Patch 09-16-2026 Data researched 2026-09-21 What changed
MC McGinnis — controller frame MK Mo & Krill — frontline frame

Playing McGinnis against Mo & Krill

High threat

Everything below is generated for Deadlock patch 09-16-2026 from Mo & Krill's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Quick summary

Threat
High threat
Main problem
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 main advantage
You win the range game (McGinnis 2/3 against Mo & Krill 0/3).
Primary rule
Do not commit before Burrow is gone. 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.
Key item
Unstoppable — Mo & Krill gives this team real stuns and hard cc. Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage.

Data-supported Measured: you win 46.4% of these, which is 2.9 points below your overall win rate (10,200 matches). The kit-based model agrees. Ranked against this hero's own baseline win rate, not raw win rate. Source: Deadlock Labs (deadlocklabs.gg/heroes/mcginnis/).

What should I do right now?

Before lane

Do

  • Plan for Unstoppable — 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.

During lane

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.
  • A 66-round magazine plus Mini Turret gives her the best raw lane-hold in the game; she out-attrits almost any duo lane.

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).

Mid game

Do

  • Their first real spike is Scorn first two points (laning 0-10min) — respect it from that point, not before.
  • Your spike is Spectral Wall unlock (level 1 priority): Her defining tool is online immediately; the highest-win-rate skill order opens Spectral Wall, Medicinal Specter, Mini Turret (61.5% WR per deadlocklabs.gg).

Avoid

  • Taking an even fight against Mo & Krill on their spike timing when you could take the same fight ten minutes later on yours.

Teamfights

Do

  • Watch for Combo. Interrupt it. Any stun, knockup, silence or displacement on Mo & Krill breaks the channel and wastes a 150s ultimate.
  • 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 is on cooldown.

Abilities to watch

  • Combo Ultimate

    This is the ability that actually kills you — Full stun for the channel duration (roughly 3s per dramalock.org, +0.7s at T3). Everything else in the kit is set up by it.

    • 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.
  • Burrow Ability 2

    This is the ability that actually kills you — Slow plus a knockup on everyone near the emergence point. Everything else in the kit is set up by it.

    • 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.
  • Scorn Ability 1

    This is the ability that actually kills you — None at base. T3 adds a stacking 15% damage debuff on enemies hit, lasting 16s. Everything else in the kit is set up by it.

    • Anti-heal (Healbane / Toxic Bullets) 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.
  • Sand Blast Ability 3

    This is the ability that actually kills you — Disarm, roughly 2.5s per deadlock.io. T2 adds a 24% slow and a 26% dash distance reduction; T3 adds +1.5s duration. Everything else in the kit is set up by it.

    • 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.

Abilities to bait — in this order

  1. 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. 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. 3. Scorn

    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.

Matchup overview

  • Their structural weakness: No ranged damage whatsoever; kiting them is the single most effective strategy against them. Why this is shown: Mo & Krill's weaknesses. Strong evidence
  • Their structural weakness: Combo is a stationary channel that any CC breaks, wasting their most important cooldown. Why this is shown: Mo & Krill's weaknesses. Strong evidence
  • Their structural weakness: Anti-heal items simultaneously disable Scorn's sustain and Combo T1's lifesteal. Why this is shown: Mo & Krill's weaknesses. Strong evidence
  • You out-lane Mo & Krill and they out-scale the lane phase, so the whole matchup lives in the first six minutes. The lead you build there has to be spent before Guardians fall and the map turns into grouped objectives — souls banked are not a lead against a hero who is better in the format that follows. Convert into their Guardian, into the Urn at 10:00, or into map control ahead of the first Rift around 11:00, and treat any minute where your advantage is sitting unspent as a minute given back. Why this is shown: Hero laning 3 versus an opponent with laning ≤2 but teamfight 2+; the transition happens around 6:00. Strategic
  • 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. Why this is shown: Mid-range hero versus a close-range opponent with mobility 2+; the gap-closer cooldown gates the entire matchup. 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. Why this is shown: Resists and healing reduction both stack multiplicatively; shred is subtracted from total resist after multiplication. Strong evidence

What they do against you

  • 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. Why this is shown: Authored from Mo & Krill's kit. 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. Why this is shown: Authored from Mo & Krill's kit. Strong evidence
  • Combo 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. Why this is shown: Authored from Mo & Krill's kit. 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. Why this is shown: Authored from Mo & Krill's kit. Strong evidence
  • Every kill secured inside Combo permanently raises their max health, so the same hero is measurably harder to kill in minute 40 than in minute 20. Why this is shown: Authored from Mo & Krill's kit. Strong evidence

