Mo & Krill: Difference between revisions

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He/Him (Krill)
He/Him (Krill)
| voice_actor = Ray Chase
| voice_actor = <!--Ray Chase (SPECULATION)-->
}}
}}


{{Quotation|Krill|Everyone has a plan until they're grabbed by a mole man.}}
{{Quotation|Krill|Everyone has a plan until they're ''grabbed by a mole man.''| 4 = Krill_upgrade_power4_07.mp3
}}


'''Mo & Krill''' are [[Heroes]] in ''[[Deadlock]]''. Fighting together, they are a disruptive and mobile pair that can burrow around the battlefield and leave their enemies in ruins. Beginning encounters with Burrow can let Mo & Krill pop out on unsuspecting enemies, attacking them with Scorn to damage and Sand Blast to disarm them. With the support of their team, they can Combo one targeted enemy to pin their target in place while the rest of their allies unleash their attacks.
'''Mo & Krill''' are [[Heroes]] in ''[[Deadlock]]''. Highly respected members of America's underworld, together they are a disruptive and mobile pair that can '''[[Mo & Krill#Burrow|Burrow]]''' around the battlefield and leave their enemies in ruins. Jumping out of ground let Mo & Krill catch their enemies unprepared, and if they are prepared then that will be rectified when '''[[Mo & Krill#Sand Blast|Sand Blast]]''' jams their weapons. The duo is not concerned about being ambushed by a large group of people, as '''[[Mo & Krill#Scorn|Scorn]]''' will force them to scatter or else risk the pair surviving long enough for backup to arrive. If some poor moron oversteps, Mo and Krill can '''[[Mo & Krill#Combo|Combo]]''' them to render them helpless.


Members of [[The Tunnel Rats]], Maurice and Krill are smugglers and illicit traders who make the underground of New York their home. Rival gangs that try to exploit these tunnel systems for their own gain will rapidly discover how protective and deadly this pair of smugglers can be.
Members of [[The Tunnel Rats]] and close associates of {{HeroIcon|Wraith}}, Maurice and Krill are illicit traders who make the underground of New York their home. Rival gangs that try to exploit these tunnel systems for their own gain will painfully discover how protective this pair of smugglers can be.


== Weapon ==
== Weapon ==
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| ability_num = 1
| ability_num = 1
| notes      =
| notes      =
* Scorn does not interrupt Mo & Krill, meaning it can be used while [[Heavy Melee|heavy meleeing]], riding the [[Zipline]], and notably during {{AbilityIcon|Combo}}.
* 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}}).
* The T3 Upgrade's debuff has no maximum stack limit.
* The T3 Upgrade's debuff has no maximum stack limit.
}}
}}
Line 35: Line 36:
| ability_num = 2
| ability_num = 2
| notes      =
| notes      =
* Mo & Krill can use {{AbilityIcon|Scorn}} and {{AbilityIcon|Sand Blast}} while burrowed.
* Mo & Krill can use {{AbilityIcon|Scorn}}, {{AbilityIcon|Sand Blast}}, and [[Items]] while burrowed.
* 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.
* Active items that require a target have inconsistent behavior if used while burrowing, depending on Mo & Krill's item casting mode. These are likely unintentional.
** 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 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 [[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, 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.
* 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.
* Burrow cannot pass through {{HeroIcon|Graves}}' {{AbilityIcon|Grasping Hands}}.
* 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:
* While burrowed, Mo & Krill cannot be pulled by {{HeroIcon|Abrams}}' {{AbilityIcon|Shoulder Charge}} and will pass under {{HeroIcon|McGinnis}}' {{AbilityIcon|Spectral Wall}}.
** {{HeroIcon|Abrams}}' {{AbilityIcon|Shoulder Charge}} does not drag Mo & Krill.
** {{HeroIcon|McGinnis}}' {{AbilityIcon|Spectral Wall}} does not block Mo & Krill's movement.
* Most targeted items like {{ItemIcon|Cursed Relic}} do not affect burrowed Mo & Krill until they "unburrow". This happens because activating an item sends out a projectile which cannot reach Mo & Krill and floats above them.
** {{ItemIcon|Knockdown}} and positive items ({{ItemIcon|Guardian Ward|icon-only}}, {{ItemIcon|Rescue Beam|icon-only}} etc) do not have a projectile and affect burrowed Mo & Krill normally. Notably Knockback will stun and immediately cancel the ability.
** {{ItemIcon|Phantom Strike}} still teleports a hero to burrowed Mo & Krill.
** {{ItemIcon|Vortex Web}} affects Mo & Krill if cast on the ground, and  floats above them if alt-cast specifically on M&K.
** If an item is targeted while being extremely close to Mo & Krill (<5m), then it will likely affect them despite the interaction. This is not stable and might be a bug.
| interactions =
{{AbilityInteraction | interaction = Slowing Hex | state = disabled | text =
Burrow is '''not''' disabled by Slowing Hex and effects that disable movement-based abilities
}}
}}
}}


