Comprehensive Guide to Mo And Krill – Strategies, Builds, and Tips
Welcome to the guide for Mo And Krill in Deadlock! This powerful tank hero excels at disrupting the battlefield with exceptional durability and crowd control abilities. With the right build and strategy, Mo And Krill can sustain in fights while disarming enemies and dealing significant spirit damage. In this guide, we will cover optimal item builds, ability strategies, and tips for mastering Mo And Krill to dominate your matches.
Mo And Krill
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Mo And Krill are a formidable super tank that can disrupt the battlefield with a combination of slows, disarms, and powerful lockdowns, all while recovering health and being difficult to eliminate.
Depending on the build, they can also deal significant damage, but their true strength lies in their ability to be disruptive and nearly impossible to kill when played by an expert.
Mo And Krill Weapon Stats
DPS | 70 |
Bullet Damage | 11.5 |
Ammo | 29 |
Bullets per Second | 6.12 |
Light Melee | 63 |
Heavy Melee | 116 |
Mo And Krill Vitality Stats
Max Health | 550 |
Health Regen | 1.5 |
Bullet Resist | 8% |
Spirit Resist | 0% |
Move Speed | 7 m/s |
Sprint Speed | 0 m/s |
Stamina | 3 |
Deadlock Mo & Krill Strengths and Weaknesses
Strengths
- Incredible mobility with Burrow, allowing them to close gaps quickly or escape unfavorable situations.
- Strong healing and tank buffs in their kit keep them engaged in fights.
- Some of the best crowd control (CC) in the game, with their ultimate serving as an “I win” button during ganks.
Weaknesses
- Ineffective at long range and completely reliant on closing gaps to engage.
- Anti-healing and interruption items can disrupt their game plan.
- Can struggle in wide-open combat spaces against multiple CC and ranged champions.
Deadlock Mo & Krill Abilities
Scorn (1)
Deal damage to nearby enemies and heal yourself based on the damage dealt. Healing is stronger against enemy heroes.
- Radius: 10m
- Damage: 60
- Cooldown: 12.5s
- Heal Ratio: 2x Hero Damage to Heal, 0.7x Damage to Heal
Scorn Upgrades
AP | Upgrade |
---|---|
1 | -4s Cooldown |
2 | +25 Damage |
5 | Adds a debuff to enemies, increasing damage dealt by Mo & Krill by +15%. Stacks and lasts 16s. |
Maxing out Scorn allows for more frequent casts, increased damage, and the application of a stacking debuff that can quickly catch opponents off guard who underestimate your damage output.
Tips for Scorn
- This ability is excellent against neutral camps, enabling you to clear them efficiently and roam without hindrance to your game.
- Placing one point in Scorn early can improve your sustain, even if you don’t plan on maxing it for damage.
- When ganking, if you have this ability maxed, make sure to apply stacks before executing your ultimate combo.
Burrow (2)
Burrow underground, increasing your movement speed while gaining spirit and bullet armor. Damage from enemy heroes will reduce the speed bonus. Upon emerging, you knock enemies into the air and perform a spin attack that deals damage and applies a slow effect. The cooldown begins when Burrow ends.
- Burrow Time: 5s
- Radius: 5m
- Cooldown: 37s
- Movement Speed Bonus: +4 m/s
- Damage Per Second (DPS): 80
- Spin Duration: 1.5s
- Bullet Resist: +80%
- Spirit Resist: +30%
Burrow Upgrades
AP | Upgrade |
---|---|
1 | Burrow time +3s |
2 | +140 Spin DPS and +2m Radius |
5 | -20s Cooldown and +2m/s Move Speed |
Maxing out Burrow allows you to stay underground longer, deal more damage upon emerging, and burrow more frequently while moving faster.
Tips for Burrow
- The cooldown is long, so play carefully when it's down, as you can be vulnerable to enemy initiations, especially without the improved defenses.
- Remember that you can reload before or while Burrowed, which can significantly improve your efficiency.
Sand Blast (3)
Spray sand that disarms enemies in front of you and deals damage.
- Range: 35m
- Duration: 3.5s
- Cooldown: 42s
- Damage: 40
Sand Blast Upgrades
AP | Upgrade |
---|---|
1 | +1s Duration |
2 | -20s Cooldown |
5 | +Slow targets by -50% |
Sand Blast is a powerful skill that can disarm your opponents for minimal investment. Investing points into Sand Blast allows you to disarm enemies for longer periods and more frequently, eventually applying a slow effect at max rank.
Tips for Sand Blast
- Investing 1 or 2 points in this ability is always a good choice. A 5-second disarm can significantly turn the tide in early-game skirmishes and ganks.
- However, since Mo and Krill have much stronger abilities to invest points into, the full 5-point investment in Sand Blast may be overkill, especially since you have access to other forms of crowd control (CC) aside from the 50% slow.
