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Mo & Krill portrait

How to play Mo & Krill

Best build by measured win rate · patch 09-29-2026 · updated Oct 14 · Mo & Krill wins 49.3% overall

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The Mo & Krill build

Each tier lists the items Mo & Krill players win with most often, out of 259,246 Mo & Krill games. Win % is how often Mo & Krill wins when the item is bought; the green or red number is how far that is above or below the rest of the same tier. Popularity is the share of Mo & Krill games the item was bought in; Bought at is the average time. Only items bought in at least 1,500 games and by at least 5% of Mo & Krill players count, so a lucky streak can’t make the list.

Lane · Tier 1 · 800 souls

Early mid game · Tier 2 · 1,600 souls

Mid game · Tier 3 · 3,200 souls

Late game · Tier 4 · 6,400 souls

Situational / optional

Fewer Mo & Krill players buy these, usually against particular enemies, but those who do win clearly more than the rest of the same tier. Each still has at least 1,500 games behind it.

Popular, but behind the rest of their tier

Not wrong to buy, and sometimes the right answer to a specific enemy. On average, Mo & Krill players who buy these win less than those who buy something else at that point.

How this build is chosen

Source: deadlock-api.com item results for Mo & Krill, City Never Sleeps matches since 2026-09-30, refreshed daily. Items are compared with the rest of their own tier, because late items always show higher raw win rates (only players who are ahead can afford them). Ranking uses the low end of each item’s 95% confidence range, so more games beat a lucky few. It shows what winning Mo & Krill players buy; it can’t prove the item caused the win. For what to change against a specific enemy team, use the matchup tool.

How Mo & Krill plays

Strengths

  • The most complete single-target lockdown package in the game: Sand Blast Sand Blast 25m Range2.5s Duration40s Cooldown A spray of sand in a cone ahead that deals damage and disarms everyone it catches, preventing them from using their weapon. Crowd Control Disarm, roughly 2.5s per deadlock.io. Damage Base damage not sourced; Defensive Disarming the biggest gun in the fight is a defensive cooldown in practice. 1 +50 damage, +5m range. 2 24% slow and 26% dash distance reduction. 5 +1.5s duration, -25s cooldown. Disarm into Burrow Burrow 40s Cooldown Mo & Krill dive underground, moving faster and gaining both spirit and bullet armour while submerged. Crowd Control Slow plus a knockup on everyone near the emergence point. Damage Spirit damage on emergence; Mobility Increased move speed while burrowed (+4 m/s at T3) on a base 8 m/s frame… 1 +50 spin DPS while burrowed. 2 +4s burrow time, +2 radius. 5 -20s cooldown, +4 m/s move speed. Knockup into a multi-second Combo Combo 4m Range150s Cooldown Mo & Krill grab a single enemy, hold them in place stunned while chewing through them for the duration of the channel. Crowd Control Full stun for the channel duration (roughly 3s per dramalock.org, +0.7s at… Damage Continuous damage over the channel; Mobility None — both parties are locked in place, which is the risk. 1 +100% lifesteal. 2 -30s cooldown, +50% bullet resist. 5 +0.7s duration, +40 damage per second with increased scaling. Stun.
  • Very high durability that grows permanently through the game via successful Combos.
  • Scorn Scorn 13s Cooldown A burst of damage to everything close by that converts a portion of the damage dealt into healing, with a substantially larger return when the damage lands on enemy heroes. Crowd Control None at base. T3 adds a stacking 15% damage debuff on enemies hit, lasting… Damage Damage scales with spirit at 0.75 per deadlock.io, with a 13s base cooldown. Defensive The heal is the main defensive layer and it is the primary reason they can… 1 -5s cooldown, +1m radius. 2 applies a stacking 15% damage debuff to enemies hit for 16s. gives sustained self-healing that makes extended brawls strongly favour them.
  • Burrow Burrow 40s Cooldown Mo & Krill dive underground, moving faster and gaining both spirit and bullet armour while submerged. Crowd Control Slow plus a knockup on everyone near the emergence point. Damage Spirit damage on emergence; Mobility Increased move speed while burrowed (+4 m/s at T3) on a base 8 m/s frame… 1 +50 spin DPS while burrowed. 2 +4s burrow time, +2 radius. 5 -20s cooldown, +4 m/s move speed. lets them cross open ground under armour, so there is often no safe approach angle to deny.

In lane

  • 930 base health is one of the largest pools in the game and makes them extremely hard to push out of lane.
  • Scorn clears troopers and heals off them simultaneously, so they sustain and farm from the same button — the top opener is Scorn, Scorn, Sand Blast at 66.9% WR (deadlocklabs.gg).
  • 8 m/s base move speed is unusually high for a hero this durable; they contest orbs and punish overextension on foot.

