Baba vs Mo & Krill
Written for the Baba player. Playing Mo & Krill? See Mo & Krill vs Baba →
An even matchup. Baba wins 53.4% of 41,287 games against Mo & Krill (+1.5 points vs Baba’s usual 51.9%).
How to win as Baba
- RuleDo not commit before
Burrow
Burrow 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. is gone.
Burrow
Burrow 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. first. It is their only engage and their only real escape; force it on a trooper wave or a fake overextend and they are a slow-approaching shotgun hero for the next 20-40 seconds. - Watch out
Burrow
Burrow 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 travel to you underground with bullet and spirit armour, then surface directly under your feet with a Knockup you cannot dash out of. - Your edgeYou win the range game (Baba Baba Released 6 October Released 6 October. A spirit controller: Threadsap steals enemy Spirit and powers up her bullets, her bench grows legs for speed and a knockback kick, Baba’s Brew cycles between a barrier, a silence and a burn, and Feed The Birds hexes everyone in her cone into pigeons. 2/3 against Mo & Krill 0/3).
- Buy
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist — Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage. In this game that means Mo & Krill's
Combo
Combo 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. .
The numbers: lane, whole match and Oracle and above
| Games | Baba wins | vs Baba's usual | Sample |
|---|---|---|---|
| Whole match | 53.4% | +1.5 pts (51.9% overall) | 41,287 games |
| Sharing a lane | 54.0% | +2.1 pts (51.9% overall) | 13,658 games |
| Oracle and above | 53.1% | +2.4 pts (50.7% at Oracle+) | 3,833 games |
"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above. Source: deadlock-api.com, refreshed daily.
Data-supported Measured: you win 53.4% of these, which is 1.5 points above your overall win rate (41,287 matches). The kit-based model reads this as moderate instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.
What should I do right now?
Do
- Plan for
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer — know which tier it sits in so you are not improvising at the shop. - Know what
Burrow
Burrow 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. looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Mo & Krill's engage range.
Do
- Zero ranged presence — 2.8 damage per pellet means they contribute essentially nothing outside a few metres.
- Every one of their damage tools requires being close, so a mid- or long-range laning duo can simply refuse to engage.
-
Threadsap
Threadsap Baba throws a spool of thread that follows her crosshair as it flies, then bursts along the whole line it drew. Crowd Control none at base. Tier 3 makes each hit pull the enemy 7m along the thread. Damage 50 spirit damage on the burst. Defensive Taking Spirit away from a caster lowers the damage of their next abilities… 1 +8 spirit damage per bullet while she holds stolen Spirit 2 -12s cooldown and +8s on the steal 5 +1 charge, and every hit pulls the enemy 7m reaches 35m and steals Spirit from both laners at once if they stand in line, so she wins spirit trades early
Avoid
- 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).
Do
- Their first real spike is
Scorn
Scorn 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) — respect it from that point, not before. - Your spike is ult unlock:
Feed The Birds
Feed The Birds Baba channels for up to 6.5 seconds, covering enemies in front of her with bread. Crowd Control A stacking slow up to 32% during the channel (64% at Tier 1), then a pigeon… Damage Up to 450 spirit damage per target at full stacks (+1.6 per Spirit), reached… Mobility She can keep moving while she channels. 1 +4m cast range and +32% max slow 2 -55s cooldown 5 +125 max damage, +1.5 Spirit scaling and +0.5s on the hex lets her slow and hex a whole team that walks into her cone
Avoid
- Taking an even fight against Mo & Krill on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Burrow
Burrow 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. . Shoot the burrow mound. Hero damage directly reduces the speed bonus, so contesting the approach turns a fast dive into a slow one you can walk away from. - Kite. Their entire damage output requires close range and their spreadshot does 2.8 per pellet — holding 15m+ with a mid- or long-range hero makes them a non-threat.
Avoid
- Spending your own escape before
Burrow
Burrow 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. is on cooldown.
Mo & Krill’s abilities
-
Burrow
Burrow 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. Ability 2 It puts you somewhere you did not choose to be — slow plus a Knockup on everyone near the emergence point.