How you counter them

  • 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. Why this is shown: Authored counterplay against Mo & Krill. 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. Why this is shown: Authored counterplay against Mo & Krill. 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. Why this is shown: Authored counterplay against Mo & Krill. Strong evidence
  • Buy anti-heal before mid game. Healbane / Toxic Bullets cut Scorn's healing and Combo T1's lifesteal at the same time. Why this is shown: Authored counterplay against Mo & Krill. 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. Why this is shown: Authored counterplay against Mo & Krill. 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. Why this is shown: Authored counterplay against Mo & Krill. 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 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, 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. Why this is shown: Silence Wave (T3 Spirit) is the only area silence; Counterspell negates a single ability but requires prediction. Strong evidence
  • Mo & Krill starts the fight and you have no exit, so the defensive active you buy has to work when you did not see it coming. Unstoppable is the stronger effect — immunity to and a dispel of Stun, Silence, Sleep, Root and Disarm for 5.5 seconds — but it must be pre-cast, and it cannot be activated once you are already stunned, which is precisely the situation this hero creates. Indomitable auto-cleanses the next hard CC with no input from you; against an initiator that reliability beats the bigger number. Why this is shown: Unstoppable cannot be activated while already stunned or asleep; Indomitable auto-cleanses the next hard CC. Strong evidence

Trading

  • During the Combo channel — they are stationary, locked to one target, and any hard CC cancels it. This is the single best punish in their kit. Why this is shown: Mo & Krill's vulnerability windows. 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. Why this is shown: Mo & Krill's vulnerability windows. Strong evidence
  • Immediately after the Burrow emergence knockup, with Burrow on cooldown — they have no escape and are standing inside your team. Why this is shown: Mo & Krill's vulnerability windows. Strong evidence
  • Any time they are further than ~10m from a target; their spreadshot falloff and Scorn radius mean they simply cannot deal damage at that range. Why this is shown: Mo & Krill's vulnerability windows. Strong evidence
  • Their 2.82s spreadshot reload at close range, which is a long window for a hero with no ranged fallback. Why this is shown: Mo & Krill's vulnerability windows. Strong evidence
  • Your trades against Mo & Krill changed on 09-16-2026: dashes and light melees no longer pause gun cycle time. Your damage output and your repositioning are no longer competing for the same seconds, which is the single biggest gain for a long-cycle weapon in this patch. Practically, that means you can now dodge the opening of their burst and keep your cycle running, so the correct trade against a burst hero is no longer stand-and-shoot — it is move-and-shoot, and it costs you nothing to do it. Why this is shown: 09-16-2026: dashes and light melees no longer pause gun cycle time. Verified
  • Being stunned by Mo & Krill now pauses your reload rather than restarting it, as of 09-16-2026. That quietly changes when it is safe to reload in this matchup: a reload caught by their stun resumes where it left off instead of costing you the whole cycle, so the old rule of never reloading inside their engagement range is too conservative now. The compensating change is that parrying also pauses your reload, so a defensive parry no longer buys you free reload time. Why this is shown: 09-16-2026: being stunned pauses reload instead of restarting it; parrying also pauses reload. Verified

