Standard order: R > Q > E > W.
N/A
item / Rasio menang / Rasio pilih
N/A
26.9N/A
- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 3,100
- Harga
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
- Harga total
- 2,700
- Harga
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
- Harga total
- 3,100
- Harga
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
N/Aitem
- Harga total
- 3,000
- Harga
- 400
+900 Health 100% Base Health Regen Colossal Consumption (0s) per target If an enemy champion is nearby for a few seconds, your next Attack against them deals 70 plus 6% of your max Health as bonus physical damage and grants 8% of the damage as max Health. Goliath For each 1000 max Health, gain 3% increased size, up to 30%.
55.90%- Harga total
- 3,100
- Harga
- 500
+1000 Health 100% Base Health Regen Warmog's Heart If you have 2000 bonus Health and have not taken damage within 8 seconds, restore Health per second. Warmog's Vitality Gain bonus Health equal to 12% of your Item Health (0).
56.78%- Harga total
- 2,700
- Harga
- 650
+400 Health +50 Magic Resist +10 Ability Haste 100% Base Health Regen Boundless Vitality Heals and Shields on you are increased by 25%.
56.36%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
56.21%- Harga total
- 2,450
- Harga
- 450
+150 Health +75 Armor Thorns When struck by an Attack, deal magic damage to the attacker and apply 40% Wounds for 3 seconds if they are a champion.
52.14%- Harga total
- 2,800
- Harga
- 800
+400 Health +50 Armor +15 Ability Haste Anguish Every 4 seconds while in combat with champions, deal magic damage to nearby enemy champions and heal for 250% of the damage dealt.
56.13%- Harga total
- 1,200
- Harga
- 600
+25 Armor +45 Move Speed Plating: Reduces incoming damage from Attacks by 10%.
54.33%- Harga total
- 2,700
- Harga
- 800
+350 Health +75 Armor Resilience Receive 30% less damage from Critical Strikes. Humility Slow nearby enemies by 70% for 2 seconds.
52.01%- Harga total
- 3,300
- Harga
- 50
+40 Attack Damage +600 Health Cleave Attacks deal physical damage on-hit and to enemies behind the target. Titanic Crescent Empower your next Cleave to deal bonus physical damage On-Hit and deal bonus physical damage to enemies behind the target.
57.96%- Harga total
- 3,200
- Harga
- 650
+350 Health +45 Armor +45 Magic Resist Voidborn Resilience After 5 seconds of champion combat, increase your bonus Armor and Magic Resist by 30% until end of combat.
53.78%- Harga total
- 1,000
- Harga
- 700
+55 Move Speed Fleetfooted: Reduce the effectiveness of Slows by 25%.
58.11%- Harga total
- 2,700
- Harga
- 600
+350 Health +50 Armor +10 Ability Haste Immolate After taking or dealing damage, deal magic damage per second to nearby enemies for 3 seconds.
52.47%N/A
- Harga total
- 900
- Harga
- 500
+350 Health
57.06%- Harga total
- 400
- Harga
- 400
+150 Health
57.06%- Harga total
- 900
- Harga
- 500
+350 Health
56.09%- Harga total
- 400
- Harga
- 400
+150 Health
56.09%- Harga total
- 50
- Harga
- 50
Consume Restores +120 Health over 15 seconds.