Combo (4)
Hold the target in place, stunning them and dealing damage during the channel.
- Duration: 2.5s
- Range: 5m
- Cooldown: 75s
- Damage Per Second (DPS): 60
- Bonus Max Health Per Kill: 30
Combo Upgrades
AP | Upgrade |
---|---|
1 | +30% Bullet Resist While Channeling |
2 | Combo Duration +0.75s |
5 | +40 DPS and 100% Lifesteal |
Maxing out your Combo ability allows you to use it much more frequently, increases the lockdown duration, and ultimately boosts your damage while recovering that damage as health. This ability is very powerful when coordinated with your team.
Tips for Combo
- Try to initiate ganks every time this ability is off cooldown. With your excellent mobility, you will have plenty of opportunities.
- This is a strong skill to max early; even if you don't prioritize it, putting at least 1 point into it is essential, with 2 points being a solid choice.
Ability Point Order
How to Counter Mo & Krill
This hero has two heads, providing two opportunities for headshots. Generally, you’ll want to aim for the pig's head, but the rider's head may occasionally poke out.
Many new players mistakenly believe Mo and Krill are invincible while burrowed; however, you can still deal damage to them, although they do have improved defenses during this state.
Combo has a short range early on until they acquire items that help them close the gaps. Keep track of their itemization and aim to keep them behind in levels and resources.
Item Costs
Item | Cost | |
---|---|---|
Reactive Barrier | 1,250 | |
Slowing Hex | 1,250 | |
Silence Glyph | 3,000 | |
Curse | 6,200 |
Early Game Build for Mo And Krill
Your first item should be either Monster Rounds or Restorative Shot, depending on whether you are healthy or struggling in lane.
With these sustain items, you can now purchase Hollow Point Ward, which will have nearly full uptime on its passive.
After reaching level 2 with Scorn, get Mystic Burst to enhance your damage output.
Extra Spirit and Enduring Spirit will make your trades with Scorn extremely favorable.
If you need more sustain, buy Extra Regen and Sprint Boots.
Finally, Quicksilver Reload is the last piece of the puzzle; imbue your Scorn, and you'll be able to heal over 300 health every 12 seconds.
Item | Cost | |
---|---|---|
Monster Rounds | 500 | |
Restorative Shot | 500 | |
Hollow Point Ward | 500 | |
Mystic Burst | 500 | |
Extra Spirit | 500 | |
Enduring Spirit | 500 | |
Sprint Boots | 500 | |
Quicksilver Reload | 1,250 | |
Extra Regen | 500 |
Mid Game Build for Mo And Krill
Mystic Vulnerability is your next power spike; this item combined with Combo will allow you to eliminate enemies from 100 to 0 at this point in the game.
Fleetfoot and Divine Barrier are excellent choices to help you catch up to fleeing enemies.
If you're lacking flex slots, prioritize filling out your Vitality items in order.
If you're ahead, consider using the first flex slot for Torment Pulse.
Alchemical Fire is also a great item to help take down walkers and is especially effective when used with Combo.
Item | Cost | |
---|---|---|
Mystic Vulnerability | 1,250 | |
Fleetfoot | 1,250 | |
Divine Barrier | 1,250 | |
Healing Booster | 1,250 | |
Bullet Armor | 1,250 | |
Spirit Armor | 1,250 | |
Enduring Speed | 1,750 | |
Torment Pulse | 3,000 | |
Alchemical Fire | 3,000 |
Late Game Build for Mo And Krill
Warp Stone should be used aggressively while in Burrow to catch enemies off guard. You can also activate it outside of Burrow to instantly use Combo on someone, making it easier for your teammates to secure a kill.
Diviner's Kevlar is your biggest power spike as you head into the late game, keeping your Combo relevant for one-shot kills.
Don't forget to upgrade your armors!
If you're lacking slots, consider upgrading Improved Spirit and Boundless Spirit.
Item | Cost | |
---|---|---|
Warp Stone | 3,000 | |
Diviner's Kevlar | 6,200 | |
Improved Bullet Armor | 4,250 | |
Improved Spirit Armor | 4,250 | |
Improved Spirit | 3,500 | |
Boundless Spirit | 9,800 |
Situational Items for Mo And Krill
Phantom Strike is perfect for engaging overextended targets; use this in combination with Combo to eliminate them. If a Vindicta, Lash, or Grey Talon is flying around, they become an easy target.
Magic Carpet is an extremely flexible item that can be used to enter or exit engagements while also increasing the duration of your disables.
Debuff Reducer or Debuff Remover are excellent options against teams with significant amounts of debuffs and stuns.
Item | Cost | |
---|---|---|
Phantom Strike | 6,200 | |
Magic Carpet | 6,200 | |
Debuff Reducer | 1,250 | |
Debuff Remover | 4,250 |