Internal namesCodenames used for this hero in the game files:
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. 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.
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.
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 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 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.
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 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 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.
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.
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.