56.09%- Harga total
- 400
- Harga
- 400
+150 Health
54.81%- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
54.81%- Harga total
- 800
- Harga
- 100
+200 Health 100% Base Health Regen
54.81%Augment
Augment / Rasio menang
| Nama | Kelangkaan | Tier | Rasio pilih | Game | |
|---|---|---|---|---|---|
Pilih Upgrade Thornmail saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 58.79% | 8.60% | 2,174 |
Pilih Goliath saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 58.03% | 17.81% | 4,501 |
Pilih Heavy Hitter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 56.88% | 27.38% | 6,920 |
Pilih Tank Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 56.32% | 43.53% | 11,002 |
Pilih Quest: Steel Your Heart saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 55.87% | 31.55% | 7,974 |
Pilih Slow Cooker saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 55.78% | 10.57% | 2,671 |
Pilih Transmute: Gold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 55.64% | 3.83% | 967 |
Pilih Self Destruct saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 55.20% | 4.91% | 1,241 |
Pilih Celestial Body saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 55.10% | 21.89% | 5,532 |
Pilih Quest: Icathia's Fall saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 54.99% | 7.85% | 1,984 |
Pilih Speed Demon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 54.94% | 4.97% | 1,256 |
Pilih Dropkick saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 54.47% | 14.61% | 3,694 |
Pilih Transmute: Prismatic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 54.16% | 6.09% | 1,540 |
Pilih Final Form saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 53.47% | 5.76% | 1,457 |
Pilih Frost Wraith saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 52.81% | 5.98% | 1,511 |
Pilih Upgrade Immolate saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 52.72% | 7.64% | 1,931 |
Pilih Mountain Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.28% | 5.71% | 1,443 |
Pilih First-Aid Kit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.20% | 6.44% | 1,629 |
Pilih Perseverance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.47% | 24.61% | 6,220 |
Pilih Critical Healing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.16% | 11.11% | 2,807 |
Pilih Rabble Rousing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.09% | 6.56% | 1,657 |
Pilih Apex Inventor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 48.96% | 5.52% | 1,395 |
Pilih Transmute: Chaos saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 58.33% | 1.90% | 480 |
Pilih Biggest Snowball Ever saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 57.14% | 1.16% | 294 |
Pilih Leg Day saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 56.74% | 2.08% | 527 |
Pilih Growth Spurt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 56.19% | 2.08% | 525 |
Pilih Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 55.56% | 2.78% | 702 |
Pilih Tank It Or Leave It saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 55.50% | 1.55% | 391 |
Pilih It's Critical saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 55.45% | 1.27% | 321 |
Pilih Pinball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 55.04% | 1.45% | 367 |
Pilih Escape Plan saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 54.41% | 2.11% | 533 |
Pilih Restless Restoration saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.32% | 2.10% | 532 |
Pilih Demon's Dance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.22% | 1.22% | 308 |
Pilih Dive Bomber saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 54.06% | 1.85% | 468 |
Pilih Gash saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 53.72% | 1.97% | 497 |
Pilih Snowball Upgrade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.54% | 1.57% | 396 |
Pilih Red Envelopes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.41% | 1.62% | 410 |
Pilih King Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 53.39% | 1.75% | 442 |
Pilih Shrink Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.33% | 2.97% | 750 |
Pilih Blunt Force saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 52.87% | 1.65% | 418 |
Pilih Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 52.76% | 2.08% | 525 |
Pilih Erosion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 52.71% | 2.33% | 590 |
Pilih Snowball Roulette saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.71% | 1.39% | 351 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.57% | 1.62% | 409 |
Pilih Laser Heal saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 52.48% | 1.20% | 303 |
Pilih Dawnbringer's Resolve saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.47% | 3.36% | 850 |
Pilih Cheating saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.07% | 2.20% | 555 |
Pilih Ultimate Unstoppable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 51.81% | 1.31% | 332 |
Pilih Infinite Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 51.53% | 1.17% | 295 |
Pilih Divine Intervention saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.33% | 1.63% | 413 |
Pilih Holy Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.16% | 1.88% | 475 |
Pilih Donation saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.16% | 1.54% | 389 |
Pilih Tap Dancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 50.79% | 1.75% | 443 |
Pilih EscAPADe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.40% | 1.49% | 377 |
Pilih Protein Shake saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 49.35% | 3.63% | 918 |
Pilih Upgrade Hubris saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.97% | 1.86% | 469 |
Pilih Prom Queen saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 46.18% | 1.19% | 301 |
Pilih Bread And Butter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 45.68% | 1.10% | 278 |
