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He/Him (Krill)
He/Him (Krill)
| voice_actor = Ray Chase
| voice_actor = <!--Ray Chase (SPECULATION)-->
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Revision as of 18:30, 23 July 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, 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.

Weapon

Yellow Canary
Rapid Fire
Spreadshot
60 Damage Per Second
Falloff Range
20m ➞ 58m

Abilities

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
  • 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.

Backstory

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

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.
Mo's grunts during Combo

Trivia

  • 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.

See also

References

  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
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Billy

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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

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Infernus

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Ivy

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Kelvin

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Lady Geist

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Lash

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McGinnis

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Mina

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Mirage

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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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Viscous

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