Power spikes

  • Scorn Scorn 13s Cooldown A burst of damage to everything close by that converts a portion of the damage dealt into healing, with a substantially larger return when the damage lands on enemy heroes. Crowd Control None at base. T3 adds a stacking 15% damage debuff on enemies hit, lasting… Damage Damage scales with spirit at 0.75 per deadlock.io, with a 13s base cooldown. Defensive The heal is the main defensive layer and it is the primary reason they can… 1 -5s cooldown, +1m radius. 2 applies a stacking 15% damage debuff to enemies hit for 16s. first two points (laning 0-10min) — The Scorn/Scorn opener front-loads their strongest sustain and lets them snowball the lane (66.9% WR per deadlocklabs.gg).
  • Combo Combo 4m Range150s Cooldown Mo & Krill grab a single enemy, hold them in place stunned while chewing through them for the duration of the channel. Crowd Control Full stun for the channel duration (roughly 3s per dramalock.org, +0.7s at… Damage Continuous damage over the channel; Mobility None — both parties are locked in place, which is the risk. 1 +100% lifesteal. 2 -30s cooldown, +50% bullet resist. 5 +0.7s duration, +40 damage per second with increased scaling. unlock — They gain the game's longest reliable single-target removal, plus the permanent max-health stacking mechanic starts.
  • Combo Combo 4m Range150s Cooldown Mo & Krill grab a single enemy, hold them in place stunned while chewing through them for the duration of the channel. Crowd Control Full stun for the channel duration (roughly 3s per dramalock.org, +0.7s at… Damage Continuous damage over the channel; Mobility None — both parties are locked in place, which is the risk. 1 +100% lifesteal. 2 -30s cooldown, +50% bullet resist. 5 +0.7s duration, +40 damage per second with increased scaling. T2 (mid game) — -30s cooldown and +50% Bullet Resist make the ultimate both repeatable and much harder to break with gunfire.
  • Burrow Burrow 40s Cooldown Mo & Krill dive underground, moving faster and gaining both spirit and bullet armour while submerged. Crowd Control Slow plus a knockup on everyone near the emergence point. Damage Spirit damage on emergence; Mobility Increased move speed while burrowed (+4 m/s at T3) on a base 8 m/s frame… 1 +50 spin DPS while burrowed. 2 +4s burrow time, +2 radius. 5 -20s cooldown, +4 m/s move speed. T3 (late) — -20s cooldown and +4 m/s make them a rotating map threat who can arrive at any fight under armour.

Weak points to cover

  • No ranged damage whatsoever; kiting them is the single most effective strategy against them.
  • Combo Combo 4m Range150s Cooldown Mo & Krill grab a single enemy, hold them in place stunned while chewing through them for the duration of the channel. Crowd Control Full stun for the channel duration (roughly 3s per dramalock.org, +0.7s at… Damage Continuous damage over the channel; Mobility None — both parties are locked in place, which is the risk. 1 +100% lifesteal. 2 -30s cooldown, +50% bullet resist. 5 +0.7s duration, +40 damage per second with increased scaling. is a stationary channel that any CC breaks, wasting their most important cooldown.
  • Anti-heal items simultaneously disable Scorn Scorn 13s Cooldown A burst of damage to everything close by that converts a portion of the damage dealt into healing, with a substantially larger return when the damage lands on enemy heroes. Crowd Control None at base. T3 adds a stacking 15% damage debuff on enemies hit, lasting… Damage Damage scales with spirit at 0.75 per deadlock.io, with a 13s base cooldown. Defensive The heal is the main defensive layer and it is the primary reason they can… 1 -5s cooldown, +1m radius. 2 applies a stacking 15% damage debuff to enemies hit for 16s. 's sustain and Combo Combo 4m Range150s Cooldown Mo & Krill grab a single enemy, hold them in place stunned while chewing through them for the duration of the channel. Crowd Control Full stun for the channel duration (roughly 3s per dramalock.org, +0.7s at… Damage Continuous damage over the channel; Mobility None — both parties are locked in place, which is the risk. 1 +100% lifesteal. 2 -30s cooldown, +50% bullet resist. 5 +0.7s duration, +40 damage per second with increased scaling. T1's Lifesteal.

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Mo & Krill’s hardest matchups

Best teammates

  • Rat King Rat King BruiserSupportClose rangeBullet damage Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) 60.6% duo win
  • Paige Paige SupportControllerMid rangeSpirit damage Currently among the strongest heroes in the game: deadlocklabs.gg records 54.1% win rate at 2.8% pick, S tier, after a recent buff package worth about +2.2 points. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 56.4% duo win
  • Graves Graves ControllerSummonerClose rangeHybrid damage Best-in-class unattended map pressure via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 55.5% duo win

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