Deal damage to nearby enemies and heal yourself based on the damage done. Heal is stronger against enemy heroes.
Live
By burrowing through the ground, Mo and Krill can get the drop on almost anyone; and once they get in close the results can be devastating.
Scorn
→
Burrow
→
Sand Blast
→
Combo
ult at lvl 6
Deal damage to nearby enemies and heal yourself based on the damage done. Heal is stronger against enemy heroes.
Burrow underground, moving faster, and gaining spirit and bullet armor. Damage from enemy heroes will reduce the speed bonus. When you jump out, deal Spirit Damage, slow, and Knock Up.
Spray sand that disarms enemies in front of you and deals damage.
Hold the target in place, stunning them and dealing damage during the channel. If they die during, or within 3 seconds of Combo ending, you permanently gain max health.
Mo & Krill is a Spirit-scaling dive-tank and initiator who tunnels under the map, pops up on a priority target, and locks it down. Your whole identity is Combo: confirm a kill inside its channel and you permanently gain max HP, snowballing into an unkillable AoE-sustain frontline that owns Urn, mid-boss and every objective contest. Spirit and self-heal carry the kit, so build Spirit, cooldown and sustain — not the gun. Complexity is mid (3/5): the dive-and-lock plan is simple, but timing Burrow and picking guaranteed Combo targets takes reps.
You're a melee brawler in lane, so use Scorn to last-hit and trade in the same beat — the heal is stronger versus heroes, which wins most close exchanges. Deny souls with the Spreadshot up close. Against ranged lanes, hug cover and farm until Burrow comes online, then start punishing over-extensions. Do not waste Burrow as a panic button; it is your engage, not an escape. First buys are cheap Spirit and sustain so Scorn out-trades: Extra Spirit, Extra Regen, Healing Rite, and Mystic Burst for burst on every ability hit.
This is your spike. Once Burrow is maxed (faster, more armor, bigger knock-up, lower cooldown) and Combo plus your first Spirit/CDR items are in, you stalk fights and pick the backline. Find a carry alone or mispositioned, Burrow in, exit knock-up into Scorn, Sand Blast to disarm, then Combo to seal — confirm it with the Spreadshot. Every confirmed Combo kill is permanent HP, so only commit on targets you can guarantee dead. Rotate to Urn: the king-of-the-hill capture loves a tanky AoE body that heals off everyone contesting it.
After a few banked stacks you're a giant. Lead engages on Burrow's bullet and spirit armor, Sand Blast the enemy DPS to switch off their damage window, Combo the scariest target, and let Scorn plus Leech and Healing Booster heal you through their whole team. With enough Spirit and CDR you re-Burrow and re-Combo inside a single fight. You hold the objectives — Urn, mid-boss, lane sieges — that the enemy simply cannot pry you off of.
Bread-and-butter pickoff: Burrow in, exit knock-up, Scorn for AoE plus heal, Sand Blast to disarm, Combo to lock, Spreadshot to finish inside the channel. To close the last gap, surface from Burrow and Warp Stone straight into the carry's face so Combo lands before they can dash — Mystic Expansion does the same at range. Sand Blast is your switch for hitscan carries like Haze or Infernus mid-fight. Burrow's armor also lets you cross open ground or eat a telegraphed ult, but remember hard CC yanks you out and enemy damage slows your tunnel, so never burrow into a turret line. With CDR plus Echo Shard you can Combo one target then immediately Burrow or recast onto a second.
Cheap Spirit and sustain so Scorn's trade-and-heal wins the brawl. Mystic Burst adds burst on every Scorn pulse and Burrow exit; Sprint Boots close the gap on ranged lanes and rotate.
Spirit, CDR and amped sustain make Burrow and Combo spammable. Healing Booster fattens Scorn's self-heal for diving, Mystic Expansion widens Combo's grab, and Slowing Hex pins a mobile target the instant you surface.
The unkillable frontline. Leech stacked on Scorn makes you nearly impossible to kill, Escalating Exposure turns repeated hits lethal, and Colossus plus Boundless Spirit give the tank wall and Spirit to scale the whole kit. Superior Cooldown lets you re-Burrow and re-Combo in one fight.
Combo protection and gap-closers versus range and CC, his two banes. Unstoppable and Spellbreaker keep the channel from breaking, Warp Stone or Echo Shard snaps you onto a kiter or buys a second pickoff, Knockdown drags flyers down, and Debuff Reducer shortens slows that keep you off the carry.
Weapon or spirit Mo & Krill?
Spirit. Scorn's damage and heal, Combo's channel, and Burrow's exit all scale with Spirit; the Spreadshot is just a close-range finisher. Build Spirit, cooldown and sustain — Mystic Burst, Improved and Boundless Spirit, Leech, and CDR. Don't go weapon-carry.
How do you play Combo well?
Treat it as a single-target confirm, not an engage. Cast it after a Sand Blast disarm or once the target is low so they die inside the channel or within 3 seconds, banking permanent max HP. Buy Unstoppable or Spellbreaker so it can't be broken, Mystic Expansion to grab from range, and CDR to recast it.
Is Mo & Krill good for beginners?
Mid complexity. The dive-and-lock plan is simple and the self-heal plus tankiness is forgiving, but reading when to Burrow, picking guaranteed Combo targets, and not over-diving a healthy team take practice.
How do I survive diving?
Enter on Burrow's armor, heal off the cluster with Scorn plus Leech and Healing Booster, stack tank items like Colossus, and keep a Warp Stone or Spellbreaker exit. Don't solo-dive a full team before you've banked permanent-HP stacks.
Mo and Krill are members of The Tunnel Rats, a group that help facilitate illicit trade and commerce between the boroughs thanks to a network of underground tunnels. But while most denizens of the New York underworld respect the work The Rats do, every once in a while a gang tries to exploit the tunnel system for personal vendettas...that's when Mo and Krill step in and remind the city what happens to those who disrespect their hospitality.
Win rate, skill order, builds and matchups are sample until the match API lands. Abilities, weapon math and the stat profile are real client data.