vs backline assassinationGuardian WardGuardian Ward1,600 soulsTier 2ArmorPress+60sCooldown+0.2sCast Delay+1.5Out of Combat Regen+6sBuff Duration+8%Ability Range+8%RadiusBuilds from GritSlowing HexSlowing Hex1,600 soulsTier 2TechPress+29sCooldown+3.5sDuration+0.1sCast Delay+16%Move Speed-26%Dash DistanceDisarming HexDisarming Hex3,200 soulsTier 3TechPress+16sCooldown+4.25sDuration+0.1sCast Delay+75Bonus Health-13%Bullet ResistBuilds from Rusted Barrel
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.
Shoot the burrow mound as it approaches. Hero damage reduces the BurrowBurrow40s CooldownMo & Krill dive underground, moving faster and gaining both spirit and bullet armour while submerged.Crowd ControlSlow plus a knockup on everyone near the emergence point.DamageSpirit damage on emergence;MobilityIncreased move speed while burrowed (+4 m/s at T3) on a base 8 m/s frame.1+45 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.
Hold one interrupt specifically for the ComboCombo4m Range150s CooldownMo & Krill grab a single enemy, hold them in place stunned while chewing through them for the duration of the channel.Crowd ControlFull stun for the 2.4s channel (+0.7s at T3).Damage35 damage per second over the 2.4s channel;MobilityNone — 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. channel. Any Stun, Silence, Knockup or displacement on them cancels a 150-second ultimate and denies the permanent health stack.
Buy anti-heal before mid game. Healbane / Toxic Bullets cut ScornScorn13s CooldownA 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 ControlNone at base. T3 adds a stacking 15% damage debuff on enemies hit, lasting…Damage45 damage base, scaling with spirit at 0.675, with a 13s base cooldown.DefensiveThe heal is the main defensive layer.1+30 damage.2-5s cooldown, +1m radius.5applies a stacking 15% damage debuff to enemies hit for 16s.'s healing and Combo T1's Lifesteal at the same time.
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.
Sand BlastSand Blast25m Range2.5s Duration40s CooldownA spray of sand in a cone ahead that deals damage and disarms everyone it catches, preventing them from using their weapon.Crowd ControlDisarm, roughly 2.5s. T2 adds a 28% slow and a 28% dash distance reduction…Damage35 damage base; T1 adds +45 damage and +5m range. 25m range with a 2.5s…DefensiveDisarming the biggest gun in the fight is a defensive cooldown in practice.1+45 damage, +5m range.224% 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.
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.
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.
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.
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.
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.
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.
Sand Blast second — bait the Disarm from behind cover or with a summon, then engage when your gun is safe for the next window.
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.
Do not bait Combo by sending a lone squishy in; instead bait it by having your tank stand forward, so a 150s ultimate is spent on your least valuable target.
During the Combo channel — they are stationary, locked to one target, and any Hard CC cancels it.
While burrowed and being shot: hero damage strips the speed bonus, so a contested approach leaves them arriving late and out of position.
Immediately after the Burrow emergence Knockup, with Burrow on cooldown — they have no escape and are standing inside your team.
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.
Their 2.82s spreadshot reload at close range, which is a long window for a hero with no ranged fallback.
A layered single-target lockdown package: Sand BlastDisarm into BurrowKnockup into a multi-second ComboStun.
Very high durability that grows permanently through the game via successful Combos.
Scorn gives sustained self-healing in extended brawls.
Burrow lets them cross open ground under armour, so there is often no safe approach angle to deny.
Weak to
No ranged damage whatsoever; kiting them is a direct counter.
Combo is a stationary channel that any CC breaks, wasting their ultimate.
Anti-heal items simultaneously disable Scorn's sustain and Combo T1's Lifesteal.
Mobility and range punish them: heroes who out-range or out-kite them are hard for them to catch.
dramalock.org flags overextending — surfacing without team support or channelling Combo where allies cannot reach is risky.
In lane, good at
930 base health gives them a large health pool that is hard to push out of lane.
Scorn clears troopers and heals off them simultaneously, so they sustain and farm from the same button.
8 m/s base move speed on a durable hero lets them contest orbs and punish overextension on foot.
Sand Blast's Disarm turns any attempted lane dive into a free kill for their side.
In lane, weak to
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.
Heroes who out-range or out-kite them are hard for them to engage.