- Shoot the burrow mound. Hero damage directly reduces the speed bonus, so contesting the approach turns a fast dive into a slow one you can walk away from.
- Spread out. The emergence Knockup is AoE, so standing apart means it catches one person instead of three.
- The travel path is visible on the ground — reposition to a spot with no cover for them to surface behind, or back onto high ground they must climb to.
-
Combo
Combo 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. Ultimate Once this lands the fight is usually already decided — full Stun for the channel duration (roughly 3s per dramalock.org, +0.7s at T3).
- Interrupt it. Any Stun, Knockup, Silence or displacement on Mo & Krill breaks the channel and wastes a 150s ultimate.
- Both participants are stationary and grouped for three seconds — that is a free AoE target for your own ultimate.
- Do not let them finish the kill: a Debuff Remover or a heal on the held target denies the permanent max-health reward entirely, since the target has to actually die.
-
Sand Blast
Sand Blast 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. Ability 3 More lockdown on its own cooldown — Disarm, roughly 2.5s per deadlock.io.
- It is a cone in front of them — strafe wide or get behind them and it applies nothing.
- Disarm blocks weapons, not abilities. If you are ability-based (Paige, Paradox, Pocket) you can keep fighting through it; if you are gun-based, use the window to reposition instead of trying to shoot.
- Debuff Remover clears the Disarm and is worth holding specifically for the moment before they commit
Combo
Combo 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. .
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Scorn
Scorn 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. Ability 1 Their sustain and their farming button in one. It is why they can sit in a trooper wave and stay topped up, and why a 1v1 in melee range goes badly for almost everyone.
- Anti-heal (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill /
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% Incoming Healing ) applied before the engage removes the sustain that makes the whole hero work. - It is a short-radius point-blank pulse — staying more than a few metres away denies it entirely, and their spreadshot cannot punish you at that distance either.
- Do not feed it multiple bodies. Scorn heals per target hit, so a clumped team is what makes them unkillable.
- Anti-heal (
- 1
Burrow
Burrow 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. Burrow first. It is their only engage and their only real escape; force it on a trooper wave or a fake overextend and they are a slow-approaching shotgun hero for the next 20-40 seconds.
- 2
Sand Blast
Sand Blast 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. Sand Blast second — bait the Disarm from behind cover or with a summon, then engage when your gun is safe for the next window.
- 3
Scorn
Scorn 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. Scorn third: make them use it as wave clear rather than as a heal in a fight, since its cooldown is short but its impact in a brawl is decisive.
The matchup in detail
- No ranged damage whatsoever; kiting them is the single most effective strategy against them. Strong evidence
-
Combo
Combo 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. Strong evidence - Anti-heal items simultaneously disable
Scorn
Scorn 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 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. Strong evidence - You fight at mid range and Mo & Krill has to reach close range, but they have the movement to do it — which means the matchup is not a range advantage, it is a cooldown one. Their gap-closer is the only thing bridging the band, so track it rather than tracking their health. With it up you are in their range and should behave accordingly; with it down you are in a range they cannot reach and every second of that window is free. Strategic
-
Burrow
Burrow 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 travel to you underground with bullet and spirit armour, then surface directly under your feet with a Knockup you cannot dash out of. Strong evidence -
Sand Blast
Sand Blast 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. disarms you for around 2.5s (longer at T3) in a 25m cone — your gun stops working for the exact seconds they need to set up. Strong evidence -
Combo
Combo 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. holds you stunned in place for roughly 3 seconds while grinding through your health, with +50% Bullet Resist at T2 so shooting them off is unreliable. Strong evidence -
Scorn
Scorn 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. heals them off every body in radius, with a stacking 15% damage debuff on you at T3 — the longer the brawl runs, the more the numbers move their way. Strong evidence - Every kill secured inside
Combo
Combo 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. permanently raises their max health, so the same hero is measurably harder to kill in minute 40 than in minute 20. Strong evidence
- Kite. Their entire damage output requires close range and their spreadshot does 2.8 per pellet — holding 15m+ with a mid- or long-range hero makes them a non-threat. Strong evidence
- Shoot the burrow mound as it approaches. Hero damage reduces the
Burrow
Burrow 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. speed bonus directly, so contesting the travel converts their dive into a walk. Strong evidence - Hold one interrupt specifically for the
Combo
Combo 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. channel. Any Stun, Silence, Knockup or displacement on them cancels a 150-second ultimate and denies the permanent health stack. Strong evidence - Buy anti-heal before mid game.