Line 57: Line 75:
| ability_num = 4
| ability_num = 4
| notes      =
| notes      =
* Mo & Krill can use items during Combo.
* [[Boon]] scaling is not applied retroactively to existing [[stacks]].
* [[Boon]] scaling is not applied retroactively to existing [[stacks]].
* Upon ability use, Combo keeps momentum, most obviously shown with {{ItemIcon|Majestic Leap}}.
* Upon ability use, Combo keeps momentum, most obviously shown with {{ItemIcon|Majestic Leap}}.
* If either Mo & Krill or the enemy are pulled by a [[Displacement]] effect, such as {{ItemIcon|Rescue Beam}} or {{HeroIcon|Bebop}}'s {{AbilityIcon|Grapple Arm}}, both Mo & Krill and the enemy are displaced together.
* If either Mo & Krill or the enemy are pulled by a [[Displacement]] effect, such as {{ItemIcon|Rescue Beam}} or {{HeroIcon|Bebop}}'s {{AbilityIcon|Grapple Arm}}, both Mo & Krill and the enemy are displaced together.
}}
}}
== Street Brawl ==
=== Ability Changes ===
<!--For fresh data see [[Deadlock:Street Brawl Ability Changes]] -->
Apart from [[Street Brawl#Heroes|global changes]], Mo & Krill do '''not''' have any special modifications for their abilities in Street Brawl.
=== Item Draft ===
{{HeroStreetBrawlItems|Mo & Krill}}


== Backstory ==
== Backstory ==
Line 68: Line 94:
== Update history ==
== Update history ==
{{Update history}}
{{Update history}}
== 3D model ==
{{3D_Model|Mo & Krill}}
===Weapon===
{{3D Model|Mo & Krill Weapon|size=240px}}


== Gallery ==
== Gallery ==
<gallery>
<gallery>
File:Mo & Krill card.png|Mo & Krill portrait
File:Mo & Krill card.png|Mo & Krill portrait
File:Mo & Krill Gloat.png|Gloat portrait for Mo & Krill
File:Mo & Krill Critical.png|Critical health portrait for Mo & Krill
File:Mo & Krill MM.png|Mo & Krill icon
File:Mo & Krill MM.png|Mo & Krill icon
File:Mo & Krill Render.png|Mo & Krill in-game render
File:Mo & Krill Render.png|Mo & Krill in-game render
File:Krill select background.png|Mo & Krill select background
File:Krill select background.png|Mo & Krill select background
File:Mo & Krill Reference Sheet.png|Mo & Krill reference sheet
File:Mo & Krill Reference Sheet.png|Mo & Krill reference sheet
File:Mo krill name.png|Mo & Krill name typography
File:Mo & Krill Weapon.png|Mo & Krill weapon - ''Yellow Canary''
File:Mo & Krill Weapon.png|Mo & Krill weapon - Yellow Canary
</gallery>
 
=== Typography ===
<gallery>
File:Mo krill name.svg|Mo & Krill's name typography
File:Mo krill brazilian.svg|Mo & Krill's Brazilian Portuguese typography
File:Mo krill french.svg|Mo & Krill's French typography
File:Mo krill italian.svg|Mo & Krill's Italian typography
File:Mo krill polish.svg|Mo & Krill's Polish typography
File:Mo krill russian.svg|Mo & Krill's Russian typography
File:Mo krill schinese.svg|Mo & Krill's Simplified Chinese typography
File:Mo krill spanish.svg|Mo & Krill's typography for Spanish and Spanish-Latin America
File:Mo krill turkish.svg|Mo & Krill's Turkish typography
File:Mo krill ukrainian.svg|Mo & Krill's Ukrainian typography
</gallery>
 