Pilih Windspeaker's Blessing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 44.32% | 2.20% | 555 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 60.80% | 0.70% | 176 |
Pilih Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 60.61% | 0.91% | 231 |
Pilih Executioner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 57.69% | 0.41% | 104 |
Pilih Clown College saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 57.55% | 0.42% | 106 |
Pilih Scopier Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 56.67% | 0.83% | 210 |
Pilih Poro King saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 56.56% | 0.48% | 122 |
Pilih Goredrink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 54.95% | 0.72% | 182 |
Pilih Kill Secured saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 54.84% | 0.61% | 155 |
Pilih Stats on Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 54.75% | 0.87% | 221 |
Pilih Stuck in Here With Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 54.00% | 0.40% | 100 |
Pilih Ice Cold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 53.13% | 0.63% | 160 |
Pilih Watch Out Grapefruit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 52.50% | 0.47% | 120 |
Pilih Pandora's Box saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 51.97% | 0.91% | 229 |
Pilih Omni Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 51.40% | 0.42% | 107 |
Pilih Spiritual Purification saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 51.08% | 0.55% | 139 |
Pilih OK Boomerang saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 50.98% | 0.61% | 153 |
Pilih Scoped Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 49.23% | 0.51% | 130 |
Pilih Veil of Warding saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 49.04% | 0.41% | 104 |
Pilih Repulsor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.82% | 0.50% | 127 |
Pilih Vulnerability saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.30% | 0.70% | 176 |
Pilih Mighty Shield saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.19% | 0.76% | 193 |
Pilih Ethereal Weapon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.17% | 0.65% | 164 |
Pilih Quantum Computing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 48.15% | 0.64% | 162 |
Pilih Bread And Cheese saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.15% | 0.53% | 135 |
Pilih Can't Touch This saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 47.89% | 0.56% | 142 |
Pilih Holy Snowball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 47.86% | 0.55% | 140 |
Pilih Infernal Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 47.66% | 0.42% | 107 |
Pilih Soul Siphon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 46.61% | 0.47% | 118 |
Pilih Ultimate Revolution saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 46.54% | 0.86% | 217 |
Pilih Buff Buddies saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 46.50% | 0.79% | 200 |
Pilih Ultimate Awakening saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 45.83% | 0.47% | 120 |
Pilih Weighted Popoffs saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 61.54% | 0.31% | 78 |
Pilih Poro Blaster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 61.04% | 0.30% | 77 |
Pilih Hextech Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 60.00% | 0.36% | 90 |
Pilih Flashy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 58.89% | 0.36% | 90 |
Pilih Deft saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 58.06% | 0.37% | 93 |
Pilih Get Excited saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 56.92% | 0.26% | 65 |
Pilih Slow and Steady saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 54.55% | 0.26% | 66 |
Pilih Poltergeist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 52.63% | 0.30% | 76 |
Pilih Droppybara saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 52.56% | 0.31% | 78 |
Pilih Shrink Ray saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 51.02% | 0.39% | 98 |
Pilih Upgrade Collector saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 49.18% | 0.24% | 61 |
Pilih With Haste saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 49.15% | 0.23% | 59 |
Pilih Quest: Urf's Champion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.75% | 0.32% | 80 |
Pilih Jeweled Gauntlet saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 47.17% | 0.21% | 53 |
Pilih Magic Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 47.06% | 0.27% | 68 |
Pilih Scopiest Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 47.06% | 0.20% | 51 |
Pilih It's Killing Time saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 46.15% | 0.36% | 91 |
Pilih The Brutalizer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 44.74% | 0.30% | 76 |
Pilih Homeguard saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 41.11% | 0.36% | 90 |
Pilih Double Tap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 40.68% | 0.23% | 59 |
Pilih Thread the Needle saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 40.63% | 0.25% | 64 |
Pilih Firebrand saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 39.47% | 0.30% | 76 |
Pilih Bread And Jam saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 31.48% | 0.21% | 54 |
Dr. Mundo Skill Combos
Extracted from the skill order guide
If your augment pushes Mundo into melee trading, consider R > Q > E > W with earlier E points, or R > E > Q > W only when you can actually reach people.
If your augment rewards soaking damage, extended brawls, or repeated close-range contact, move W up to second: R > Q > W > E.
Max Q first, max E second, and leave W for last unless your augment or lobby forces a different plan.
Dr. Mundo Counters
Counters and threats extracted from the matchup guide
Counters
5Dr. Mundo counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Dr. Mundo is countered by these champions in ARAM: Mayhem.
