Mo & Krill is a Deadlock hero whose role is to burrows underneath his enemies. Across 936,289 tracked matches, Mo & Krill has a 49.7% win rate, placing them in the C tier on the SoulLock.gg hero tier list. This Mo & Krill guide covers abilities, base stats, recommended playstyle and live performance.
SoulLock starter plans, authored from each hero's current kit and the current shop. Ability names, upgrade effects and item availability were checked against the installed game files on October 7, 2026. These are starting points for normal six-versus-six matches, not ranked build win-rate results or a fixed shopping script. Buy the defense or utility that solves your present fight before a damage luxury.
Close-range control and target isolation. Mo & Krill want to reach a valuable target without giving the rest of the enemy team a free shooting gallery. Burrow helps approach and emerge into control, Scorn supports close recovery and Sand Blast reduces weapon retaliation. Combo is strongest when an ally can damage the held target while another threat is kept away from the channel.
Reviewed 2026-10-07; balance patch 2026-10-05; game build 6759.
Use Scorn for a trade where its nearby damage and healing are both relevant, rather than walking into extra poke just to press it. Sand Blast is a response to an enemy weapon window; saving it for that timing can protect more health than casting whenever it becomes ready. Clear safely with Burrow when the opponent cannot punish the emergence, and keep track of where you will reappear.
Approach along cover, emerge near a target your allies can shoot and use Sand Blast to reduce nearby weapon pressure. Choose Combo's target before entering: stopping a dangerous carry or peeling a diver can be better than holding a low-impact tank. Check which enemy can interrupt the channel and whether they have a clear line to you. A long hold is valuable only while your team is close enough to exploit it.
Begin with enough health to approach and modest spirit support, then spend on mobility and reliable nearby damage. Torment Pulse only affects nearby enemies, so it is poor value if you spend the entire fight unable to close. Buy resistance to the actual threat before treating the hero's healing or Burrow as a complete defensive build.
| When | Item | Souls | Reason and tradeoff |
|---|---|---|---|
| Opening | Extra Health | 800 | Makes the early approach more forgiving when the opposing lane can burst you. It buys room for a controlled trade, not enough durability for an unsupported dive. |
| Opening | Extra Spirit | 800 | Supports a damage-and-recovery kit without immediately saving for a large luxury. Prioritize health or recovery first when you cannot safely get within ability range. |
| Core | Enduring Speed | 1,600 | Helps reach the fight and resist slows that spoil the approach. Use cover as well; movement speed alone does not make a visible entry safe. |
| Core | Torment Pulse | 3,200 | Adds repeated spirit damage to the closest nearby enemies while you remain in range. Its current effect is not a full-wave area pulse, so do not assume it hits every surrounding target. |
| Situational | Spirit Resilience | 3,200 | Useful when spirit damage punishes you during an approach or Combo. The ultimate's bullet-resistance upgrade does not answer this damage type. |
| Situational | Unstoppable | 6,400 | Consider it when hostile control repeatedly ruins the planned entry or hold. Activate before stun or sleep, and keep teammates close enough to use the protected window. |
When the enemy's weapon carry is the main danger, save Sand Blast and Combo for that hero instead of spending both on the first front-line target. When a support keeps interrupting you, change the approach or wait for that ability to be used. If your team is retreating, protect their exit with short control rather than channeling a target in a position nobody can follow.
References: Mo & Krill ability reference · Current game data · October 5 balance patch
By burrowing through the ground, Mo and Krill can get the drop on almost anyone; and once they get in close the results can be devastating.
| Stat | Value |
|---|---|
| Max Move Speed | 8 |
| Sprint Speed | 1.6 |
| Crouch Speed | 4.75 |
| Move Acceleration | 4 |
| Light Melee Damage | 50 |
| Heavy Melee Damage | 116 |
| Max Health | 930 |
| Weapon Power | 0 |
| Reload Speed | 1 |
| Weapon Power Scale | 1 |
| Proc Build Up Rate Scale | 1 |
| Stamina | 3 |
| Base Health Regen | 1 |
| Stamina Regen Per Second | 0.222222 |
| Ability Resource Max | 0 |
| Ability Resource Regen Per Second | 0 |
| Crit Damage Received Scale | 0.8 |
| Tech Duration | 1 |
| Tech Range | 1 |
| Ground Dash Distance In Meters | 10 |
| Ground Dash Duration | 0.72 |
| Air Dash Distance In Meters | 8 |
| Air Dash Duration | 0.51 |
| OOCHealth Regen | 0 |
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.
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