Highly dependent on cooldowns: with Burrow down they have no way to close distance at all.
Scorn first two points (laning 0-10min) — The Scorn/Scorn opener front-loads their sustain and wave clear.
Combo unlock — They gain Combo, a single-target removal, and the permanent max-health stacking mechanic starts.
Combo T2 (mid game) — -30s cooldown and +50% Bullet Resist make the ultimate both repeatable and much harder to break with gunfire.
Burrow T3 (late) — -20s cooldown and +4 m/s make them a rotating map threat who can arrive at any fight under armour.
Spreadshot / Shotgun
Rapid FireSpreadshot
59.7DPS
Falloff Range 20m → 58m
A very high rate-of-fire spread weapon: about 2.8 damage per pellet, four pellets a shot at 5.29 shots per second, for about 60 DPS from a 20-round clip, 2.82s reload, 20m-58m falloff. The per-pellet damage is tiny, so the gun only matters inside a few metres — which is exactly where the rest of the kit puts them.
2.82Bullet Damage
4Pellets per Shot
5.29Bullets per sec
20Ammo
2.82sReload Time
320m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
930Health
1Health Regen
8m/sMove Speed
1.60m/sSprint Speed
3Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Mo & Krill wins most with, against what their two win rates would predict.
PaigePaigeSupportControllerMid rangeSpirit damagePeel — Plot Armor is a save and a damage buff on one button.Durabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)54.4% together+2.9% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)52.7% together+1.8% above expected
KelvinKelvinSupportControllerMid rangeHybrid damageFrozen Shelter is a hard physical barrier that stops ranged damage and ultimates outrightDurabilityhigh (2/3)Burstlow (1/3)Mobilityhigh (2/3)Healingvery high (3/3)52.4% together+1.6% above expected
Rat KingRat KingBruiserSupportClose rangeBullet damageMakes his whole team's guns better: stacking bullet-resist shred from Rat SwarmDurabilityhigh (2/3)Bursthigh (2/3)Mobilitylow (1/3)Healinglow (1/3)51.5% together+1.3% above expected
BabaBabaControllerMageMid rangeSpirit damageThree kinds of control in one kit: silence, a hex and several slowsDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinglow (1/3)52.0% together+1.2% above expected
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)52.8% together+1.0% above expected
Mo & Krill wins 46.4% of games overall.
Who counters Mo & Krill and who Mo & Krill counters: all 43 opponents, from Mo & Krill's hardest to easiest, with how far each sits from that average. Mo & Krill strugglesMo & Krill does well
Graves and Paige are strong against almost every hero this patch, so they sit near the top here too.
The counters that are about Mo & Krill in particular: Baba (Mo & Krill wins 40.0%).
Pick an ability to see what it does and how to play around it.
Scorn
Ability 1 · Point-Blank AoE Damage Drain
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.
Purpose: Their sustain and their farming button in one. It lets them sit in a trooper wave and stay topped up.
Damage
45 damage base, scaling with spirit at 0.675, with a 13s base cooldown.
Crowd control
None at base. T3 adds a stacking 15% damage debuff on enemies hit, lasting 16s.
Defensive
The heal is the main defensive layer.
How to play against 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.
Interactions
Heals far harder off heroes than off troopers, so the ability rewards committing into bodies rather than kiting.
Scorn clears troopers and heals off them, which is what their lane opener is built around.
Anti-heal items directly gut it; dramalock.org lists anti-heal as standard counterplay.
Upgrade tiers
T1: +30 damage.
T2: -5s cooldown, +1m radius.
T3: applies a stacking 15% damage debuff to enemies hit for 16s.
Burrow
Ability 2 · Underground Travel with Armour, Emerging as an AoE Knockup
Mo & Krill dive underground, moving faster and gaining both spirit and bullet armour while submerged. Damage from enemy heroes cuts into the speed bonus. Surfacing deals Spirit Damage, slows and knocks up nearby enemies.
Purpose: The engage. It lets them approach without being shot, get past a frontline, and surface underneath a backline target with a Knockup that guarantees the follow-up.
Damage
Spirit Damage on emergence; the spin does 65 DPS (1.339 spirit scaling), and T1 adds +45 spin DPS while burrowed. Exact base emergence damage not sourced.
Crowd control
Slow plus a Knockup on everyone near the emergence point.
