Dr. Mundo and a possible future rework.

Citrus Jesus·7/16/2017, 8:03:19 AM·2 votes·567 views

Lets face it, DrMundo is becoming one of those champions grouped into where Galio use to be. I recently have been toying around with DrMundo just for fun and realized that he is in need of a rework (Similar to the assassins rework, not a full blown one, but an ability rework).

I've compiled a basic kit to reflect where his biggest weaknesses are and to counter those weaknesses. My goal in making this is to still keep DrMundo 's identity as a tank who lacks CC, regens WAAAAY too much HP, and to deal a lot of damage.

Let us talk about his new passive. (Since I do not care about renaming stuff, I'm letting them keep their original names)

Adrenaline rush:

  • (This is pretty bulky, but try to comprehend it and ask questions if you need further explaining) As Dr. Mundo continues combat with champions, he gains new effects. Phase 0 (0s in combat, so it is always active): Dr. Mundo is immune Grievous Wounds and instead is slowed by 20% for the duration of Grievous Wounds Phase 1 (2.5s in combat): Dr. Mundo no longer gets slowed by the phase zero and regens 0.6% of his maximum health each second. Phase 2 (5s in combat): Dr. Mundo's health costs on abilities are doubled, but Dr. Mundo deals 15% more damage Phase 3 (7.5s in combat): Dr. Mundo gains 15% movement speed and he takes 15% less damage phase 4 (10s in combat): Dr. Mundo gains an additional 15% movement speed and becomes immune to slows for 2.5 seconds. After the 2.5 seconds are over, Dr. Mundo is set back to Phase 0 and gets sick. While sick, Dr. Mundo is forced to move at 75% of his base movement speed, deals 25% less damage, and takes 25% more damage for 2.5 seconds. While out of combat, Dr. Mundo will go down a phase every 2 seconds until he reaches Phase 0 once again.

Moving on to his Q, Infected Cleaver:

  • Cooldown: 5s
  • Cost 2.5% of Dr. Mundo's current health
  • Target range and missile size/speed remain unchanged Dr. Hundo hurls an Infected cleaver colliding with the first enemy slowing them by 25% and dealing 1/2/3/4/5% of Dr. Mundo's max health, 1/2/3/4/5% of Dr. Mundo's missing health, and 10/12.5/15/17.5/20% of the enemy's current health in magic damage. The current health damage has a minimum threshold of 30/60/90/120/150 damage. Upon hitting an enemy, gain a stack of "Twisted Cleaver" for 6 seconds and refund 50% of the health spent. If a unit is killed using Infected Cleaver, 100% of health spent is refunded. Upon missing an Infected Cleaver, lose all stacks of Twisted Cleaver. Twisted Cleaver: Infected cleaver does an additional 2% of mundo's max and missing health, has its cooldown reduced by 0.3 seconds, costs an additional .5% of Dr. Mundo's max health, and slows enemies hit by an additional 2.5% every stack stacking up to 5 times.

And now his W, Burning Agony.

  • Toggle on a 6s CD. Cost 5/8/11/14/17 health each second (the cost doubles every second while activated) Passive: Mundo gains 10/15/20/25/30% Tenacity Active: Dr. Mundo burns himself and the area around him, dealing 5/10/15/20/25 +.5/1/1.5/2/2.5% of Dr. Mundo's maximum and missing health in true damage each second. Once an enemy takes damage from Burning Agony, they are ignited for 3 seconds, taking the damage of burning agony even after leaving the area around Dr. Mundo. For each enemy ignited, Dr. Mundo gains 5% movement speed.

Finishing off his reworked basic abilities his E, Masochism. (Relatively unchanged)

  • Cooldown: 7.5s Cost: 5% of Dr. Mundo's current health. For the next 5 seconds, Dr. Mundo's next basic attack has 150 range and deals area damage (kinda like Tiamat) equal to 2/2.5/3/3.5/4% of Dr. Mundo's maximum and missing health. Additionally, Dr. Mundo gains bonus attack damage, increased by 2% per 1% missing health for the duration. Minimum additonal Dr. Mundo damage: 15/25/35/45/55.

And finally, toping off our favorite toplane monster, his R, Sadism.

  • Cooldown: 85/75/65
  • Cost: 20% of Dr. Mundo's current health. Mundo regenerates 2.3/3.6/5% of his maximum health each second for 8 seconds. During this time, Mundo moves into phase 4 and does not get sick for the full duration of Sadism. Upon expiring, Mundo is set to phase 3 without any drawbacks.

Let me know what you think.

8 Comments

Chembaron Yamada7/16/2017, 1:30:52 PM4 votes

I respect the effort you put in this, but this won't do. Dr. Mundo doesn't just need a small update on his skills, he needs a complete VGU. You are adressing problems he has in his kit like being hard countered by grevious wounds (which they should consider in his VGU), but there are still problems left.

For example: In my opinion, his W doesn't really make sense thematically. He has fireballs rotating around him.... how does that fit into the madman from Zaun, who is a self-claimed doctor killing people with brute force?

They have to embrace his thematic alot more in his VGU. And give him more stuff to play around, your kit still contains alot of passive effects who are triggered by the press of a button.

figold6667/16/2017, 11:30:59 AM4 votes

Overcomplicates a simple champion.

M00ndanc37/16/2017, 8:26:18 AM4 votes

i like how the changes make each ability have its own thing that its used for but almost all the abilities except the passive are relatively the same as his current except with some tweaks that make him much stronger since both his q and w have max and missing hp scales with the q having an additional target health scale along with there flat damage. also you might want to be careful with aoe true damage on his ww it might be a little strong if mundo goes full hp tank so that the health cost doesnt affect him and the true damage just continues to rise as he gets lower and lower. You compared him to galio but didnt make any big galio like changes except with the passive which i think is a nice new thing to add that makes mundo want long fights but has to be careful not to go to long. all in all tho i like these changes but this seams more on the lvl of the current chogath changes rather than something thatll make him more meta like the galio and ww changes

Void Kaiju7/17/2017, 1:13:45 AM1 votes

For an ability rework they would still likely try to rework him thematically. Burning agony doesn't have a place in his kit, and if you want him to be a cleaver-spamming machine then he doesn't really need to have burning agony anymore. Try thinking about what would better fit into his idea of a constantly regenerating, mr. Hyde-like monster. Because randomly lighting things around him on fire doesn't really fit, and I believe a while ago a rioter commented something along those lines when discussing mundo as an example of the early champion design process.

Citrus Jesus7/16/2017, 9:00:59 PM1 votes

I really appreciate the feedback. So, I'll think of renewing some of his abilities entirely. Tell me, what do you think should stay and what do you think should go? I really like the completely new passive, but maybe you guys do not? Please give me feedback and I'll try to rework my rework idea for mundo.

Zezockary7/16/2017, 10:22:14 AM1 votes

I was actually thinking about Mundo recently.

I had the idea of increasing his Q cooldown but making it so you can pick it up to lower the cd, but if it hit an enemy it sticks in them, slowing them harder than it does now, and then if you melee them you rip it out of them, cc'ing them while you pull it out and doing a lot of damage.

Didn't come up with other abilities though.

Citrus Jesus7/16/2017, 10:39:37 PM1 votes

UPDATE: SURRENDER AT 20 JUST POSTED SOME MINI MUNDO REWORKS??