Strengths and weaknesses
Good at
- Highest health in the game (930, +65 per boon), and it grows with Combo kills
- Burrow is a fast, tanky gank tool
- Sand Blast disarms gun carries for 2.5s (4s with T3)
- Scorn heals a lot when it hits heroes
Struggles with
- Short-range spreadshot
- Combo's 2.4s channel can be interrupted (Unstoppable fixes this)
- Has to get close for everything
- Burrow speed drops when enemy heroes damage you
Abilities
Ability order
Spend points in this order. Each ability's tiers cost 1, 2 and 5 points.
- Unlock Scorn
- Unlock Burrow
- Unlock Sand Blast
- Scorn T1
- Burrow T1
- Unlock Combo
- Scorn T2
- Burrow T2
- Combo T1–T2
- Sand Blast T1
- Scorn T3
- Combo T3
- Burrow T3
- Sand Blast T2–T3
Item build
A starting build that works in most games. Swap pieces based on the enemy team; the notes explain what each stage is for.
Checked against 16,439 Mo & Krill matches from October 6–7, 2026 (all ranks). It keeps the items most Mo & Krill players buy and fills the other slots with the items that won most often. See the item tier list for how we measure that.
WeaponVitalitySpirit
| Stage | Items |
|---|---|
| Laning (800-soul items)Mystic Burst and Sprint Boots are the standard start. Extra Spirit and Mystic Regeneration have the best results of his cheap items. | |
| Mid game core (1,600–3,200)Mo & Krill is built as a spirit tank now: Torment Pulse, Tankbuster and Superior Cooldown for damage, Cold Front for slows, Trophy Collector and Healbane for health and anti-heal. Superior Duration lengthens Combo's hold. | |
| Late game (6,400)Escalating Exposure and Scourge are the usual finishers. Witchmail adds the health and spirit resist a frontliner needs. | |
| SituationalSpirit Burn has strong results when you're dealing lots of spirit damage. Greater Expansion for bigger areas, Diviner's Kevlar to survive your ultimate, Debuff Reducer against crowd control. |
Rate this build in the build rater → See its grade, and the heroes it does well and badly against.
How to play
Mo & Krill are a tank and initiator duo. Burrow sends them underground for a fast, tanky approach, Scorn damages and heals, Sand Blast disarms enemy guns, and Combo holds a single enemy in place, permanently boosting their health if the target dies.
Their unique traits
- Highest health in the game (930, +65 per boon).
- Tunnels: like Rat King, they can enter and exit tunnels through vents while out of combat, or while burrowed.
- Two heads: both can be headshot, but Mo’s head takes 20% less headshot damage.
Laning phase (0–10 min)
- Scorn constantly. It’s on a 13-second cooldown, damages everything nearby and heals you, especially from heroes.
- Burrow to gank or escape. Underground, you have 60% bullet resist and 30% spirit resist.
Mid game (10–25 min)
- Burrow into a lane and pop up under the enemy to knock them up.
- Sand Blast the gun carry. A 2.5-second disarm stops their damage completely.
Late game and team fights (25+ min)
- Combo the most dangerous enemy. Holding them for 2.4 seconds (3.1 with T3) while your team bursts them is often a guaranteed kill.
- Buy Unstoppable so Combo can’t be interrupted.
- Finish with Combo to stack permanent health.
Combos
- Burrow gank: Burrow → come up under the target (knock-up) → Scorn → Combo.
- Anti-carry: Sand Blast (disarm) → Burrow in → Combo.
- Sustain: Scorn on a group → heal → Scorn again (8s cooldown with T2).
Matchups
- Good against: gun carries (disarm) and squishy targets they can reach.
- Hard against: long-range kiting and heavy crowd control that stops Combo.
Pro tips
- Burrow’s cooldown starts the moment you use it (since July 2026), not when it ends.
- You can use items during Combo (since July 2026), so activate defensive items mid-combo.
Lore
Maurice (Mo) and Krill belong to the Tunnel Rats, an underground smuggling network beneath New York. They guard the tunnels from rival gangs who'd like to take them over.
Frequently asked questions
Is Mo & Krill good for beginners?
Yes. They have the most health in the game, simple abilities, and a self-heal in Scorn. Burrow and Combo are easy to understand, so it's a great tank to learn with.
How does Combo give permanent health?
If the target dies during Combo or within 3 seconds after, Mo & Krill permanently gain max health (40 plus 2 per boon). Finishing kills with Combo makes them tankier for the rest of the match.
How do you counter Mo & Krill?
Interrupt Combo with a stun or silence, and stay at range against their short spreadshot. Damage them while they burrow to slow them down.
Ability numbers are checked against the game and the community-run Deadlock Wiki after every patch. Builds are our own recommendations, checked against public match data. Spotted something out of date? Tell us.