline Rush: At levels 6/11/16 Dr.Mundo can gain up to 1/2/3 stack of Adrenaline Junkie when he gets a unique takedown. Stacks and unique takedowns reset upon death.

Innate: Dr. Mundo passively regenerates 1.5% of his maximum health every 5 seconds. Adrenaline Junkie increases this effect by 50% . Stacks decay over 60 / 120 / 180 seconds at 1 / 2 / 3 stacks.

** Infected Cleaver: ** COST: 50 / 60 / 70 / 80 / 90 Health | Cooldown 4 Magic Damage: 15 / 17.5 / 20 / 22.5 / 25% of target's current health | 80 / 130 / 180 / 230 / 280 Minimum.

Active: Dr. Mundo hurls a cleaver in the target direction, dealing magic damage to the first enemy it hits and slowing it by 40% for 2 seconds.

Burning Agony: COST: 10 / 15 / 20 / 25 / 30 Health Per Second | Cooldown 4 Tenacity: 10 / 15 / 20 / 25 / 30% Toggle: Dr. Mundo sets himself on fire, dealing magic damage to nearby enemies and gaining Tenacity.

Burning Infection: Passive: Once per activation, the next hard CC (excluding suppression, stasis, and displacements) to effect Dr.Mundo will cause the Tenacity bonus to persist regardless of toggle and for Burning Agony to be free of cost for 4 seconds. Additionally, if Dr.Mundo activates this passive his next Q [Infected Cleaver] will slow for an additional .2 / .4 / .6 / .8 / 1 second.

Masochism: Health Cost (upon next basic attack): 25 / 35 / 45 / 55 / 65 | Cooldown 6 Minimum Bonus AD: 30 / 50 / 70 / 90 / 110 | Maximum Bonus AD: 60 / 100 / 140 / 180 / 220 Maximum Magic Resistance: 6 / 12 / 18 / 24 / 30% | Stacks: 3 / 6 / 9 / 12 / 15 Bonus Max Health Damage (First strike only): 3 / 3.5 / 4 / 4.5 / 5% Block: For the remainder of the duration upon successful block, Dr. Mundo's next Q [Infected Cleaver] will deal 3 / 3.5 / 4 / 4.5 / 5% Bonus Max Health Damage.

Passive: Taking magic damage or paying a health cost increases Dr. Mundo's magic resistance by 2% for 2 seconds, stacking up to an amount

Active: Dr. Mundo blocks the next CC effect within the duration (excluding suppression, stasis, and displacements) and gains bonus attack damage for 5 seconds, increased by 0% - 100% (based on missing health). Additionally, Dr. Mundo's next basic attack, within the duration, will cost health, but gains 25 bonus range and deals bonus physical damage. If Dr.Mundo successfully blocks an effect, he gains the maximum bonus AD for the remainder of the duration.

Sadism: COST: 25% of current Health | Cooldown 110 / 100 / 90 TOTAL REGENERATION: 50 / 75 / 100% maximum health BONUS MOVESPEED: 15 / 25 / 35%

Active: Dr. Mundo consumes all Adrenaline Junkie stacks, regenerating health for 12 seconds and gaining bonus movement speed for the duration. Consumed stacks of Adrenaline Junkie reduce R Sadisms health cost by 5% each.

Point of View:

A little while ago I made a low effort post about a Dr.Mundo rework suggestion. I am happy he saw some tweaking in recent patches, it's not perfect but it definitely increased R window of success. Anyway, I've heard on Reddit forums and patch notes comments he must be on the list for a rework, based on his outdated "mobility creep meta" whatever that is. I suppose his mobility and role efforts in modern League could use some expanding. He has definitely dwindled over seasons as more complex champions are added.

So I have an idea for some direction that our favorite purple people eater can take. What if Dr.Mundo leans towards a blocker type of fighter. As in an interceptor of things during teamfights. Dr.Mundo punishes you, retaliates when he intercepts your pokes and CC efforts towards his allies. With health as his main stat, a few blocking mechanisms would really help our guy go where he pleases.

Side note: It can feel bad to play as Mundo, when classed as a Juggernaut / Fighter, when you lose a lot of some early matchups. We all know Dr.Mundo scales, but my point here is this. "Playing well" as Mundo boils down to landing Q, map awareness and timing. In other words, there's not much dynamic that's unique to him past "Land Q and pay attention". I think maybe intercepting/blocking mechanics might add some skill based flavor to the Doctor that will help him bounce back in all the right places. Since we can't make him more mobile without ruining his kit, maybe we can make his positioning decisions count more.

3 Comments

FloRaider425/17/2018, 1:54:44 PM1 votes

At levels 6/11/16 Dr.Mundo can gain up to 1/2/3 stack of Adrenaline Junkie when he gets a unique takedown.

A damage taken/inflicted counter would make more sense for a sadomasochistic madman in my opinion.

unique takedowns reset upon death.

This sounds like it rewards dying as when you never die you have a set maximum of stacks you can ever get

If Dr.Mundo successfully blocks an effect, he gains the maximum bonus AD for the remainder of the duration. the next hard CC to effect Dr.Mundo will cause the Tenacity bonus to persist regardless of toggle and for Burning Agony to be free of cost for 4 seconds.

Does one exclude the other or do both proc at the same time? It seems weird to have two similiar mechanics (same with the cleaver bonuses) in the first place.