Mobility
Increased move speed while burrowed (+4 m/s at T3) on a base 8 m/s frame.
Defensive
Spirit and bullet armour while underground, which is how they cross open ground under fire.
How to play against 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.
Interactions
Hero damage reduces the speed bonus, so shooting them while burrowed is real, immediate counterplay — dramalock.org lists this first.
Burrow-into-Knockup-into-Combo is the full kill pattern.
T3's -20s cooldown makes it a repeatable rotation tool, not just a fight opener.
Upgrade tiers
T1: +45 spin DPS while burrowed.
T2: +4s burrow time, +2 radius.
T3: -20s cooldown, +4 m/s move speed.
Sand Blast
Ability 3 · Frontal Cone Disarm
A spray of sand in a cone ahead that deals damage and disarms everyone it catches, preventing them from using their weapon.
Purpose: Their peel and their setup tool. Disarming a carry for the length of an engage is often worth more than the damage, and it protects the Combo channel from being shot out.
Damage
35 damage base; T1 adds +45 damage and +5m range. 25m range with a 2.5s Disarm.
Crowd control
Disarm, roughly 2.5s. T2 adds a 28% slow and a 28% dash distance reduction; T3 adds +1.5s duration.
Defensive
Disarming the biggest gun in the fight is a defensive cooldown in practice.
How to play against 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.
Interactions
dramalock.org recommends disabling the primary threat with Sand Blast before committing to Combo, which is the standard sequencing.
A Disarm does not stop abilities, only weapons — heroes whose damage is spirit-based are much less affected.
T2's dash reduction combines with the BurrowKnockup to make escaping a full engage very hard.
Upgrade tiers
T1: +45 damage, +5m range.
T2: 24% slow and 26% dash distance reduction.
T3: +1.5s duration, -25s cooldown.
Combo
Ultimate · Channelled Single-Target Lockdown with Permanent Health Reward
Mo & Krill grab a single enemy, hold them in place stunned while chewing through them for the duration of the channel. If that target dies during the channel or within three seconds after, Mo & Krill permanently gain maximum health.
Purpose: A single-target removal with a scaling mechanic. It deletes one hero from a teamfight for the whole channel, and every successful one makes them permanently harder to kill.
Damage
35 damage per second over the 2.4s channel; T3 adds +35 damage per second with increased scaling and +0.7s duration. 150s cooldown, 4m range.
Crowd control
Full Stun for the 2.4s channel (+0.7s at T3).
Mobility
None — both parties are locked in place, which is the risk.
Defensive
T2 grants +50% Bullet Resist during the channel, which is what lets them survive being focused while locked in.
How to play against 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 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.
T2 gives them +50% Bullet Resist during the channel, so break it with Spirit Damage or CC rather than trying to gun them off it.
Interactions
Permanent max health stacking means a Mo & Krill who lands three or four Combos over a game is meaningfully tankier than the base 930 HP.
The channel is interruptible — dramalock.org explicitly advises opponents to save interrupts for it.
Best paired with a team that can burst the held target.
T3: +0.7s duration, +35 damage per second with increased scaling.
Mo & Krill's win rate by game length
Mo & Krill gets stronger the longer the game goes: 44.6% in games under 25 minutes (#34 of 44), 48.9% in games past 40 (#23 of 44). Worth knowing: the tag at the top says "Mid Game", but on this patch the long games are where Mo & Krill pulls ahead of other heroes.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
49.6%
+3.2%
1,000
15–20
45.4%
−1.0%
1,974
20–25
43.4%
−3.0%
5,455
25–30
42.5%
−3.9%
17,892
30–35
44.3%
−2.1%
38,565
35–40
47.1%
+0.7%
43,636
40–45
48.8%
+2.4%
29,162
45–50
48.7%
+2.3%
14,813
50–55
49.1%
+2.7%
6,577
55–60
49.4%
+3.0%
2,454
60+
49.8%
+3.4%
1,220
"vs usual" is against Mo & Krill's 46.4% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.
Each point is how often Mo & Krill won games that ended at that length, not the chance of winning at that minute.
Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games.
Games under 10 minutes are left out. Every hero by game length →
Sources and confidence for this record
Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.
Difficulty rating: deadlock.io rates Mo & Krill complexity 'Moderate (3/5)' and classifies them as a Hard Spreadshot Initiator whose success depends on coordinated team engagement.