Mo & Krill/Movement

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List of known movement tech for Mo & Krill.

Burrow
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Tech Type: Character Tech
Difficulty: Basic Mechanics
Inputs: Burrow

Burrow

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Burrow (2) is Mo & Krill’s second ability. In it, they dive into the ground, gaining move speed, spirit and bullet resist, then re-emerging, damaging enemies while spinning.

There are three phases to burrow: Diving, Burrowed and Spin.

Another thing to note is that burrow itself has 3 states: pseudo (which has both the characteristic of burrow and base mode), Burrowed (the state where you gain burrows stats benefit's) and spin.

Diving

This phase consists of Mo & Krill diving into the ground. During this phase, you are able to move at your regular move/sprint speed, but unable to use base movement (jumping, dashing), Sand Blast, Combo, melee, or any active item that cannot Heavy Melee Cancel. Scorn and items that can Heavy Melee Cancel can be used in this phase, Cannot be canceled once started

This phase lasts 62 ticks (1.03 seconds). The start of this phase is defined as the moment the ability key is pressed, and the end of this phase is defined as the moment when the cancel key activates spin instead of cancelling Burrow outright.

Burrowed

This is when Mo & Krill are in the ground, shown above ground as a small dirt mound. In this state, you gain:

  • +60% bullet resist,
  • +30% spirit resist, and
  • A base of +4 m/s move speed, which can be increased to +6 m/s with the last upgrade. Damage will reduce move speed.
  • Burrows smaller hit-box

During this phase, you gain the ability to use Sand blast, This phase lasts 5 seconds which can be upgraded to 8 seconds with the first upgrade.

Another thing to note is that even when invisible (both Veil Walker & Shadow Weave) your burrow effects and model is hidden but the sound itself can still be heard.

Spin

This phase consists of Mo & Krill emerging from the ground, spinning and damaging enemies When emerging, you jump upwards. This jump has special properties when you are in the air and have pre-existing vertical velocity; as you get closer to an upwards vertical velocity of ~400 u/s, your jump will get smaller and smaller. Over ~400 u/s, you will instead drop down instead of jump; this can most easily be seen jumping out of a Air Vent. Once you emerge, there is a 5 tick window where you are able to double jump and air dash.

Pseudo
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Tech Type: Character Tech
Difficulty: Basic Mechanics
Inputs: Burrow

Pseudo

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This state is achieved when you finish the diving phase of burrow while being in the air, in this state the only thing you gain is the model of burrow, but the sound, stats, effects of burrow will only apply when you enter the next state.

In this state you can do 2 notable techs:

IAD Pseudo
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Tech Type: Character Tech
Difficulty: Basic Mechanics
Inputs: Burrow -> Dash

IAD Pseudo

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This tech can only be done when in pseudo state, you can air dash in all directions, this is really good for jukes and transitioning to other techs.

Heavy/Light Punch Pseudo
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Tech Type: Character Tech
Difficulty: Basic Mechanics
Inputs: Burrow -> Punch

Heavy/Light Punch Pseudo

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This tech can only be done when in pseudo state, used for extra damage, gap close and mobility into unburrow/spin vault.

Burrow & Dash Burrow
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Tech Type: Character Tech
Difficulty: Advanced Easy
Inputs: Burrow -> Dash

Burrow & Dash Burrow

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This phase will only happen when either the finished dive phase is done in the ground or when pseudo state hits the ground (example from the pseudo state transitioning to burrow is in the video above), in this phase you gain the stat benefits of burrow, effects and sound.

There is also a window where you can dash in burrow itself, tips to do this is that you should press your dash key when the dive phase is about to finish or when you are about to land from pseudo to burrow.

Burrow Slide
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Tech Type: Character Tech
Difficulty: Basic Mechanics
Inputs: Burrow -> Crouch

Burrow Slide

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Can be easily done by just sliding while in burrow, Good for when going down a slope and general movement.

Air Jump Burrow
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Tech Type: Character Tech
Difficulty: Advanced Easy
Inputs: Burrow (Spin) → Jump

Air Jump Unburrow/Spin

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When entering the spin phase and emerging from the ground, there is a 5 tick window in which you are able to air jump.

This helps with clearing obstacles like fencing or clear walls in lane.

With the optimal space input (the very last tick where you can air jump), you can just barely climb over surfaces 213 units tall. If pressing the space input on the very first tick, you’ll only be able to just barely climb over surfaces 202 units tall.

To help with the timing, you can bind the scroll wheel to jump. Cancel using the space key then scroll to instantly air jump after emerging, another bind that can be use instead is making the burrow itself a cancel key, so basically to do a air jump spin you do a press 2 to space

To execute, emerge from Burrow, then jump within 5 ticks.

Another to note is that you can substitute the air jump with a wall jump or use them both.

Mantle Unburrow/Spin
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Tech Type: Character Tech
Difficulty: Advanced Easy
Inputs: Burrow (Spin) → Jump

Mantle Unburrow/Spin

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Good for chasing enemy and general movement, sometimes is preferred then air jump burrow because of it's tendency to overshoot/mistakes.

In order to do you have to basically do the same thing as air jump burrow but instead of double jumping you instead mantle, key order cancel burrow/unburrow/spin -> mantle.

IAD Burrow
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Tech Type: Character Tech
Difficulty: Advanced Easy
Inputs: Burrow (Spin) → Dash

IAD Unburrow/Spin

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When entering the spin phase and emerging from the ground, there is a 5 tick window in which you are able to air dash. After the initial dash, you are also able to slide while in the spin animation.

This is useful for chasing down enemies and damaging them with the spin.

To execute, emerge from Burrow, then dash within 5 ticks.

Magic Carpet Burrow
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Tech Type: Character Tech
Difficulty: Advanced Easy
Inputs: Burrow → Magic Carpet

Magic Carpet Burrow

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Magic Carpet is an item that allows the user to cast a magic carpet for 10 seconds, allowing you to fly around the map. For convenience sake, I will be calling the state where you are flying, carpet state.

Magic Carpet Burrow is when you use both Burrow and Magic Carpet at the same time.

When in Burrow, you are able to cast Magic Carpet. When this happens, you will enter carpet state while burrowing; when this happens, your hitbox is significantly smaller, and your character is shown as a dirt mound surrounded by floating rubble on the magic carpet. While you are in this state, Magic Carpet acts as intended. After Burrow expires, you will exit this state with the regular spin.

This can be used to make safer getaways; a smaller and more ambiguous hitbox makes you harder to hit. It can also be used as a scouting or ganking tool, while also making you harder to hit.

To execute, first execute Burrow, then immediately cast Magic Carpet.

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