Mo & Krill

A-tier

Tag-Team · Initiator · Burrower

Overview

Identity

Mo & Krill bring a fight to a sudden stop for one unlucky enemy. They can get underneath the front line and hold a target still for their team.

Abilities

1. Scorn

13 second cooldown

Deal damage to nearby enemies and heal yourself based on the damage done. Heal is stronger against enemy heroes.

First upgrade
+35.0 Damage
Second upgrade
-5.0 seconds Cooldown +1m Radius
Third upgrade · 5 points
Adds a debuff to enemies that lets Mo & Krill deal +15% Damage to them. Stacks and lasts 16 seconds.

How to use. Use Scorn while you are close enough for both the damage and healing to matter, especially during Combo while the target is locked in place.

2. Burrow

40 second cooldown

Burrow underground, moving faster, and gaining spirit and bullet armor. Damage from enemy heroes will reduce the speed bonus. When you jump out, deal spirit damage, slow, and knockup.

First upgrade
+50.0 Spin DPS
Second upgrade
+4 seconds Burrow time and +2 radius
Third upgrade · 5 points
-20.0 Cooldown and +4m/s Move Speed

How to use. Use Burrow to engage, dodge, reposition, or collect safely. Change your route instead of traveling in a straight line the enemy can easily track.

3. Sand Blast

40 second cooldown

Spray sand that disarms enemies in front of you and deals damage.

First upgrade
+50 Damage and +5m Range
Second upgrade
Slow targets by -30% and reduces dash distances by -30%
Third upgrade · 5 points
+1.5 seconds Duration and -25.0 Cooldown

How to use. Use Sand Blast before Combo when the resistance reduction will improve the follow-up. Treat it as setup for the lock rather than the finishing hit.

4. Combo

150 second cooldown

Hold the target in place, stunning them and dealing damage during the channel. If they die during, or within 3 seconds of Combo ending, you permanently gain max health.

First upgrade
+100% lifesteal
Second upgrade
-30.0 seconds Cooldown and +50.0% Bullet Resist
Third upgrade · 5 points
+0.7 seconds Duration and +40.0 Damage Per Second and increased scaling

How to use. Use Combo on the player your team can actually kill during the lock, then continue your close-range damage while they are held.