=== Removed/Unused content ===
<gallery>
File:Mo & Krill card old.png|Previous Mo & Krill portrait
File:Mo & Krill card old.png|Previous Mo & Krill portrait
File:Mo & Krill icon old.png|Previous Mo & Krill icon
File:Mo & Krill icon old.png|Previous Mo & Krill icon
File:Mo and Krill winter.png|Mo & Krill 2024 [[Seasonal events#Winter|Winter skin]]
File:Mo and Krill winter.png|Mo & Krill 2024 [[Seasonal events#Winter|Winter skin]]
File:Digger hud psd.jpg|Digger portrait ([[Neon Prime]])
</gallery>
File:Mo & Krill Gloat.png|Gloat portrait for Mo & Krill.
 
File:Mo & Krill Critical.png|Critical health portrait for Mo & Krill.
=== [[Neon Prime]] ===
<gallery>
File:Digger hud psd.jpg|Digger portrait
</gallery>
</gallery>
[[File:Mokrill a4 combo foley.mp3|thumb|Mo's grunts during Combo]]
[[File:Mokrill a4 combo foley.mp3|thumb|Mo's grunts during Combo]]
Line 94: Line 146:
* Mo & Krill have a unique conversation with Holliday in the files titled "Troubadour", hinting that they will appear in [[Holliday's visual novel]].<ref>[[Holliday/Quotes#Conversations|Mo & Krill and Holliday conversation]]</ref>
* Mo & Krill have a unique conversation with Holliday in the files titled "Troubadour", hinting that they will appear in [[Holliday's visual novel]].<ref>[[Holliday/Quotes#Conversations|Mo & Krill and Holliday conversation]]</ref>
* "Relaxing in the Hideout" is displayed as one's status in the in-game Friends List when playing as Mo & Krill in the [[Hideout]].
* "Relaxing in the Hideout" is displayed as one's status in the in-game Friends List when playing as Mo & Krill in the [[Hideout]].
* The {{PageRef|name=Shopkeeper}} asks Mo & Krill if they're doing a "[[wikipedia:The_Gift_of_the_Magi|Gift of the Magi]]" for Christmas, referencing the short story in which a poor married couple try to find gifts for each other.<ref>{{VoiceLineCite|name=Shopkeeper|transcription=So you and Mo doin' a whole gift of the Magi this year?|quotes=Mo & Krill/Voice lines#Shopkeeper|context=(Winter event)}}</ref>


== See also ==
== See also ==
* [[The Tunnel Rats]]
* [[The Tunnel Rats]]


Line 104: Line 156:
== Navigation ==
== Navigation ==
{{Hero Navbox}}
{{Hero Navbox}}
[[Category:Heroes]]
[[Category:Mo & Krill]]

Latest revision as of 03:19, 1 September 2026

Mo & Krill
Tag-Team
Initiator
Burrower
Weapon Stats
Damage Per Second: 59.7
Bullet Damage: 2.82+0.0847
Pellets per shot: 4
Ammo: 20
Bullets per sec: 5.29
Reload Time: 2.82s
Bullet Velocity: 320m/s
Light Melee: 50+1.58
Heavy Melee: 116+3.67
Vitality Stats
Health: 930+65
Health Regen: 1
Crit Reduction: 20%
Move Speed: 8m/s
Sprint Speed: 1.6m/s
Dash Speed: 13.9m/s
Stamina: 3
Stamina Cooldown: 4.5s
Spirit Stats
Spirit Power: 0+1.1
Information
Pronouns:They/Them;[1]

He/Him (Mo);

He/Him (Krill)
Release Date:April 24, 2024
Internal names:Krill; Digger; Grappler; Pouncer and Driller
Everyone has a plan until they're grabbed by a mole man.