Laning

  • What they want in lane: 930 base health is one of the largest pools in the game and makes them extremely hard to push out of lane. Why this is shown: Mo & Krill's laning strengths. Strong evidence
  • What they want in 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). Why this is shown: Mo & Krill's laning strengths. Strong evidence
  • What you can take from them in lane: Zero ranged presence — 2.8 damage per pellet means they contribute essentially nothing outside a few metres. Why this is shown: Mo & Krill's laning weaknesses. Strong evidence
  • What you can take from them in lane: Every one of their damage tools requires being close, so a mid- or long-range laning duo can simply refuse to engage. Why this is shown: Mo & Krill's laning weaknesses. Strong evidence
  • Your lever: A 66-round magazine plus Mini Turret gives her the best raw lane-hold in the game; she out-attrits almost any duo lane. Why this is shown: McGinnis's laning strengths. Strong evidence
  • Mo & Krill closes distance on a cooldown and you have no exit, so in the 0-6 minute window your Guardian is your escape item. Fight with it behind you and inside its range, not beside you: their gap-close has to end somewhere, and ending it inside 116 DPS of Guardian fire is the only punish you own before you have items. The moment the Guardian falls at around 6:00, that safety disappears and the matchup gets materially worse — plan your first defensive purchase for that timing. Why this is shown: Guardians deal 116 DPS to players and become contestable around 6:00; enemy gap-close against a hero with escape 0-1. Strategic
  • You have real objective damage, which makes the Guardian your win condition in this lane rather than Mo & Krill's health bar. Guardian resistance scales from +50% down to −50% across roughly the first twelve minutes since 05-22-2026 — it gets softer, not harder, so the pressure you can apply grows every minute from about 6:00. Guardians also have no ability-damage reduction, so spirit works on them at full value. Older guides claiming Guardians toughen over time are wrong. Why this is shown: 05-22-2026 changed Guardian scaling resist from +75%→−50% to +50%→−50%; Guardians have no ability-damage reduction. Verified
  • Mo & Krill will shove the wave into your Guardian to push you off souls, and you are not fast enough to walk around it. The thing to protect is the floating orb — the ground orb drops and cannot be denied, so half your income is safe no matter what they do, and the contest is only ever over the other 50. Position on your Guardian's side of the wave so you are already in range of the floating orbs when they pop, and give up the forward orbs rather than crossing for them. Why this is shown: Each trooper drops one undeniable ground orb and one contestable floating orb; enemy wave-clear versus a low-mobility hero. Strategic

Mid game

  • Their spike — 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). Why this is shown: Mo & Krill's power spike timeline. Strong evidence
  • Their spike — Combo unlock: They gain the game's longest reliable single-target removal, plus the permanent max-health stacking mechanic starts. Why this is shown: Mo & Krill's power spike timeline. Strong evidence
  • Their spike — Combo T2 (mid game): -30s cooldown and +50% bullet resist make the ultimate both repeatable and much harder to break with gunfire. Why this is shown: Mo & Krill's power spike timeline. Strong evidence
  • Their spike — Burrow T3 (late): -20s cooldown and +4 m/s make them a rotating map threat who can arrive at any fight under armour. Why this is shown: Mo & Krill's power spike timeline. Strong evidence
  • Your spike — Spectral Wall unlock (level 1 priority): Her defining tool is online immediately; the highest-win-rate skill order opens Spectral Wall, Medicinal Specter, Mini Turret (61.5% WR per deadlocklabs.gg). Why this is shown: McGinnis's power spike timeline. Strong evidence
  • Your spike — Spectral Wall T2 (mid game): -20s cooldown means she can wall every fight rather than every other fight, which changes how the whole map is contested. Why this is shown: McGinnis's power spike timeline. Strong evidence
  • Your objective damage is the lever in this matchup and the Walker timing is where it pays. Walkers sit around 65% damage resistance early and decay toward −65% by minute 18, so the same rotation that accomplishes nothing at 12:00 kills one outright at 17:00. Each Walker your team destroys also unlocks an extra item slot for the whole team, so the take is a build spike for five other people, not just souls. Remember a Walker is invulnerable unless someone is within 22m. Why this is shown: Walker resist decays from ~65% to −65% by minute 18; each Walker grants a team-wide item slot; Walkers are invulnerable with no enemy inside 22m. Strong evidence
  • There is a hard behavioural change at 20:00 in this matchup: respawn goes from 35 to 38 seconds as of 09-16-2026, and you are the hero Mo & Krill can pick off without a fight starting. Three seconds does not sound like much until you price it against the Rift's 7-minute cadence and the Urn at 20 and 25 — a single death now reliably costs you presence at the next objective. Past 20:00, stop taking the solo camp that is one rotation from their side of the map. Why this is shown: 09-16-2026: respawn timer at 20:00 raised 35s → 38s; hero has escape 0-1 against enemy diveThreat 2+. Verified

Teamfights

  • 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. Why this is shown: Channelled ultimates are interruptible by hard CC, silence or displacement. Strong evidence
  • Against Mo & Krill's knockups, Debuff Reducer is a live answer where it used to be a dead one: knockup durations were brought under debuff reduction on 05-22-2026, so the +25% from a 1,600 Tier II item genuinely shortens the airborne time. That matters more for you than for most, because you have no exit and the airborne window is when their follow-up lands. Worth pairing with the fact that Knockdown-style effects going the other way still cannot be shortened at all. Why this is shown: 05-22-2026 made knockup durations scale with debuff reduction; Debuff Reducer is T2, 1,600, +25%. Verified
  • 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. Why this is shown: Enemy durability 3 with a frontline role; target-priority reasoning. 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. Why this is shown: Hero has peel 2+ against a high dive threat. 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. Why this is shown: Stun diminishing returns reported by community sources; not confirmed in official notes. Uncertain