Read counter detailsDr. Mundo Team Comp Highlights
Partner patterns extracted from the team comp guide
Ball Delivery, Layered Engage, And Safe Damage Behind Mundo Synergy Mechanism: Mundo Is A Strong Carrier For Orianna’s Ball Because He Naturally Wants To Stand In The Most Uncomfortable Space For The Enemy Team. When He Walks Forward, Orianna Gets A Moving Threat Zone Without Having To Expose Herself. If Enemies Step Back, Mundo Claims Ground. If They Clump To Burn Him Down, Orianna Gets The Kind Of Target Grouping She Wants. Combo: Mundo Starts The Approach With Cleavers And Body Pressure. Orianna Places The Ball On Him Or Near His Path, Then Waits For The Enemy To Commit Crowd Control Or Movement Spells. Once They Bunch Up Around Mundo, Orianna Uses Her Burst And Control While Mundo Keeps Chasing The Lowest-health Target Or Turns On Anyone Who Overcommits Into Him. Best Scenario: This Pairing Is Strongest Against Teams That Need To Hit The Front Line First Before Reaching Carries. Mundo Absorbs Attention, Orianna Punishes The Stack, And Your Backline Gets A Clean Window To Fire. Enemy Answer: The Enemy Should Spread Out, Avoid Chasing Mundo Too Deep, And Hold Displacement Or Disengage Until Orianna Shows Her Setup. Long-range Poke Also Helps Because It Forces Orianna And Mundo To Spend Health Before The Real Fight Starts. Failure Risk And Recovery: The Combo Fails If Mundo Runs Past Orianna’s Follow-up Range Or If Orianna Uses Her Big Control Before The Enemy Commits. Recover By Slowing The Fight Down. Mundo Should Re-enter From The Front, Not From An Isolated Side Angle, And Orianna Should Play For The Second Clump After The Enemy Has Used Their First Escape Tools. Lulu
Reliable follow-up damage: Mundo can make enemies waste time, but he does not want long fights where nobody on his team can kill the targets he pins down. Pair him with carries or mages who can hit safely while he occupies the lane.
Speed, Protection, And Extended Brawling
Lulu gives Mundo the two things he most wants when the enemy team can kite: help reaching targets and extra time once he gets there. Her shields, speed, and peel make his health bar harder to chew through, and her defensive tools can turn an enemy burst attempt into a wasted rotation.
Slows, Pick Pressure, And Target Selection
Ashe makes Mundo’s chase pattern much cleaner. Mundo is at his best when the enemy cannot freely walk away from his cleavers and melee pressure. Ashe’s repeated slows and long-range engage help decide which target the whole team is allowed to hit, rather than letting Mundo wander between five enemies who all kite in different directions.
Sustain, Layered Control, And Teamfight Cleanup
Seraphine rewards Mundo for taking front-line space without forcing an instant all-in. Her area shielding, healing support, and crowd control help Mundo survive poke phases and make enemy clumps dangerous. Mundo, in return, gives Seraphine a stable front target to play behind so she does not have to start every fight herself.
Front-to-back Damage And Reset Punishment
Jinx loves a front line that makes enemies spend time, movement, and cooldowns before they can reach her. Mundo does that well. He does not need Jinx to babysit him every second; he needs her to punish the enemies who stop to hit him or who get slowed while trying to escape.