— Krill

Mo & Krill are Heroes in Deadlock. Highly respected members of America's underworld, together they are a disruptive and mobile pair that can Burrow around the battlefield and leave their enemies in ruins. Jumping out of ground let Mo & Krill catch their enemies unprepared, and if they are prepared then that will be rectified when Sand Blast jams their weapons. The duo is not concerned about being ambushed by a large group of people, as Scorn will force them to scatter or else risk the pair surviving long enough for backup to arrive. If some poor moron oversteps, Mo and Krill can Combo them to render them helpless.

Members of The Tunnel Rats and close associates of Wraith, Maurice and Krill are illicit traders who make the underground of New York their home. Rival gangs that try to exploit these tunnel systems for their own gain will painfully discover how protective this pair of smugglers can be.

Weapon

[edit | edit source]
Yellow Canary
Rapid Fire
Spreadshot
60 Damage Per Second
Falloff Range
20m ➞ 58m

Abilities

[edit | edit source]

Scorn

Scorn



Radius 9m





Number of Charges 0


Cooldown 13s



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

x0.75


50

Damage



1.2x

Hero Damage to Heal

0.35x  Damage to Heal 

Ability Point1
35 Damage
Ability Point2
-5s Cooldown
+1m Radius
Ability Point5
Adds a debuff to enemies that lets Mo & Krill deal +15% Damage to them. Stacks and lasts 16s.
Debuff duration reduced by Debuff ResistHealing amplified by Healing Booster and affected by healing reductionEffect can be dispelledHealing triggers Healing Tempo's unique effect
  • 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 meleeing, riding the Zipline, and notably during Combo).
  • The T3 Upgrade's debuff has no maximum stack limit.

Burrow

Burrow

Channel Time 5s




Radius 5m





Number of Charges 0


Cooldown 40s



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.


5m

Move Speed

x1.49


75

Damage Per Second



1.5s

Spin Duration


Displacement
1s
Duration

60%  Bullet Resist

30%  Spirit Resist

Ability Point1
+50 Spin DPS
Ability Point2
+4s Burrow time and +2 radius
Ability Point5
-20 Cooldown and +4m/s Move Speed
Debuff duration reduced by Debuff ResistEffect can be dispelledCC effect suppressed by UnstoppableDoes not interact with Slowing Hex.
Click to reveal more info.
  • Mo & Krill can use Scorn, Sand Blast, and Items while burrowed.
  • Active items that require a target have inconsistent behavior if used while burrowing, depending on Mo & Krill's item casting mode. These are likely unintentional.
    • 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 Quick Cast set, all targeted items and 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 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 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.
  • Most abilities that affect ground enemies still affect burrowed Mo & Krill: Graves' Grasping Hands, Paradox's Time Wall and others. Notable exceptions:
  • Most targeted items like Cursed Relic do not affect burrowed Mo & Krill until they "unburrow". This happens because activating an item sends out a projectile which cannot reach Mo & Krill and floats above them.
    • Knockdown and positive items (, etc) do not have a projectile and affect burrowed Mo & Krill normally. Notably Knockback will stun and immediately cancel the ability.
    • Phantom Strike still teleports a hero to burrowed Mo & Krill.
    • Vortex Web affects Mo & Krill if cast on the ground, and floats above them if alt-cast specifically on M&K.
    • If an item is targeted while being extremely close to Mo & Krill (<5m), then it will likely affect them despite the interaction. This is not stable and might be a bug.

Slowing Hex

Burrow is not disabled by Slowing Hex and effects that disable movement-based abilities

Notes
  • Mo & Krill can use Scorn, Sand Blast, and Items while burrowed.
  • Active items that require a target have inconsistent behavior if used while burrowing, depending on Mo & Krill's item casting mode. These are likely unintentional.
    • 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 Quick Cast set, all targeted items and 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 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 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.
  • Most abilities that affect ground enemies still affect burrowed Mo & Krill: Graves' Grasping Hands, Paradox's Time Wall and others. Notable exceptions:
  • Most targeted items like Cursed Relic do not affect burrowed Mo & Krill until they "unburrow". This happens because activating an item sends out a projectile which cannot reach Mo & Krill and floats above them.
    • Knockdown and positive items (, etc) do not have a projectile and affect burrowed Mo & Krill normally. Notably Knockback will stun and immediately cancel the ability.
    • Phantom Strike still teleports a hero to burrowed Mo & Krill.
    • Vortex Web affects Mo & Krill if cast on the ground, and floats above them if alt-cast specifically on M&K.
    • If an item is targeted while being extremely close to Mo & Krill (<5m), then it will likely affect them despite the interaction. This is not stable and might be a bug.
Interactions
Slowing Hex