Positioning

  • When you go for their Walker against a team with Mo & Krill peeling, the 22m rule is your positioning constraint: a Walker is invulnerable while no enemy is within 22m, so somebody has to be inside that ring for any of your damage to count. Being that body is a commitment, not a poke. Backdoor protection also gives the Walker 65% damage reduction and 65 HP/s regeneration until your trooper wave arrives, so going without the wave is not a faster take, it is no take at all. Why this is shown: Walkers are invulnerable with no enemy inside 22m; backdoor protection grants 65% damage reduction and 65 HP/s regen. Strong evidence

Build adjustments

  • 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. Why this is shown: Anti-heal application routes differ by damage type; mechanics research, patch 09-16-2026. Verified
  • Mo & Krill dives, and you do not have an exit in your kit. This is the clearest item priority in the matchup: buy a movement or escape active before you buy your next damage item. A damage item does not help you if the fight starts with you already dead. Why this is shown: Enemy diveThreat 3 against a hero with escape trait 0-1. 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 item's stun. Why this is shown: Debuff Resist reduces duration only; parry stun and Knockdown stun are documented exclusions. Verified
  • 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. Why this is shown: Resist stacking is multiplicative; shred subtracts from total resist, so its value scales with target resist. Verified
  • If Mo & Krill buys Dispel Magic 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. Why this is shown: Dispel Magic purges non-ultimate debuffs; bullet-applied anti-heal reapplies on the next bullet. Strong evidence
  • Unstoppable (vitality T4) — Mo & Krill gives this team real stuns and hard cc. Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage. Why this is shown: Answers: enemy-hard-cc, enemy-channeled-ult, enemy-silence, enemy-displacement. Verified
  • Ethereal Shift (spirit T4) — Mo & Krill gives this team real channelled ultimates. Buy to survive a telegraphed assassination combo or ultimate — you simply cease to be a target for four seconds. Why this is shown: Answers: enemy-channeled-ult, enemy-backline-threat, enemy-dive, enemy-burst. Verified
  • Knockdown (spirit T3) — Mo & Krill gives this team real gap closers and escapes. The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky. Why this is shown: Answers: enemy-mobility, enemy-channeled-ult, enemy-backline-threat. Verified

Common mistakes

  • The instinct here is to buy Dispel Magic as your answer to Mo & Krill and then find it greyed out at the exact moment you need it. Dispel Magic cannot be cast while you are stunned or asleep, and it cannot remove a stun at all — it purges what comes with the stun, not the stun itself. Against Mo & Krill the item you actually want is the pre-cast kind (Unstoppable, which also cannot be activated once you are already stunned) or the automatic kind (Indomitable, which cleanses the next hard CC with no input from you). Why this is shown: Dispel Magic cannot be used while stunned or asleep and cannot purge stuns; Unstoppable has the same activation restriction. Verified
  • 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. Why this is shown: Healbane applies for 8s on spirit damage; same-source healing reduction does not stack on re-application. Strong evidence
  • The reflex buy against a hero who keeps deleting you is Metal Skin, 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. Why this is shown: Metal Skin blocks bullet damage only; enemy damage profile is spirit with burst 2+. Verified
  • 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. Why this is shown: Melee is reduced by both Bullet Resist and Melee Resist; the parry stun is 3s and is not shortened by Debuff Resist. 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. Why this is shown: Dispel Magic cannot purge ultimate-sourced debuffs; enemy cc 3 with a hard disable tag. Verified
  • Your damage arrives over time and Mo & Krill converts damage dealt into health, which makes the natural instinct — stay in the fight, keep the pressure on — the exact thing that loses it. Their sustain scales with how many targets are in front of them and how long the fight runs; yours does not scale at all. Either break contact and force them to re-approach on a cooldown, or bring healing reduction so the long fight stops being their format. Why this is shown: Enemy lifesteal-core against a hero with burst 0-1; lifesteal scales with fight length and target count. Strategic

Analyse this against your whole enemy team

A single matchup only tells you part of the story — which enemy to actually focus, and what to buy, depends on the other five. Open the tool with this matchup pre-loaded and add the rest.

Open in the matchup tool
Sources and method for this page

Mo & Krill's kit and counterplay were compiled from 6 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against McGinnis'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%.

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