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Mo & Krill

BruiserInitiatorTank Spirit Damage Mid Game Medium Difficulty

Patch 10-30-2026, 162,073 matches. Updated daily.

How to counter and play Mo & Krill

Items to buy

  • vs healing and lifesteal Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing Decay Decay 3,200 souls Tier 3TechPress +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing
  • vs channelled ultimates Counterspell Counterspell 3,200 souls Tier 3ArmorPassive +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius Silence Wave Silence Wave 3,200 souls Tier 3TechInstantCast +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health
  • vs backline assassination Guardian Ward Guardian Ward 1,600 souls Tier 2ArmorPress +60s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +8% Ability Range +8% Radius Builds from Grit Slowing Hex Slowing Hex 1,600 souls Tier 2TechPress +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Disarming Hex Disarming Hex 3,200 souls Tier 3TechPress +16s Cooldown +4.25s Duration +0.1s Cast Delay +75 Bonus Health -13% Bullet Resist Builds 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 Burrow Burrow 40s Cooldown Mo & Krill dive underground, moving faster and gaining both spirit and bullet armour while submerged. Crowd Control Slow plus a knockup on everyone near the emergence point. Damage Spirit damage on emergence; Mobility Increased move speed while burrowed (+4 m/s at T3) on a base 8 m/s frame. 1 +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 Combo Combo 4m Range150s Cooldown Mo & Krill grab a single enemy, hold them in place stunned while chewing through them for the duration of the channel. Crowd Control Full stun for the 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. 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 Scorn Scorn 13s Cooldown A burst of damage to everything close by that converts a portion of the damage dealt into healing, with a substantially larger return when the damage lands on enemy heroes. Crowd Control None at base. T3 adds a stacking 15% damage debuff on enemies hit, lasting… Damage 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. '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 Blast Sand Blast 25m Range2.5s Duration40s Cooldown A spray of sand in a cone ahead that deals damage and disarms everyone it catches, preventing them from using their weapon. Crowd Control Disarm, roughly 2.5s. 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. 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.

Plan a game against Mo & Krill and the rest of their team →

Good at

  • A layered single-target lockdown package: Sand Blast Disarm into Burrow Knockup into a multi-second Combo Stun.
  • 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

59.7 DPS

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.

  • 2.82 Bullet Damage
  • 4 Pellets per Shot
  • 5.29 Bullets per sec
  • 20 Ammo
  • 2.82s Reload Time
  • 320m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 930 Health
  • 1 Health Regen
  • 8m/s Move Speed
  • 1.60m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina 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.

  • Paige Paige SupportControllerMid rangeSpirit damage Peel — Plot Armor is a save and a damage buff on one button. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 54.4% together +2.9% above expected
  • Seven Seven MageControllerMid rangeSpirit damage Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 52.7% together +1.8% above expected
  • Kelvin Kelvin SupportControllerMid rangeHybrid damage Frozen Shelter is a hard physical barrier that stops ranged damage and ultimates outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) 52.4% together +1.6% above expected
  • Rat King Rat King BruiserSupportClose rangeBullet damage Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) 51.5% together +1.3% above expected
  • Baba Baba ControllerMageMid rangeSpirit damage Three kinds of control in one kit: silence, a hex and several slows Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) 52.0% together +1.2% above expected
  • Graves Graves ControllerSummonerClose rangeHybrid damage Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 52.8% together +1.0% above expected

Every Mo & Krill duo →

Every Mo & Krill matchup

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 struggles Mo & 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%).

Only matches whose average rank was Oracle and above, where Mo & Krill wins 45.0% overall.

Abilities

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 Burrow Knockup 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.
Upgrade tiers
  • T1: +100% Lifesteal.
  • T2: -30s cooldown, +50% Bullet Resist.
  • 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.

40% 45% 50% 55% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 49.6% over 1,000 games 49.6% 15–20 min: 45.4% over 1,974 games 45.4% 20–25 min: 43.4% over 5,455 games 43.4% 25–30 min: 42.5% over 17,892 games 42.5% 30–35 min: 44.3% over 38,565 games 44.3% 35–40 min: 47.1% over 43,636 games 47.1% 40–45 min: 48.8% over 29,162 games 48.8% 45–50 min: 48.7% over 14,813 games 48.7% 50–55 min: 49.1% over 6,577 games 49.1% 55–60 min: 49.4% over 2,454 games 49.4% 60+ min: 49.8% over 1,220 games 49.8% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
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.