Burrow is not disabled by Slowing Hex and effects that disable movement-based abilities

Sand Blast

Sand Blast


Cast Range 25m





Duration 2.5s



Number of Charges 0


Cooldown 40s



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



Disarm
2.5s
Duration


40

Damage


-0%

Move Speed
Ability Point1
+50 Damage and +5m Range
Ability Point2
Slow targets by -30% and reduces dash distances by -30%
Ability Point5
+1.5s Duration and -25 Cooldown
Debuff duration reduced by Debuff ResistEffect can be dispelledCC effect suppressed by Unstoppable
  • Sand Blast launches a fast moving cylindrical projectile (similar to Silence Wave) that applies the damage and the effects when it hits enemies.
    • Paradox's Time Wall has inconsistent interaction with the ability. If a wall blocks the projectile completely, then Sand Blast gets properly delayed. If, however, at least some part of Sand Blast's projectile is not blocked by a wall, then the whole projectile ignores the wall.

  • T1 upgrade makes Sand Blast trigger Mystic Burst, which might be undesirable since otherwise the item's damage can only be triggered (and healed off of) by Scorn.

Notes
  • Sand Blast launches a fast moving cylindrical projectile (similar to Silence Wave) that applies the damage and the effects when it hits enemies.
    • Paradox's Time Wall has inconsistent interaction with the ability. If a wall blocks the projectile completely, then Sand Blast gets properly delayed. If, however, at least some part of Sand Blast's projectile is not blocked by a wall, then the whole projectile ignores the wall.
Tips
  • T1 upgrade makes Sand Blast trigger Mystic Burst, which might be undesirable since otherwise the item's damage can only be triggered (and healed off of) by Scorn.

Combo

Combo

Channel Time 2.4s



Cast Range 4m






Number of Charges 0


Cooldown 150s



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.

x0.6


40

Damage Per Second


0%

Lifesteal

x2

40

Bonus Max Health Per Kill
Ability Point1
+100% lifesteal
Ability Point2
-30s Cooldown and +50% Bullet Resist
Ability Point5
+0.7s Duration and +40 Damage Per Second and increased scaling
Debuff duration reduced by Debuff ResistHealing amplified by Healing Booster and affected by healing reductionTriggers Reactive BarrierDisable prevented by IndomitableCC effect suppressed by Unstoppable
  • Mo & Krill can use items during Combo.
  • Boon scaling is not applied retroactively to existing stacks.
  • Upon ability use, Combo keeps momentum, most obviously shown with Majestic Leap.
  • If either Mo & Krill or the enemy are pulled by a Displacement effect, such as Rescue Beam or Bebop's Grapple Arm, both Mo & Krill and the enemy are displaced together.

Street Brawl

[edit | edit source]

Ability Changes

[edit | edit source]

Apart from global changes, Mo & Krill do not have any special modifications for their abilities in Street Brawl.

Item Draft

[edit | edit source]

In Street Brawl, every hero draws items from a shared pool, but some items are weighted to appear more often for a given hero and others less often. For each tier below, that tier's items are grouped by how likely they are to be offered to Mo & Krill: High, Average, or Low chance.

