Lash vs Mo & Krill
Lash's team wins 55.1% Mo & Krill's team wins 44.9%, across 30,044 games
Written for the Lash player. Playing Mo & Krill? See Mo & Krill vs Lash →
Lash has the edge
Lash usually wins 51.2% of games. Against Mo & Krill that is 3.9% higher, over 30,044 games.
- Whole match 55.1% +3.9% vs usual 30,044 games
- Sharing a lane 55.2% +4.0% vs usual 10,376 games
- Oracle and above 57.4% +5.6% vs usual 1,642 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, against Lash's usual win rate at that rank.
The fight at a glance
If you're Lash
Has the edgeWait out Burrow 40s cooldown
WhyIt 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 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 edge
- Lash has more reach than Mo & Krill, so you can trade from range.
- Buy
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Buy it against 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 2.4s channel (+0.7s at T3). Damage 35 damage per second over the 2.4s 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, +35 damage per second with increased scaling. .
If you're Mo & Krill
Wait out Grapple 35s cooldown
WhyIt is the reset that makes every other ability safe; bait it with a fake overextend, then commit once he is on the ground with it down.
- Watch out
- Lash arrives from above with no ground approach to react to:
Grapple onto a roof, then
Ground Strike
Ground Strike Lash slams the ground in front of him for damage. Crowd Control None at base. T2 adds a knockup plus a 40% movement slow for 3s, which is… Damage 60 base stomp damage plus 5.5 damage per meter of fall height, with the… Mobility Airborne cast is a fast downward dive; 1 -10s cooldown. 2 knockup plus 40% slow for 3s on hit. 5 +120% damage per meter with improved spirit scaling. down for 60 + 5.5 per meter of fall, which routinely deletes a support before their team can turn. - Your edge
- Mo & Krill has more healing than Lash, so you recover between fights and they do not.
The full plan for Lash, phase by phase, is below. Mo & Krill's side in full →
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 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.
Flog
Flog A whip lash across the arc in front of Lash that returns a share of the damage dealt to him as health. Crowd Control None at base. T1 adds a 28% movement slow for 3s; T2 adds a 30% fire rate… Damage 65 base (deadlock.one). Defensive The heal is his only self-sustain; 1 28% movement slow for 3s. 2 30% fire rate reduction on hit, -16s cooldown. 5 +80 damage, wider angle (+25), +15% heal. lets him take losing trades and heal back off the trooper wave, so he rarely has to leave lane on low HP even after the 09-16-2026 nerf to 40% heal conversion.
Avoid
- 930 base health gives them a large health pool that is hard to push out of lane.
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 45 damage base, scaling with spirit at 0.675, with a 13s base cooldown. Defensive The heal is the main defensive layer. 1 +30 damage. 2 -5s cooldown, +1m radius. 5 applies a stacking 15% damage debuff to enemies hit for 16s. clears troopers and heals off them simultaneously, so they sustain and farm from the same button.
Do
- Their first real spike is
Scorn first two points (laning 0-10min) — respect it from that point, not before. - Your spike is
Grapple T2 / first
Mystic Burst
Mystic Burst +14s Cooldown +40 Damage +14s Charge-Up Time (roughly 3k souls):
Grapple range jumps by 20m, which is the point he starts converting map geometry into ganks on adjacent lanes rather than just brawling in his own.
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. 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 20m+ with a mid- or long-range hero keeps them past the point where their damage starts falling off.
Avoid
- Spending your own escape before
Burrow is on cooldown.
Mo & Krill’s abilities
-
Burrow 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 Ultimate Once this lands the fight is usually already decided — full Stun for the 2.4s channel (+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 the 2.4s channel — 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. T2 adds a 28% slow and a 28% dash distance reduction… Damage 35 damage base; T1 adds +45 damage and +5m range. 25m range with a 2.5s… Defensive Disarming the biggest gun in the fight is a defensive cooldown in practice. 1 +45 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.
- 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.
-
Scorn Ability 1 Their sustain and their farming button in one. It lets them sit in a trooper wave and stay topped up.
- Anti-heal (
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing /
Toxic Bullets
Toxic Bullets -40% 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 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 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 third: make them use it as wave clear rather than as a heal in a fight, since its cooldown is short and its impact in a brawl is large.