Dr. Mundo ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Mundo acts as a patient frontline wall, absorbing poke, landing cleavers, scaling into health items, and walking forward once enemies run out of damage. | He becomes a tempo-sensitive bruiser tank who must choose entry timing carefully because damage spikes arrive earlier and fights restart faster after losses. | Stop autopilot soaking; read the fight state before committing forward. |
| Cleaver Discipline | Constant cleaver fishing is rewarded because the lane is narrow and enemies have fewer weird movement patterns to dodge. | Missed cleavers are more punishable since losing the slow lets enemies counter-engage during that gap. Aim at targets last-hitting, channeling, or exiting brush. | Never throw max-range cleavers out of boredom; wait for clear hits. |
| Passive Value | Blocking one crowd control spell is already considered good value for Mundo in standard games. | That block determines whether you reach a carry or get erased before your ultimate matters. Bait key spells before your team commits. | Treat your passive as a critical engage tool, not a bonus. |
| Snowball Usage | Mundo can sometimes ignore Snowball and just walk forward toward enemies without much consequence. | Snowball is crucial since enemies kite or burst better. Use marks as threats; take dashes only when enemy peel is down or your team can follow. | A landed Snowball is pressure—taking it instantly is often a mistake. |
| Ultimate Timing | Mundo can often ult when nearly dead and still recover effectively during extended fights. | Burst can finish you before recovery matters. Use ultimate when the extended fight is starting and you still have a path forward. | Press ult proactively, not reactively, or die before it helps. |
| Build Flexibility | Mundo often follows a straightforward health-heavy tank path that works reliably in most games. | Item logic needs respect for enemy damage type and healing reduction. Check who is killing you after each fight, then buy against that source. | Build against actual threats, not a fixed path every game. |
Champion Analysis
Peran / Rasio menang
Dr. Mundo the Madman of Zaun is a melee tank in Hextech Mayhem (ARAM) with extraordinary health pools and exceptional sustainability, making him one of the most durable champions on the Howling Abyss. His identity revolves around being an almost unkillable green giant who charges headfirst into the enemy team, reflecting his reckless, unhinged personality captured by his iconic line, "Mundo goes where he pleases." The core of his strategic value lies in his passive, Adrenaline Rush, which grants health regeneration whenever he casts abilities, allowing him to recover rapidly even after absorbing massive damage. This means Dr. Mundo can sustain through prolonged fights and poke exchanges without needing to recall frequently, a critical advantage in a mode where constant skirmishing is the norm. His primary poke and self-heal tool is his Q, Infected Cleaver, a contaminated bone-saw that deals magic damage scaling with the target’s current health, slows them, and heals Dr. Mundo for the same amount. This ability allows him to harass enemies from a safe distance while simultaneously restoring his own health, making him a persistent threat in the lane phase. His W, Burning Agony, provides continuous area-of-effect magic damage to nearby enemies while granting bonus magic resistance, enabling him to deal consistent damage to multiple targets in team fights while also improving his survivability against magic damage dealers. His E, Masochism, empowers his next basic attack with bonus physical damage, giving him additional burst when he closes the gap. The ultimate ability, Sadism, is the signature tool that makes Dr. Mundo virtually impossible to kill in Hextech Mayhem—it instantly restores a massive amount of health, capable of bringing him back to full even from critically low health. This ultimate defines his positioning as a front-line disruptor: he can initiate fights, absorb enemy cooldowns, and then activate Sadism to shrug off what would otherwise be lethal damage. His practical strategic value is that he forces the enemy team to invest disproportionate resources to bring him down, creating space for his carries. As the most straightforward tank in the mode, Dr. Mundo’s pattern is simple but effective: charge into the enemy team, activate W and R, and watch the enemy despair as they cannot kill him before he recovers.
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Dr. Mundo wins ARAM: Mayhem by turning the lane into a bad trade for the enemy. He is not a clean one-shot engager but a health sponge with constant poke, strong chase once people overstep, and enough sustain to make short enemy cooldowns feel wasted. In the first few waves, stand close enough to threaten cleavers but far enough that five enemies cannot dump all spells on you. Start fights with Infected Bonesaw unless the enemy carry is already trapped; the cleaver slow gives permission to walk forward. If it lands on a squishy or low-mobility champion, step in immediately and make them choose between retreating through your team’s damage or burning escape tools. Do not sprint into five ready champions; eating every crowd control spell before your team is in range donates your health bar. Walk behind minions, fish for a cleaver, then commit when at least one key enemy spell has missed. Use your body to split the enemy front from the backline by moving past their frontline at an angle instead of dueling it. When the enemy dives first, stand between the diver and your damage dealers, throwing cleaver into their retreat path while your team unloads. You peel by making the diver’s exit slow and painful. Save forward movement for when an assassin dashes into your backline; turn on them and force them to run through you. Respect layered crowd control even with your passive; let the first disable break on you, then back up if follow-up remains. When a fight goes bad, retreat diagonally to prevent skillshots down the lane. Use cleaver on the champion most likely to finish the chase, usually a marksman or mage. If low but not dead, stop re-entering to throw one spell; staying alive for the next wave provides more value. Stand slightly off-center when grouped to catch spells meant for your backline. Use minion waves as cover but do not hide too far back. Avoid fighting in the narrowest part of the bridge against heavy area control. Your best target is an enemy who cannot ignore your slow and cannot kill you quickly—often a mage or marksman. Do not tunnel the tank unless isolated; hit them with incidental damage and look for backline angles. Switch targets fast if a carry burns mobility. Use Snowball as a follow-up after a landed cleaver or missed enemy spell, not as a blind opener. Pick augments that reward taking contact, chasing slowed targets, or surviving extended trades, and trigger them while frontlining near your team. When ahead, stand forward to deny wave access; when outranged, give ground and punish overextensions. After winning a fight, help push only if your health allows blocking the respawn engage. Dive only when the enemy backline is already missing health or mobility, and activate your ultimate before forced into survival mode. When behind, focus on wave control, poke, and peeling; do not chase deeper if your team lacks damage. Build fights around enemy mistakes, trading health for space only when it matters. The clean Mundo game is patient pressure into sudden commitment: land cleavers, walk with purpose, soak the right spells, and take the deep angle only after the enemy has spent the tools that punish it.