Tier 1
High chance
Imbue

Monster Rounds

Active
Imbue

Extra Health

Active
Imbue

Extra Regen

Active
Imbue

Sprint Boots

Active
Imbue

Extra Spirit

Active
Average chance
Imbue

Close Quarters

Active
Imbue

Extended Magazine

Active
Imbue

Headshot Booster

Active
Imbue

High-Velocity Rounds

Active
Imbue

Rapid Rounds

Active
Imbue

Extra Stamina

Active
Imbue

Grit

Active
Imbue

Healing Rite

Active
Imbue

Melee Lifesteal

Active
Imbue

Rebuttal

Active
Imbue

Extra Charge

Active
Imbue

Mystic Burst

Active
Imbue

Mystic Expansion

Active
Imbue

Mystic Regeneration

Active
Imbue

Rusted Barrel

Active
Imbue

Spirit Strike

Active
Low chance
Imbue

Restorative Shot

Active
Tier 2
High chance
Imbue

Fleetfoot

Active
Imbue

Enduring Speed

Active
Imbue

Healbane

Active
Imbue

Healing Booster

Active
Imbue

Trophy Collector

Active
Imbue

Cold Front

Active
Imbue

Compress Cooldown

Active
Imbue

Duration Extender

Active
Imbue

Improved Spirit

Active
Imbue

Mystic Vulnerability

Active
Imbue

Quicksilver Reload

Active
Average chance
Imbue

Active Reload

Active
Imbue

Intensifying Magazine

Active
Imbue

Kinetic Dash

Active
Imbue

Long Range

Active
Imbue

Melee Charge

Active
Imbue

Mystic Shot

Active
Imbue

Opening Rounds

Active
Imbue

Recharging Rush

Active
Imbue

Slowing Bullets

Active
Imbue

Spirit Shredder Bullets

Active
Imbue

Split Shot

Active
Imbue

Stalker

Active
Imbue

Swift Striker

Active
Imbue

Titanic Magazine

Active
Imbue

Weakening Headshot

Active
Imbue

Battle Vest

Active
Imbue

Bullet Lifesteal

Active
Imbue

Debuff Reducer

Active
Imbue

Enchanter's Emblem

Active
Imbue

Guardian Ward

Active
Imbue

Reactive Barrier

Active
Imbue

Restorative Locket

Active
Imbue

Return Fire

Active
Imbue

Spirit Lifesteal

Active
Imbue

Spirit Shielding

Active
Imbue

Weapon Shielding

Active
Imbue

Arcane Surge

Active
Imbue

Bullet Resist Shredder

Active
Imbue

Mystic Slow

Active
Imbue

Slowing Hex

Active
Imbue

Spirit Sap

Active
Imbue

Suppressor

Active
Tier 3
High chance
Imbue

Burst Fire

Active
Imbue

Bullet Resilience

Active
Imbue

Fortitude

Active
Imbue

Spirit Resilience

Active
Imbue

Veil Walker

Active
Imbue

Warp Stone

Active
Imbue

Greater Expansion

Active
Imbue

Radiant Regeneration

Active
Imbue

Superior Cooldown

Active
Imbue

Superior Duration

Active
Imbue

Surge of Power

Active
Imbue

Tankbuster

Active
Imbue

Torment Pulse

Active
Average chance
Imbue

Alchemical Fire

Active
Imbue

Ballistic Enchantment

Active
Imbue

Berserker

Active
Imbue

Blood Tribute

Active
Imbue

Cultist Sacrifice

Active
Imbue

Escalating Resilience

Active
Imbue

Express Shot

Active
Imbue

Headhunter

Active
Imbue

Heroic Aura

Active
Imbue

Hollow Point

Active
Imbue

Hunter's Aura

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Point Blank

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Shadow Weave

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Sharpshooter

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Spirit Rend

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Tesla Bullets

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Toxic Bullets

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Weighted Shots

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Counterspell

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Dispel Magic

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Fury Trance

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Healing Nova

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Lifestrike

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Majestic Leap

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Metal Skin

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Rescue Beam

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Stamina Mastery

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Decay

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Disarming Hex

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Knockdown

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Rapid Recharge

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Silence Wave

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Spirit Snatch

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Tier 4
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Cheat Death