The matchup in detail
- No ranged damage whatsoever; kiting them is a direct counter. Strong evidence
-
Combo is a stationary channel that any CC breaks, wasting their ultimate. Strong evidence - Anti-heal items simultaneously disable
Scorn's sustain and
Combo T1's Lifesteal. Strong evidence - You both win by jumping on someone, which means the loser is whoever jumps first. An entry spends mobility, and a hero who has spent their mobility is the ideal target for a hero who has not — so the fight between you is decided before contact, by who can wait longer. The way out of the stalemate is to force it with someone else's engage and arrive second onto a target they have already committed to. Strategic
- Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against Mo & Krill is one anti-heal, one shred, and damage after that. Strong evidence
-
Burrow 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 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 holds you stunned in place for 2.4 seconds while grinding through your health, with +50% Bullet Resist at T2 so shooting them off is unreliable. Strong evidence -
Scorn 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 permanently raises their max health, so the same hero is harder to kill in minute 40 than in minute 20. Strong evidence - Your mobility is a real advantage here, and Mo & Krill's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Strong evidence
- Kite. Their entire damage output requires close range and their spreadshot does 2.8 per pellet — holding 20m+ with a mid- or long-range hero keeps them past the point where their damage starts falling off. Strong evidence
- Shoot the burrow mound as it approaches. Hero damage reduces the
Burrow speed bonus directly, so contesting the travel converts their dive into a walk. Strong evidence - Hold one interrupt specifically for the
Combo 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 /
Toxic Bullets cut
Scorn's healing and
Combo T1's Lifesteal at the same time. Strong evidence - Spread out so the
Burrow emergence Knockup and
Scorn each hit one person instead of three — their sustain scales with the number of bodies in radius. Strong evidence -
Sand Blast 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 - You do not have the CC to reliably break
Combo out of your own kit, so buy the cheapest thing that does:
Silence Wave
Silence Wave +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health is the only area Silence in the shop and the standard answer to channelled ultimates. Area matters because you do not have to win the aim duel — you have to cover the spot they cast from. Note the alternative,
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power , parries a single ability outright but requires a read;
Silence Wave forgives a bad read, which is why it is the buy when interrupting is not your specialty. Strong evidence
- During the
Combo channel — they are stationary, locked to one target, and any Hard CC cancels it. 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 emergence Knockup, with
Burrow on cooldown — they have no escape and are standing inside your team. Strong evidence - Any time they are further than ~20m from a target: their spreadshot starts falling off at 20m and
Scorn only reaches 9m, so they deal little 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
- You get value from moving around the map and Mo & Krill does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Mo & Krill or on the Guardian, not by the breakables you pick up on the way. Documented
- 930 base health gives them a large health pool that is 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. 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
-
Flog lets him take losing trades and heal back off the trooper wave, so he rarely has to leave lane on low HP even after the 09-16-2026 nerf to 40% heal conversion. Strong evidence
-
Scorn first two points (laning 0-10min) — The
Scorn/
Scorn opener front-loads their sustain and wave clear. Strong evidence -
Combo unlock — They gain
Combo, a single-target removal, and the permanent max-health stacking mechanic starts. Strong evidence -
Combo T2 (mid game) — -30s cooldown and +50% Bullet Resist make the ultimate both repeatable and much harder to break with gunfire. Strong evidence -
Burrow T3 (late) — -20s cooldown and +4 m/s make them a rotating map threat who can arrive at any fight under armour. Strong evidence
-
Grapple T2 / first
Mystic Burst (roughly 3k souls) —
Grapple range jumps by 20m, which is the point he starts converting map geometry into ganks on adjacent lanes rather than just brawling in his own. Strong evidence -
Ground Strike T2 — Knockup plus 40% slow turns his damage ability into a pickup, so a Lash dive stops being avoidable by simply walking away. Strong evidence
-
Combo 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 - 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
- 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
- Mo & Krill heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied (
Toxic Bullets, T3) builds up through gunfire, and spirit-applied (
Healbane, T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented - 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
- If Mo & Krill buys
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount to purge your anti-heal, bullet-applied reduction re-lands on your very next shot, while spirit-applied reduction has to wait for your next ability. That asymmetry is a real argument for the bullet route against a hero who will buy a purge. Strong evidence -
Unstoppable (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. 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 cannot be hurt for four seconds. That matters here because of the channelled ultimates from Mo & Krill. Documented -
Knockdown (spirit T3) — Mo & Krill creates that through Mo & Krill's
Burrow. Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. Documented
- Anti-heal against Mo & Krill is bought correctly and applied at the wrong moment.
Healbane's reduction runs for 8 seconds from your Spirit Damage and
Toxic Bullets' 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 +20% Gravity Scale , and against Mo & Krill it does nothing.
Metal Skin 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 stops bullets,
Unstoppable stops statuses,
Ethereal Shift 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 for Mo & Krill and then discover it does nothing about
Combo.
Dispel Magic 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 pre-cast or the discipline not to be there. Documented - Your instinct is to jump on Mo & Krill's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage + 15% of your max health inside 15m with a 2-second Stun on a 7-second cooldown — a 2-second Stun handed to a team with peel is a death. Dive under their Walker only with
Unstoppable pre-cast or after the Stomp has just gone off. Strong evidence
Next
Lash’s other hard matchups
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 10-30-2026 from Mo & Krill's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 55.1% of these, which is 3.9% above your overall win rate (30,044 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.
Mo & Krill's kit and counterplay were compiled from 7 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Lash'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