Mo & Krill

Revision as of 13:46, 7 August 2026 by Kai (talk | contribs) (replace == 3D Model == with == 3D model ==)

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.

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

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

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

Abilities

Scorn

 Scorn



  9m





  0


  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 

35 Damage
-5s Cooldown
+1m Radius
Adds a debuff to enemies that lets Mo & Krill deal +15% Damage to them. Stacks and lasts 16s.
 Debuff duration reduced by Debuff Resist Healing amplified by Healing Booster and affected by healing reduction Effect can be dispelled Healing 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

  5s




  5m





  0


  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

+50 Spin DPS
+4s Burrow time and +2 radius
-20 Cooldown and +4m/s Move Speed
 Debuff duration reduced by Debuff Resist Effect can be dispelled CC effect suppressed by Unstoppable Does 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.

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

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

Sand Blast

 Sand Blast


  25m





  2.5s



  0


  40s



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



  Disarm
2.5s
Duration


  40

Damage


  -0%

Move Speed
+50 Damage and +5m Range
Slow targets by -30% and reduces dash distances by -30%
+1.5s Duration and -25 Cooldown
 Debuff duration reduced by Debuff Resist Effect can be dispelled CC 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

  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
+100% lifesteal
-30s Cooldown and +50% Bullet Resist
+0.7s Duration and +40 Damage Per Second and increased scaling
 Debuff duration reduced by Debuff Resist Healing amplified by Healing Booster and affected by healing reduction Triggers Reactive Barrier Disable prevented by Indomitable CC 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

Ability Changes

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

Item Draft

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

Active
 
Imbue

Point Blank

Active
 
Imbue

Shadow Weave

Active
 
Imbue

Sharpshooter

Active
 
Imbue

Spirit Rend

Active
 
Imbue

Tesla Bullets

Active
 
Imbue

Toxic Bullets

Active
 
Imbue

Weighted Shots

Active
 
Imbue

Counterspell

Active
 
Imbue

Dispel Magic

Active
 
Imbue

Fury Trance

Active
 
Imbue

Healing Nova

Active
 
Imbue

Lifestrike

Active
 
Imbue

Majestic Leap

Active
 
Imbue

Metal Skin

Active
 
Imbue

Rescue Beam

Active
 
Imbue

Stamina Mastery

Active
 
Imbue

Decay

Active
 
Imbue

Disarming Hex

Active
 
Imbue

Knockdown

Active
 
Imbue

Rapid Recharge

Active
 
Imbue

Silence Wave

Active
 
Imbue

Spirit Snatch

Active
Tier 4
High chance
 
Imbue

Cheat Death

Active
 
Imbue

Diviner's Kevlar

Active
 
Imbue

Juggernaut

Active
 
Imbue

Leech

Active
 
Imbue

Phantom Strike

Active
 
Imbue

Plated Armor

Active
 
Imbue

Spellbreaker

Active
 
Imbue

Witchmail

Active
 
Imbue

Arctic Blast

Active
 
Imbue

Boundless Spirit

Active
 
Imbue

Escalating Exposure

Active
 
Imbue

Magic Carpet

Active
 
Imbue

Mercurial Magnum

Active
 
Imbue

Scourge

Active
 
Imbue

Spirit Burn

Active
 
Imbue

Transcendent Cooldown

Active
Average chance
 
Imbue

Armor Piercing Rounds

Active
 
Imbue

Capacitor

Active
 
Imbue

Crippling Headshot

Active
 
Imbue

Crushing Fists

Active
 
Imbue

Frenzy

Active
 
Imbue

Glass Cannon

Active
 
Imbue

Lucky Shot

Active
 
Imbue

Ricochet

Active
 
Imbue

Silencer

Active
 
Imbue

Spellslinger

Active
 
Imbue

Spiritual Overflow

Active
 
Imbue

Colossus

Active
 
Imbue

Divine Barrier

Active
 
Imbue

Healing Tempo

Active
 
Imbue

Indomitable

Active
 
Imbue

Infuser

Active
 
Imbue

Inhibitor

Active
 
Imbue

Siphon Bullets

Active
 
Imbue

Unstoppable

Active
 
Imbue

Vampiric Burst

Active
 
Imbue

Cursed Relic

Active
 
Imbue

Echo Shard

Active
 
Imbue

Ethereal Shift

Active
 
Imbue

Focus Lens

Active
 
Imbue

Lightning Scroll

Active
 
Imbue

Mystic Reverb

Active
 
Imbue

Refresher

Active
 
Imbue

Vortex Web

Active
Legendary
Average chance
 
Imbue

Haunting Shot

Active
 
Imbue

Infinite Rounds

Active
 
Imbue

Runed Gauntlets

Active
 
Imbue

Celestial Blessing

Active
 
Imbue

Cloak of Opportunity

Active
 
Imbue

Electric Slippers

Active
 
Imbue

Eternal Gift

Active
 
Imbue

Nullification Burst

Active
 
Imbue

Seraphim Wings

Active
 
Imbue

Shadow Strike

Active
 
Imbue

Frostbite Charm

Active
 
Imbue

Mystic Conduit

Active
 
Imbue

Mystical Piano

Active
 
Imbue

Omnicharge Signet

Active
 
Imbue

Prism Blast

Active
 
Imbue

Unstable Concoction

Active
Low chance
 
Imbue

Shrink Ray

Active

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.

3D model

 
Click to view
Mo & Krill
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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