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

Mo & Krill

BruiserInitiatorTank close range spirit damage mid-game Medium difficulty

Measured 52.8% win rate, 2.7% pick rate on patch 09-16-2026 across 63,755 matches.

Strengths

  • The most complete single-target lockdown package in the game: 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 that makes extended brawls strongly favour them.
  • Burrow lets them cross open ground under armour, so there is often no safe approach angle to deny.
  • Currently one of the stronger heroes by measured performance: deadlocklabs.gg records 52.6% win rate at 2.8% pick, A tier across 431,484 matches.

Weaknesses

  • No ranged damage whatsoever; kiting them is the single most effective strategy against them.
  • Combo is a stationary channel that any CC breaks, wasting their most important cooldown.
  • Anti-heal items simultaneously disable Scorn's sustain and Combo T1's lifesteal.
  • Heavily punished by mobility and range: Shiv, Vindicta and Silver are their worst matchups per deadlocklabs.gg.
  • dramalock.org flags overextending — surfacing without team support or channelling Combo where allies cannot reach is how most Mo & Krill games are lost.

Weapon

spreadshot / shotgun. A very high rate-of-fire spread weapon: about 2.8 damage per pellet at roughly 21 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.

Abilities

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.

What it is for: Their sustain and their farming button in one. It is why they can sit in a trooper wave and stay topped up, and why a 1v1 in melee range goes badly for almost everyone.

Damage
Damage scales with spirit at 0.75 per deadlock.io, with a 13s base cooldown. Base damage value not sourced on the pages checked.
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 and it is the primary reason they can hold a frontline.

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.
  • The top-win-rate skill order is Scorn, Scorn, Sand Blast (66.9% WR per deadlocklabs.gg) — Scorn is their laning spike.
  • Anti-heal items directly gut it; dramalock.org lists anti-heal as standard counterplay.
Upgrade tiers
  • 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.

What it is for: 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; T1 adds +50 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, making them briefly one of the fastest heroes in the game.
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 and is why they are Pocket's single worst matchup (-1.9% win-rate delta per deadlocklabs.gg).
  • T3's -20s cooldown makes it a repeatable rotation tool, not just a fight opener.
Upgrade tiers
  • T1: +50 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.

What it is for: 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
Base damage not sourced; T1 adds +50 damage and +5m range. 25m range with a 2.5s disarm per deadlock.io.
Crowd control
Disarm, roughly 2.5s per deadlock.io. T2 adds a 24% slow and a 26% 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: +50 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.

What it is for: The longest reliable single-target removal in the game, plus 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
Continuous damage over the channel; T3 adds +40 damage per second with increased scaling and +0.7s duration. Base DPS not sourced. 150s cooldown per deadlock.io.
Crowd control
Full stun for the channel duration (roughly 3s per dramalock.org, +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 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.
  • 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; deadlocklabs.gg lists Victor (+4.3%) and Paige (+3.8%) as their top duos.
Upgrade tiers
  • T1: +100% lifesteal.
  • T2: -30s cooldown, +50% bullet resist.
  • T3: +0.7s duration, +40 damage per second with increased scaling.

Laning strengths

  • 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).
  • 8 m/s base move speed is unusually high for a hero this durable; they contest orbs and punish overextension on foot.
  • Sand Blast's disarm turns any attempted lane dive into a free kill for their side.

Laning weaknesses

  • 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.
  • deadlocklabs.gg lists Shiv (-1.8%), Vindicta (-1.7%) and Silver (-1.5%) as their worst matchups — heroes who out-range or out-kite them.
  • Highly dependent on cooldowns: with Burrow down they have no way to close distance at all.

Power spikes

  • 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).
  • Combo unlock: They gain the game's longest reliable single-target removal, plus 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.

Playing against Mo & Krill

  • 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.
  • 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.
  • 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.
  • Buy anti-heal before mid game. Healbane / Toxic Bullets cut Scorn'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 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.

Bait these first

  • 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 but its impact in a brawl is decisive.
  • 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.

What Mo & Krill does to 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.
  • 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 roughly 3 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 measurably harder to kill in minute 40 than in minute 20.

Punish windows

  • 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.
  • 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 ~10m from a target; their spreadshot falloff and Scorn radius mean they simply cannot deal damage at that range.
  • Their 2.82s spreadshot reload at close range, which is a long window for a hero with no ranged fallback.

Hardest matchups for Mo & Krill

Ranked by how far below Mo & Krill's own baseline each pairing measures — not by raw win rate.

Graves 47.4% -5.4 pts
Kelvin 47.8% -5.0 pts
Celeste 49.9% -2.9 pts
Vindicta 49.9% -2.9 pts
Warden 50.7% -2.1 pts
Wraith 51.0% -1.8 pts
Infernus 52.1% -0.7 pts
Vyper 53.1% +0.3 pts

Best matchups for Mo & Krill

Same measure, other direction.

Mirage 59.4% +6.6 pts
Pocket 58.2% +5.4 pts
Mina 58.0% +5.2 pts
Silver 55.9% +3.1 pts
Paradox 55.4% +2.6 pts
Viscous 55.4% +2.6 pts
Rem 55.1% +2.3 pts
Bebop 54.8% +2.0 pts

Every Mo & Krill matchup

Analyse a full enemy team

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Open the tool as Mo & Krill
Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 09-16-2026, researched 2026-09-21.

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.