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill /
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% Incoming Healing cut
Scorn
Scorn 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 healing and
Combo
Combo 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 at the same time. Strong evidence - Spread out so the
Burrow
Burrow 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. emergence Knockup and
Scorn
Scorn 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. each hit one person instead of three — their sustain scales with the number of bodies in radius. Strong evidence -
Sand Blast
Sand Blast 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. is a frontal cone: circle behind them rather than backing straight up, and if you are ability-based, keep fighting through the Disarm since it only blocks weapons. Strong evidence -
Combo
Combo 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 one cast aimed at one person and that person is likely you, which changes the shape of the answer. Effective health is the wrong axis — a hero who can pick you out of a fight will simply wait until the number is beatable.
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power negates a single ability outright, which against a one-cast threat is a hundred percent mitigation for 3,200, and the read is easier than it sounds because a single-target ultimate has to be aimed at you to work. Strategic
- During the
Combo
Combo 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. channel — they are stationary, locked to one target, and any Hard CC cancels it. This is the single best punish in their kit. Strong evidence - While burrowed and being shot: hero damage strips the speed bonus, so a contested approach leaves them arriving late and out of position. Strong evidence
- Immediately after the
Burrow
Burrow 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. emergence Knockup, with
Burrow
Burrow 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. on cooldown — they have no escape and are standing inside your team. Strong evidence - Any time they are further than ~10m from a target; their spreadshot falloff and
Scorn
Scorn 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. radius mean they simply cannot deal damage at that range. Strong evidence - Their 2.82s spreadshot reload at close range, which is a long window for a hero with no ranged fallback. Strong evidence
- Parry is your best tool against Mo & Krill's arrival and it is now a commitment rather than a hedge. Since 09-16-2026, parrying during a dash cancels the dash and its momentum, so you cannot both reposition and hold F. The cooldown maths makes the decision for you: a successful parry costs 0.5 seconds and stuns them for 3 with no Debuff Resist reduction possible, while a whiff costs 4.5 seconds — against a hero who arrives on a cooldown, that whiff is the entire window they needed. Documented
- Your escape route is vertical and the 09-16-2026 patch aimed at exactly that: slows now affect air drag at 35% of their value, where previously they mostly did not bite in the air. Going airborne to break Mo & Krill's slow no longer restores your full movement — you carry a fraction of it into the air with you, at the moment you are also a stationary silhouette. The slow cut of ~20% partly offsets it, but the net is that air-escaping a slow is worse this patch than last. Documented
- 930 base health is one of the largest pools in the game and makes them extremely hard to push out of lane. Strong evidence
- 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). Strong evidence
- Zero ranged presence — 2.8 damage per pellet means they contribute essentially nothing outside a few metres. Strong evidence
- Every one of their damage tools requires being close, so a mid- or long-range laning duo can simply refuse to engage. Strong evidence
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Threadsap
Threadsap Baba throws a spool of thread that follows her crosshair as it flies, then bursts along the whole line it drew. Crowd Control none at base. Tier 3 makes each hit pull the enemy 7m along the thread. Damage 50 spirit damage on the burst. Defensive Taking Spirit away from a caster lowers the damage of their next abilities… 1 +8 spirit damage per bullet while she holds stolen Spirit 2 -12s cooldown and +8s on the steal 5 +1 charge, and every hit pulls the enemy 7m reaches 35m and steals Spirit from both laners at once if they stand in line, so she wins spirit trades early Strategic
- Your kit is built around lockdown and that is worth less on the Mid Boss than on Mo & Krill — it carries 35% Debuff Resist as of 03-06-2026, so your disables run roughly two-thirds as long on it. Plan the take around damage and positioning rather than a CC chain, and spend the chain on Mo & Krill if they contest. The payoff is worth the trip: 3,000 souls + 50 per minute, two permanent buffs each, and a Rejuvenator crystal giving up to three single-use revives that return a player at full health after 3 seconds, for 3 minutes. Documented
- Scorn 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). Strong evidence
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Combo
Combo 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. Strong evidence -
Combo
Combo 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. Strong evidence -
Burrow
Burrow 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. Strong evidence
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Feed The Birds