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Dr. Mundo wins Mayhem games by being annoying first and unkillable later. During levels 1-6, hold the front without forcing all-ins. Stand at the edge of your team, using minion waves and side angles to threaten cleavers. Make early trades short: throw a cleaver at an enemy carry or immobile mage, walk up one step to claim space if it lands, then back off before the full enemy team turns. If it misses, reset behind the wave. Early Snowball is mostly a threat—use it only when an enemy squishy is already chunked or isolated. Activate early defensive or sustain augments to survive poke and keep health high enough to contest the wave. Push when your team has stronger poke, stall when outranged. When ahead, deny space instead of donating shutdowns; when behind, stop contesting every minion, play behind healthier allies, and wait for oversteps. Reach level 6 with enough health to fight, but wait for enemy burst or crowd control to be partially committed before running in. From levels 7-11, become the space-maker. Position between the enemy frontline and your carries, forcing skillshots to hit you or miss your backline. Keep using cleavers to start trades, but now walk forward more often after a hit. The ideal rhythm is cleaver, step in, force a response, absorb or dodge the first important spell, then either retreat with value or keep going if the enemy carry is exposed. Mid-game Snowball turns poke into real fights—use it after a cleaver slow, ally crowd control, or when an enemy carry separates from peel. Defensive augments should be used before burst lands, damage augments after the enemy has committed movement. Push when your team has health advantage or enemy waveclear is dead; stall when carries need items or ultimates are down. When ahead, make the enemy spend multiple spells just to stop your walk-up; when behind, let the enemy engage into your team and counter-walk onto their damage dealers. Convert one good mid-game fight into turret damage or a clean reset of lane control. After level 12, force messy fights and protect your carries by being impossible to ignore. Stand where enemy damage dealers want to walk, close enough that one cleaver or Snowball makes them respect you. Late trades are about health bars before the all-in—land cleavers on carries whenever possible but do not burn your full commit for poke. Late Snowball can win or lose the game: use it when your team can instantly follow, an enemy carry has no safe path backward, or to dodge incoming damage and land inside their formation; let it expire if it tags a bait target. Augments should have a clear job by late game, paired with ultimate or enemy burst windows for survival, or held until the enemy uses mobility. Push hard after kills, but respect respawn angles and turret damage. When ahead, walk up with minions and force the enemy to spend peel before you commit; when behind, peel first by standing on your best damage dealer and cleaving enemy divers. After a won fight, choose the objective path immediately; after a lost fight, respawn with a plan to defend the next wave and hold Snowball for counter-engage. Dr. Mundo’s late game is not about one perfect combo—it is about forcing the enemy to answer you again and again until they run out of clean answers.
