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Mo & Krill Live

Mo & Krill

~53.8% WR ~9.9% pick
Hard Spreadshot Tag-TeamInitiatorBurrower

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.

Signature abilities4
Scorn Burrow Sand Blast Combo ult at lvl 6
Ability 1
Scorn
13s
Instant cast

Deal damage to nearby enemies and heal yourself based on the damage done. Heal is stronger against enemy heroes.

0.2s
Cast delay
9m
Radius
50↑0.75
Damage
1.2
Damage Heal Mult
1AP Damage +35
2AP 13s Cooldown +9m Radius — Cooldown -5s, Radius +1m
5AP Adds a debuff to enemies that lets Mo & Krill deal +0% Damage to them. Stacks and lasts 0s. — Damage Bonus +15, Debuff duration +16s
Ability 2
Burrow
40s
Instant cast

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.

5s
Channel time
1s
Cast delay
5m
Radius
5m
Move speed
1AP +75 Spin DPS — DPS +50
2AP +5s Burrow time and +5m radius — Channel time +4s, Radius +2m
5AP 40s Cooldown and +5m/s Move Speed — Cooldown -20s, Move speed +4m
Ability 3
Sand Blast
40s
Instant cast

Spray sand that disarms enemies in front of you and deals damage.

0.15s
Cast delay
25m
Cast range
2.5s
Duration
2.5s
Status Effect Disarmed
1AP +40 Damage and +25m Range — Damage +50, Cast range +5m
2AP Slow targets by -0% and reduces dash distances by 0% — Slow +25%, Ground Dash Reduction Percent -25%
5AP +2.5s Duration and 40s Cooldown — Cooldown -20s, Duration +1.5s
Ability 4
Combo
130s
Press

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.

2.4s
Channel time
4m
Cast range
40↑0.6
DPS
30
Bonus Health On Kill
1AP +0% lifesteal — Life Steal Percent On Hit +100%
2AP 130s Cooldown and +Combo Bullet Resist% Bullet Resist — Cooldown -35s, Bullet Resist +50%
5AP +2.4s Duration and +40 Damage Per Second and increased scaling — Channel time +0.7s, DPS +40, DPS +0.4
Guidehow to play

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.

Early game

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.

Mid game

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.

Late game

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.

Combos & tricks

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.

Buildsbuy order matters
Laning1600

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.

Mid game3200

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.

Late game6400

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.

Situational4000

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.

Tips & tricks
Combo is a confirm, not an opener — land it after Sand Blast or once the target is already low so it dies inside the channel-plus-3s window for permanent HP.
Don't burn Scorn on a lane wave when a fight is about to pop; it heals more versus heroes, so dive the cluster and top off mid-fight.
Hard CC pulls you out of Burrow and enemy damage slows your tunnel — never burrow straight into a turret line or a waiting stun.
Buy Unstoppable or Spellbreaker against caster comps so a stun or silence can't interrupt your Combo channel.
Greedy Combos on full-HP targets waste your ult and your spike — coordinate a teammate's burst or your Spreadshot to seal the kill.
Sand Blast a hitscan carry (Haze, Infernus, Vindicta) mid-fight to switch off their damage window the moment you reach them.
Common questions

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.

Profilevs roster
Health 99 Mobility 91 Burst 66 Sustain 54 Range 70 Ammo 59
Health 930
Regen 1/s
Move speed 8 m/s
Stamina 3
Burst DPS 59.7
Sustained 34.2
Range 58 m
Ammo 20
Primary weapon
Yellow Canary
Spreadshot
59.7
DPS
2.8×4
Bullet damage
5.3rps
Fire rate
20
Ammo
2.8s
Reload
34.2
Sustained DPS
70
Shots to down
21.5s
Time to kill
42
Weak-spot shots
226
Clip damage
vs 780 HP · body · no resist
Damage falloff100% → 10%
0m20m57.5m177.8m
Melee 50Light 116Heavy
Matchups

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.

Update history32
  • Getting hit with a melee no longer knocks you up when you are burrowed
  • Sand Blast T3 increased from +1s Duration to +1.5s
  • Increased bullet damage growth by 10% for the following heroes: Mo & Krill, Apollo
  • Burrow move speed increased from +4 to +5
03-21-2026 UpdateMar 21, 2026
  • Combo range reduced from 4.8m to 4m
  • Combo DPS reduced from 45 to 40
  • Combo DPS spirit scaling reduced from 1.2 to 0.6
  • Combo cooldown reduced from 140s to 130s
  • Combo T3 DPS reduced from +60 to +50
  • Scorn damage reduced from 56 to 50
  • Scorn radius reduced from 10m to 9m
  • Scorn spirit scaling increased from 0.42 to 0.75
  • Scorn T1 changed from "-3.75s Cooldown" to "+35 Damage"
  • Scorn T2 changed from "+21 Damage" to "-5s Cooldown and +1m Radius"
12-29-2025 UpdateDec 30, 2025
  • Burrow initial knockup vertical area detection improved
  • Sand Blast now deals a fixed 40 damage
  • Sand Blast can now be casted while Burrowed
  • Sand Blast T2 increased from -19s Cooldown to -23s
  • Sand Blast T3 now also slows dash distance by 40%
11-21-2025 UpdateNov 21, 2025
  • Health Regen reduced from 3 to 1
10-02-2025 UpdateOct 02, 2025
  • * Mo & Krill: Bullet damage growth per boon increased from 0.063 to 0.07
  • * Mo & Krill: Burrow bullet resistance reduced from 80% to 60%
  • * Mo & Krill: Combo duration reduced from 2.5s to 2.4s
  • * Mo & Krill: Combo T2 duration reduced from 0.75s to 0.7s
09-04-2025 UpdateSep 04, 2025
  • Combo cast range reduced from 5m to 4.75m
Raw data & APIopen JSON from the client
mo-and-krillslug18heroIdkrillcodeName3complexityfalsenewPlayer2026-06-06T16:23:38.392ZupdatedAt