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Last time I played Mundo was before the E nerfs. Always max q because %hp magic damage with a decent minimum damage threshold (that is actually pretty high base damage early in the game) helps both with last hitting and harassing. Your health costs would usually prevent you from all-ining at level 2 obviously, but the combo of a fuckton of AD from E (40 at the time, now 20) at level 1 combined with good poke/pseudo-burst from q's magic damage made it so people didn't want to go up and fight you and itemizing was hard. Plus if you were ever left alone with a turret you actually did pretty good chip damage early on (at least until Mundo's terrible base AS caught up as levels went).
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Q is also the best for gank assist and escape.
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It doesn't matter for those because only the health cost and damage (threshold as well as %) change by leveling it up. Slow strength and duration, cooldown, range, etc. don't move. On paper q's actually worse because you pay more life each time you use it unless you're getting the last hit, but as long as the poke damage on your target adds up it makes up for that.
I'm not sure how well he chases/fights now that E's an aa reset, but he used to need to really soften his target before he could go in and try to stick, at least until he got enough levels in E that a couple q + autos would almost kill squishies (mostly midgame until they start getting more HP/MR, as Mundo's damage is almost 100% farm-agnostic, even more so than Irelia).
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