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When ahead, Dr. Mundo turns item and lane advantages into permanent pressure by standing in the front pocket of the lane—close enough that enemy carries must respect cleavers but not so deep that he eats five champions before his team can move. He forces the enemy to spend damage, crowd control, and movement just to hold the wave, giving his backline a clean window to hit towers, finish low targets, or claim heal packs. Key triggers include an enemy carry stepping forward: throw cleavers at their exit path, walk up on a hit, but reset on a miss instead of chasing through the formation. When enemy crowd control misses or lands on a teammate, move forward immediately—Dr. Mundo is much more threatening when lockdown is unavailable. Use ultimate with a defensive summoner or Snowball follow-up only if his team can actually hit; hold the dive if carries are clearing or too far back. After winning a fight, push the wave first before chasing survivors under tower—take structure damage and zone, then leave before respawns turn the fight. Augment choices while ahead: take healing or durability augments if the enemy still has burst; movement or sticking-power augments to punish carries after they waste mobility, not to enter fights first; damage-oriented augments only when the team has enough frontline or peel, as extra damage can bait low-value brawls and anti-heal still counters pure damage. Avoid throws by not starting fights without passive protection against pick tools, not chasing through heal packs without checking enemy positions, and not confusing tankiness with unkillability—anti-heal, slows, displacement, and percent-health damage all reduce his margin. Peel first if carries are the win condition; body-block and slow divers before turning on the enemy backline. When behind, Dr. Mundo cannot fix the game by running straight at the enemy. He buys time, protects health bars, and makes the enemy overcommit into his sustain. Cleavers become a control tool first and kill tool second—every missed engage matters more when his team lacks damage or items. Play for repeatable small wins: slow enemy push, secure heal packs, punish one greedy carry, and survive until a stronger fight. Triggers include the enemy controlling the wave and poking under tower: stand to the side of carries and throw cleavers through the wave toward stepping champions, but do not eat every poke spell, as losing too much health before the real engage turns ultimate into a recovery tool. If an enemy bruiser or assassin dives his backline, turn immediately to slow and body the diver, giving his damage dealers time to focus one target. When the enemy uses major damage on the wave or tower, that is a small punish window to threaten space with a cleaver and back off before an all-in. On a teammate’s crowd control landing on a squishy, follow only if a damage dealer is in range—otherwise throw one cleaver and reset. Augment priorities when behind: immediate durability or shields to survive the first rotation; movement or tenacity-style augments to reach a mispositioned carry after they use mobility or to escape after absorbing cooldowns; selective damage augments only when paired with peel, shields, or enough crowd control to keep enemies in threat range; if anti-heal is strong, add resistances, shields, or utility instead of stacking more healing.
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Champion / Peran
Dr. Mundo the Madman of Zaun thrives in ARAM: Mayhem as a durable frontliner whose effectiveness hinges on carefully managing his ability windows rather than raw durability alone. His passive, Goes Where He Pleases, allows him to shrug off one immobilizing effect and drop a canister that can be picked up to restore health and refresh the ability. This passive serves as an entry permit: when it is available, he can step forward to threaten with cleavers, block engage angles, or force the enemy to waste crowd control before his carries commit. When it is down, he must play behind the frontline until it can be recovered or until the enemy’s best pick tool is already used. The passive is not permanent safety; opponents can pop it with low-commitment control and then chain crowd control after it is gone, or stand on the canister path to bait overextension. Dr. Mundo’s Q, Infected Bonesaw, is his primary pressure tool before committing. It throws a cleaver that damages and slows the first enemy hit, allowing him to check brushes, control narrow ARAM angles, and start chases. Landing Q gives him a reason to advance; missing Q means he should usually wait. Enemies can block it with minions or frontline champions, so he must aim through gaps or diagonally. Q slows make his W, Heart Zapper, much easier to cash in. W charges an area around him, storing damage taken, then releases a burst that recovers health if it hits an enemy. Activating W when damage is about to land allows Dr. Mundo to walk into burst windows, forcing enemies to either waste damage into his recovery or stop attacking. Wasted W, if it misses or heals nothing, is a signal to stop chasing and reset the fight around Q and passive. His E, Blunt Force Trauma, empowers his next attack for extra damage and can send killed targets flying to damage enemies behind them. It is his close-range punishment, best used when enemies are slowed or trapped. Kiting is the main counter; enemies who respect his Q slow can stay outside E range. Finally, his R, Maximum Dosage, provides a large survival and chase window through healing and movement. It should be pressed before he is so low that burst finishes him during the animation, ideally when he is already taking focus and his team is close to punish enemies. Using R too early or when nobody is forced to respond wastes the ultimate and gives the enemy a clean timing to engage. Overall, Dr. Mundo’s success in ARAM: Mayhem requires disciplined ability usage—using passive to absorb key crowd control, landing Q to create openings, timing W to maximize recovery, applying E when contact is secure, and activating R to convert durability into pressure without overextending while his tools are on cooldown.
