Embodying what it is to be a true tank in League of Legends—with some guest appearances in the jungle—Dr. Mundo has been the epitome of a team's front liner.
With his "Mundo goes where he pleases attitude," the Madman of Zaun is the king of taking in all of the enemy team's damage and healing it all back. However, as of late, the game's resident doctor hasn't seen much limelight in League's meta, specifically due to his scaling.
Seeing that, Riot is experimenting with some changes that look to make him a late-game mainstay.
Riot devs experiment with Dr. Mundo changes to strengthen his late-game
Currently, as a champion, Dr. Mundo sits in a nebulous position with his role favoring one of a tank. Usually known to be a scaling champion that with the more HP items he gets the longer he lasts, has shown to be a decent candidate for the role thanks to his 50.65% win rate according to u.gg. Knowing this, Riot look to spruce him up.
Outlining on Twitter, Champion Designer Glenn "Twin Enso" Damascus showcased experimental changes that Riot has for Dr. Mundo, ones that look to keep his win rate intact while also making sure that he becomes stronger come late-game.
The changes mentioned by the Riot dev focus on minimizing the loss of health and health regen from his passive as well as making his W, Heart Zapper, always regenerate health regardless of hitting enemies.
In exchange for that, the bonus AD scaling was removed from his ultimate, Maximum Dosage, and moved to his E, Blunt Force Trauma, activating much earlier and scaling with max health instead of missing health.
Overall, these tentative changes decrease Dr. Mundo's overall AD slightly but give him more on-demand and consistent health regeneration. Changes like these should suit the champion's needs more.
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Dr. Mundo Changes
Here's what the numbers are looking like for Dr. Mundo's changes.
Passive - Goes Where He Pleases
- Lose 7% current Health, gain 8% Max Health ⇒ gain 4% Max Health
- Max Health Regen: 0.8-1.6% Max Health per 5 seconds (linear progression) ⇒ 0.5-2.25% (non-linear progression, equal at roughly level 11)
W - Heart Zapper
- Always receive half of your Gray Health regardless of your enemy hit
E - Blunt Force Trauma
- Bonus AD: 15/20/25/30/35 + 25/30/35/40/45 based on missing Health ⇒ 4% Max Health
R - Maximum Dosage
- [Removed] Bonus AD
- Missing Health as Max Health: 8/11.5/15% ⇒ 15/20/25%