'''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.
'''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 = 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.
*You can cast items while using it.
}}
}}
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== 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 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]]
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* 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>
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.
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
5s
5m
0
40s
Burrow underground, moving faster, and gaining spirit and bullet armor. Damage from enemy heroes will reduce the speed bonus.
Debuff duration reduced by Debuff ResistEffect can be dispelledCC effect suppressed by UnstoppableDoes not interact with Slowing Hex. Click to reveal more info.
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.
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.
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
2.4s
4m
0
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
1
+100% lifesteal
2
-30s Cooldown and +50% Bullet Resist
5
+0.7s Duration and +40 Damage Per Second and increased scaling
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.
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.
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.
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 Shopkeeper 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]