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Diviner's Kevlar

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Juggernaut

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Leech

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Phantom Strike

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Plated Armor

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Spellbreaker

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Witchmail

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Arctic Blast

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Boundless Spirit

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Escalating Exposure

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Magic Carpet

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Mercurial Magnum

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Scourge

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Spirit Burn

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Transcendent Cooldown

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Armor Piercing Rounds

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Capacitor

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Crippling Headshot

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Crushing Fists

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Frenzy

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Glass Cannon

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Lucky Shot

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Ricochet

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Silencer

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Spellslinger

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Spiritual Overflow

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Colossus

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Divine Barrier

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Healing Tempo

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Indomitable

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Infuser

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Inhibitor

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Siphon Bullets

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Unstoppable

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Vampiric Burst

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Cursed Relic

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Echo Shard

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Ethereal Shift

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Focus Lens

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Lightning Scroll

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Mystic Reverb

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Refresher

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Vortex Web

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Legendary
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Haunting Shot

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Infinite Rounds

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Runed Gauntlets

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Celestial Blessing

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Cloak of Opportunity

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Electric Slippers

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Eternal Gift

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Nullification Burst

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Seraphim Wings

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Shadow Strike

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Frostbite Charm

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Mystic Conduit

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Mystical Piano

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Omnicharge Signet

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Prism Blast

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Unstable Concoction

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Low chance
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Shrink Ray

Active

Backstory

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See Mo & Krill/Lore for more story content.

Mo and Krill are members of The Tunnel Rats, a group that help facilitate illicit trade and commerce between the boroughs thanks to a network of underground tunnels. But while most denizens of the New York underworld respect the work The Rats do, every once in a while a gang tries to exploit the tunnel system for personal vendettas...that's when Mo and Krill step in and remind the city what happens to those who disrespect their hospitality.

Update history

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View the full update history: Mo & Krill/Update history

Update Changes

July 28, 2026

  • Burrow cooldown no longer starts after the conclusion of the ability, now starts immediately.
  • Combo now lets you cast items while using it.

June 30, 2026

  • Sand Blast T2 slow increased from -25% to -30%.
  • Sand Blast T3 increased from -20s Cooldown to -25s.
  • Combo bonus max health per kill increased from 30+1/boon to 40+2/boon.
  • Combo cooldown increased from 130s to 150s. (Global ult change)
  • Combo T2 reduced from -35s Cooldown to -30s. (Global ult change)

May 22, 2026

  • Getting hit with a melee no longer knocks you up while burrowed.
  • Sand Blast T3 increased from +1s Duration to +1.5s.

3D model

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Click to view
Mo & Krill

Weapon

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Click to view
Mo & Krill Weapon
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Typography

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Removed/Unused content

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Mo's grunts during Combo

Trivia

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  • Krill is the only one of the duo who has voice lines. However, Mo's grunts can be heard during Combo.
  • Krill's model was inherited from Neon Prime.
  • In a now removed voice line, McGinnis referred to Krill as a rat.[2]
  • Both Mo and Krills' heads are capable of being headshot, but Mo's head has 20% headshot damage reduction.
  • Mo & Krill have a unique conversation with Holliday in the files titled "Troubadour", hinting that they will appear in Holliday's visual novel.[3]
  • "Relaxing in the Hideout" is displayed as one's status in the in-game Friends List when playing as Mo & Krill in the Hideout.
  • The ShopkeeperShopkeeper asks Mo & Krill if they're doing a "Gift of the Magi" for Christmas, referencing the short story in which a poor married couple try to find gifts for each other.[4]

See also

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References

[edit | edit source]
  1. Because they're two people
  2. McGinnis' in-game voice line - "Mole man and his rat friend are down."
  3. Mo & Krill and Holliday conversation
  4. Shopkeeper's in-game voice line (Winter event) - "So you and Mo doin' a whole gift of the Magi this year?"
[edit | edit source]
Heroes

Hero Labs

Abrams

Hero Labs

Apollo

Hero Labs

Bebop

Hero Labs

Billy

Hero Labs

Calico

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Celeste

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The Doorman

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Drifter

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Dynamo

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Graves

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Grey Talon

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Haze

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Holliday

Hero Labs

Infernus

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Ivy

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Kelvin

Hero Labs

Lady Geist

Hero Labs

Lash

Hero Labs

McGinnis

Hero Labs

Mina

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Mirage

Hero Labs

Mo & Krill

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Paige

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Paradox

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Pocket

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Rem

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Seven

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Shiv

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Silver

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Sinclair

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Venator

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Victor

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Vindicta

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Viscous

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Vyper

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Warden

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Wraith

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Yamato