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Dr. Mundo’s health is a resource that must be spent with a clear plan in ARAM: Mayhem. The biggest mechanical mistakes come from throwing Cleavers at max range into minions without checking the angle, costing health for no pressure and leaving the enemy backline untouched while denying your team a slow to punish forward steps. Instead, step to the side of the wave, aim through gaps after minions move, and throw only when an enemy must choose between dodging or giving up space. If two Cleavers miss in a row, stop fishing, stand near carries, let health settle, and wait for an enemy to walk up. Activating the damage-storing defensive spell after enemy burst has ended means taking the full hit and gaining little from the recast; turn it on as you enter danger or as the first major damage spell comes, then recast while enemies are near. If mistimed, back behind the frontline, throw Cleavers from safety, and wait for the spell or ultimate. Pressing ultimate at the last sliver of health invites burst, anti-heal, or layered crowd control to finish you before regeneration changes the fight; use ultimate when committed and still healthy enough to benefit from healing and movement—it is a fight button, not just a panic button. If you ult too late and survive, kite back with Cleaver slows, let healing work, and re-enter after enemies spend big damage or control. Your passive should break a key engage tool, not every cheap poke disable; dodge small control when possible and pick up the canister only when safe. If the passive is down, play farther back, hold choke points, and do not be the first into hard engage. Chasing the canister through the enemy team trades positioning for a small reset; if you overchase, turn toward your team or a wall instead of deeper, and slow the nearest pursuer with Cleaver. Auto-attacking randomly ignores empowered attack timing; use Cleaver to create a window, then step in for the empowered hit. If you swing at the wrong target, hit the nearest enemy and wait for the next slow. Using Snowball to instantly dive without checking who can follow leaves you alone; use it as a controlled entry after your team is in range. If you land too deep, turn back through the closest enemy, slow them, and drag the fight toward your team. Standing still to trade autos with champions who win extended duels makes durability a trap; kite with Cleaver and step back. On the decision side, building only maximum health leaves you vulnerable to health-based damage, sustained DPS, or anti-heal; build against the actual damage hitting you, pairing health with armor or magic resistance. Ignoring anti-heal means your regeneration gets cut; assume healing will be contested, ult earlier, avoid unnecessary poke, and prioritize defensive stats. Acting like you are the only engage forces fights where carries aren’t ready; check team position before crossing the midpoint. Saving ultimate for a perfect five-man brawl while losing every poke exchange leaves you too low to fight; use ultimate to win tempo when your health is why your team cannot stand forward. Diving past the frontline every fight lets their frontline turn on your backline; decide before the fight whether you are a diver or a wall. If you chose the wrong role, swap immediately—a Cleaver on the enemy diver may save more damage. Picking augments only for greed without considering how fights start can leave you kited; favor augments that solve reaching targets or surviving focused damage.
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Dr. Mundo
Is Dr. Mundo a real tank in ARAM: Mayhem? Yes, but he is a selfish frontline more than a hard engage tank. If your team needs someone to stand in the lane and absorb pressure, walk up first, force enemies to hit you, and create space for carries. The tradeoff is that Mundo does not reliably lock targets down, so your team still needs damage or crowd control behind him. When should I pick Dr. Mundo? Pick Mundo when your team already has damage and needs a durable champion to start fights, soak poke, and keep enemies busy. If your allies are immobile carries or artillery champions, your job is to stand between them and the enemy dive. The tradeoff is that into heavy anti-heal, percent-health damage, or layered crowd control, you need more patience before committing. How should I play the first few waves? Start by farming safely with cleavers and only walk up when the enemy’s main crowd control or burst tools are down. If you take free damage before items and levels, you lose the one thing Mundo needs most: time to become hard to move. The tradeoff is giving up some early pressure so you can become the champion who controls the lane later.
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