Editing Mo & Krill

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| ability_num = 1
| ability_num = 1
| notes      =
| notes      =
* Scorn can be cast while Mo & Krill are busy, meaning it can be used during actions that would normally disable other abilities (e.g. while [[Heavy Melee|heavy meleeing]], riding the [[Zipline]], and notably during {{AbilityIcon|Combo}}).
* Scorn does not interrupt Mo & Krill, meaning it can be used while [[Heavy Melee|heavy meleeing]], riding the [[Zipline]], and notably during {{AbilityIcon|Combo}}.
* The T3 Upgrade's debuff has no maximum stack limit.
* The T3 Upgrade's debuff has no maximum stack limit.
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** If the player has Instant Cast set, the visual indicators (circle/diamond with the item's icon) of an item's range do not appear over a valid target until an action is taken, such as using an ability or item.
** If the player has Instant Cast set, the visual indicators (circle/diamond with the item's icon) of an item's range do not appear over a valid target until an action is taken, such as using an ability or item.
** If the player has Confirm Cast set, they become Instant Cast while burrowed, but the visual indicators of an item's range will not appear at all.
** If the player has Confirm Cast set, they become Instant Cast while burrowed, but the visual indicators of an item's range will not appear at all.
** If the player has Quick Cast set, all targeted items and {{ItemIcon|Alchemical Fire}} cannot be used.
** If the player has Quick Cast set, all targeted items and {{ItemIcon|Alchemical Fire}} cannot be used.  
* Mo & Krill can [[Slide]] while burrowing, allowing them to take advantage of the increased [[move speed]] on slopes.
* Mo & Krill can enter [[Vents]] while burrowed, if not in combat. However, if Burrow goes on cooldown while inside a Vent, they will be unable to exit until the ability is off cooldown.
* Mo & Krill can enter [[Tunnel|Tunnel vents]] while burrowed, if not in combat. If Burrow goes on cooldown while inside a Tunnel, they will be unable to exit until the ability is off cooldown.
** If the player exits Burrow in a middle of a vent, they will be pushed to the side they were on before entering the vent.
** If the player exits Burrow in a space too small to stand or crouch on, they will be pushed to the nearest walkable space.
* Mo & Krill can still be hit by [[Melee Attacks]] while burrowed.
* Mo & Krill can still be hit by [[Melee Attacks]] while burrowed.
* Mo & Krill can carry the [[Soul Urn]] while burrowed. However, they cannot enter the Tunnels while carrying it and will still drop the Urn if hit by a melee attack.
* Mo & Krill can carry the [[Soul Urn]] while burrowed, since it's not affected by [[Movement Silence]]. However, they cannot enter vents while carrying it and will still drop it if hit by a melee attack.
* Most abilities that affect ground enemies still affect burrowed Mo & Krill: {{HeroIcon|Graves}}' {{AbilityIcon|Grasping Hands}}, {{HeroIcon|Paradox}}'s {{AbilityIcon|Time Wall}} and others. Notable exceptions:
* Most abilities that affect ground enemies still affect burrowed Mo & Krill: {{HeroIcon|Graves}}' {{AbilityIcon|Grasping Hands}}, {{HeroIcon|Paradox}}'s {{AbilityIcon|Time Wall}} and others. Notable exceptions:
** {{HeroIcon|Abrams}}' {{AbilityIcon|Shoulder Charge}} does not drag Mo & Krill.
** {{HeroIcon|Abrams}}' {{AbilityIcon|Shoulder Charge}} does not drag Mo & Krill.
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