Feed The Birds Baba channels for up to 6.5 seconds, covering enemies in front of her with bread. Crowd Control A stacking slow up to 32% during the channel (64% at Tier 1), then a pigeon… Damage Up to 450 spirit damage per target at full stacks (+1.6 per Spirit), reached… Mobility She can keep moving while she channels. 1 +4m cast range and +32% max slow 2 -55s cooldown 5 +125 max damage, +1.5 Spirit scaling and +0.5s on the hex unlock — Lets her slow and hex a whole team that walks into her cone Strategic -
Threadsap
Threadsap Baba throws a spool of thread that follows her crosshair as it flies, then bursts along the whole line it drew. Crowd Control none at base. Tier 3 makes each hit pull the enemy 7m along the thread. Damage 50 spirit damage on the burst. Defensive Taking Spirit away from a caster lowers the damage of their next abilities… 1 +8 spirit damage per bullet while she holds stolen Spirit 2 -12s cooldown and +8s on the steal 5 +1 charge, and every hit pulls the enemy 7m T1 — +8 more Spirit Damage on every bullet while she holds stolen Spirit doubles the payoff of a hit Strategic
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Combo
Combo 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 channel, which means the fight is decided by whether you can break it. Hold one interrupt — a Stun, a Silence, or a displacement — specifically for that cast rather than spending it on the opening trade. If you have no interrupt, the answer is line of sight: leave the area entirely rather than trying to out-heal it. Strong evidence - Your Silence may be worth more in a chain than a teammate's Stun. The 03-06-2026 diminishing-returns system reduces subsequent CC by 10% then 30% inside an 8-second window, and community reporting holds it applies to stuns only — not to silences, slows, hexes or disarms. If that is right, sequencing your Silence after an ally's Stun costs you nothing, while a second Stun in the chain is already 10% shorter. Treat it as community-reported rather than confirmed, but order your chain accordingly against Mo & Krill. Uncertain
- You are not going to kill Mo & Krill in a normal teamfight and trying to is how fights are lost. Treat them as terrain: fight around them, spend your damage on whoever is behind them, and only commit to killing them once anti-heal and shred are actually online. Strategic
- You have peel and Mo & Krill is the dive threat, so your job in the fight is not damage — it is being in range of whoever they are jumping on. Position between their entry point and your squishiest teammate and hold your peel tool for the moment they commit, not for the moment they appear. Strategic
- Mo & Krill brings enough lockdown that Stun sequencing matters. Community reporting describes Stun diminishing returns of roughly 10% then 30% inside an 8-second window, applying to stuns only and not to silences, slows, disarms or hexes — so their follow-up chain may be shorter than the first one felt. Treat this as unconfirmed, but it is worth knowing before you burn a cleanse on the opening Stun. Uncertain
- Your habit of taking the fight vertical to reset spacing against Mo & Krill is weaker on 09-16-2026 than it was. Slows now apply to air drag at 35% of their value, so the air is no longer a slow-free zone, and 2026 has been a steady closing of exactly these loopholes — wall jumping costs 25% stamina regeneration for 5 seconds, and knockups came under debuff reduction in May. Going up is still correct against their ground CC; it is no longer a way to ignore their slows. Documented
- Being knocked up against Mo & Krill is worse than being slowed because it removes your inputs and, since 09-16-2026, slows now bite in the air at 35% value so even the landing is compromised. Your mobility is your defence, so position with the airborne failure case in mind: stand where being launched leaves you above your own team rather than above theirs, and keep a dash in reserve for the landing rather than spending both on the approach. Strategic
- You deal Spirit Damage, so
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill is the cheaper and more reliable anti-heal against Mo & Krill — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Strong evidence - Against Mo & Krill's crowd control, understand what Debuff Resist actually buys you: it shortens duration, never magnitude. It is excellent against long disables and close to worthless against a short hard slow. Two things it explicitly does not shorten at all are the parry Stun and the
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius item's Stun. Documented - Mo & Krill is a durability check, and the maths favours shred over raw damage here. Resistances stack multiplicatively, but shred is pooled and then subtracted from total resist — so the higher their resist climbs, the more each point of shred is worth. Against a stacked tank, resist reduction outperforms another flat damage item. Documented
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Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer (vitality T4) — Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage. In this game that means Mo & Krill's
Combo
Combo 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. . Documented -
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power (spirit T4) — Buy to survive a telegraphed assassination combo or ultimate — you simply cease to be a target for four seconds. That matters here because of the channelled ultimates from Mo & Krill. Documented -
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius (spirit T3) — Mo & Krill creates that through Mo & Krill's
Burrow
Burrow 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. . The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky. Documented
- Anti-heal against Mo & Krill is bought correctly and applied at the wrong moment.
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill 's reduction runs for 8 seconds from your Spirit Damage and
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% Incoming Healing ' runs while the bleed is up — both are windows, and re-applying the same source before it expires does not stack a second instance. The mistake is opening the fight clean and reaching for anti-heal once they start healing; by then you have spent the fight. Land it before they commit, then keep the window refreshed rather than re-triggering it. Strong evidence - The reflex buy against a hero who keeps deleting you is
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance , and against Mo & Krill it does nothing.
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance is bullet-damage immunity only — Spirit Damage, abilities and every status effect pass straight through it, and you pay −1.5 m/s move speed and −20% dash distance for the privilege. The three big defensive actives are deliberately orthogonal:
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance stops bullets,
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer stops statuses,
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power stops everything but disables you. Mo & Krill is a spirit threat, so it is the last two you are choosing between. Documented - If you learned to play this matchup before 09-16-2026 you probably dash away from Mo & Krill and parry on the way out. That no longer works: parrying during a regular dash now cancels the dash and its momentum, so you parry standing still exactly where they wanted you. Parry first and dash second, or accept that the parry is a commitment to hold ground. Note also that a whiffed parry is a 4.5-second cooldown against a hero who only needs one window. Documented
- The finishing heavy melee on Mo & Krill is worse than it feels. Melee Damage is mitigated twice — once by Bullet Resist and again by Melee Resist — so it is the single worst damage channel to point at a stacked-resist target, and the wind-up is long enough for a parry that stuns you for 3 seconds with no Debuff Resist reduction available. Finish with your gun or an ability, not with melee. Strong evidence
- Players buy
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate for Mo & Krill and then discover it does nothing about
Combo
Combo 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. .
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate purges non-ultimate negative effects only — anything sourced from an ultimate is outside its scope entirely. Work out which of Mo & Krill's disables come off abilities and which come off the ult before you spend 3,200: the ability-sourced ones are purgeable, the ult is not, and for the ult you need either
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast or the discipline not to be there. Documented
Next
Baba’s other hard matchups
- vs Paige -6.9 pts
- vs Rat King -6.6 pts
- vs Haze -6.1 pts
- vs Graves -5.4 pts
All of Mo & Krill
Who beats Mo & Krill, the items that shut Mo & Krill down, and every ability.
Facing more than Mo & Krill?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 09-29-2026 from Mo & Krill's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Mo & Krill's kit and counterplay were compiled from 6 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Baba's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.
- https://deadlock.one/en/heroes/mo-krill
- https://metabot.gg/en/deadlock/hero/18/abilities
- https://deadlocklabs.gg/heroes/mo-and-krill/
- https://deadlock.io/en/heroes/mo-and-krill
- https://dramalock.org/guides/mo-and-krill-deadlock-guide-build-abilities/
- https://tracklock.gg/articles/deadlock-update-09-16-26-patch-notes