Playing Mo & Krill against Billy
Everything below is generated for Deadlock patch 09-16-2026 from Billy's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Quick summary
- Threat
- Moderate threat
- Main problem
- Chain Gang does not slow your escape, it deletes it — while chained you cannot use Wraith's blink, Calico's Leaping Slash, Apollo's Disengaging Sigil or any other movement ability, and pulling against it heavily slows you before the yank
- Your main advantage
- You recover between fights and they do not (Mo & Krill 3/3 against Billy 1/3).
- Primary rule
- Do not commit before Bashdown is gone. Bashdown first — at base he has a single charge on a 35s cooldown, and it is both his interrupt and his anti-air. Force it against a trooper wave or a non-committal step and his next several seconds have no control
- Key item
-
Scourge — Billy gives this team real stuns and hard cc. Buy on supports to harden a focused ally against a caster team while adding pressure damage.
Data-supported Measured: you win 53.6% of these, which is 0.8 points above your overall win rate (31,100 matches). The kit-based model reads this as low instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit. Ranked against this hero's own baseline win rate, not raw win rate. Source: Deadlock Labs (deadlocklabs.gg/heroes/mo-and-krill/).
What should I do right now?
Before lane
Do
- Plan for Scourge — know which tier it sits in so you are not improvising at the shop.
- Know what Bashdown looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Billy's engage range.
During lane
Do
- Zero ranged threat — he has no poke whatsoever and cannot contest a laner who stays at distance
- Both Bashdown (35s) and Rising Ram (32s) have long base cooldowns, so a baited cast leaves a large dead window
- 930 base health is one of the largest pools in the game and makes them extremely hard to push out of lane.
Avoid
- The melee-reload loop from Blasted means he never has to stop shooting to reload in an extended lane trade
- Rising Ram into the sidewalk of a lane converts into a knockup and a full 74 DPS magazine at point-blank range
Mid game
Do
- Their first real spike is Bashdown T2 (+1 charge, +2m radius) — respect it from that point, not before.
- Your spike is Scorn first two points (laning 0-10min): The Scorn/Scorn opener front-loads their strongest sustain and lets them snowball the lane (66.9% WR per deadlocklabs.gg).
Avoid
- Taking an even fight against Billy on their spike timing when you could take the same fight ten minutes later on yours.
Teamfights
Do
- Watch for Chain Gang. Break line of sight — the chain explicitly snaps if he loses sight of you for a short period, so ducking behind a pillar or a building corner frees you
- Break line of sight against Chain Gang — the chain explicitly snaps when he loses sight of you, so putting a pillar, crate or building corner between you is the intended escape rather than a dash
Avoid
- Spending your own escape before Bashdown is on cooldown.
Abilities to watch
- Chain Gang Ultimate
This is the ability that actually kills you — Movement-ability lockout plus heavy slow for the ~2.8s duration, ending in a forced displacement toward Billy. Everything else in the kit is set up by it.
- Break line of sight — the chain explicitly snaps if he loses sight of you for a short period, so ducking behind a pillar or a building corner frees you
- Do not group inside 12m of a Billy with ultimate available; the cast range is short and spreading out means he catches one hero instead of four
- Save a cleanse or CC-immunity item specifically for this rather than for his Bashdown knockup
- Rising Ram Ability 2
This is the ability that actually kills you — Knockup on the target — they are carried airborne alongside Billy. Everything else in the kit is set up by it.
- It is a straight-line charge with a 0.35s cast delay — sidestep rather than back up, and the miss costs him the full 32s cooldown instead of 16s
- Fight him in open ground where a missed charge leaves him fully exposed with no follow-up
- Hold a stun for the charge wind-up; interrupting it denies both the cooldown refund and the knockup
- Blasted Ability 3
This is the ability that actually kills you — none (the wrecked status is a damage debuff, not crowd control). Everything else in the kit is set up by it.
- Do not let him land the melee hit that starts the loop — outside melee range the wrecked status never applies and his gun is just a 74 DPS close-range weapon with a 2.90s reload
- The 7s wrecked duration is the window to disengage; breaking away resets his amplification
- Anti-melee itemisation and any effect that keeps you at range defeats the entire mechanic
- Bashdown Ability 1
This is the ability that actually kills you — Pulls airborne enemies downward plus a knockup shockwave on the ground — two distinct control effects in one cast. Everything else in the kit is set up by it.
- It has a visible slam wind-up and a fixed radius — step out of the circle rather than trying to jump over it, since jumping is exactly what the pull punishes
- Do not use an air-mobility escape while he has Bashdown available; the pull drags you straight back down and wastes your stamina
- Bait the charges — at base he only has one on a 35s cooldown, so a spent Bashdown means several seconds of no control from him
Abilities to bait — in this order
- 1. Bashdown
Bashdown first — at base he has a single charge on a 35s cooldown, and it is both his interrupt and his anti-air. Force it against a trooper wave or a non-committal step and his next several seconds have no control
- 2. Rising Ram
Rising Ram second — it is his only gap-close, and a miss puts it on the full 32s rather than the halved cooldown. Bait it by standing just inside charge range in open ground and dashing laterally
- 3. Chain Gang
Chain Gang is best denied rather than baited: stay spread and keep geometry between yourself and him so the 175s ultimate catches one target and then breaks on line of sight
Matchup overview
- Their structural weakness: No ranged capability at all — he is completely neutralised at distance Why this is shown: Billy's weaknesses. Strong evidence
- Their structural weakness: Highly commitment-dependent; a missed Rising Ram or a Chain Gang broken by line of sight leaves him stranded in melee range Why this is shown: Billy's weaknesses. Strong evidence
- Their structural weakness: Long base cooldowns (35s Bashdown, 32s Rising Ram, 175s Chain Gang) punish misplays severely Why this is shown: Billy's weaknesses. Strong evidence
- Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against Billy is one anti-heal, one shred, and damage after that. Why this is shown: Resists and healing reduction both stack multiplicatively; shred is subtracted from total resist after multiplication. Strong evidence
What they do against you
- Chain Gang does not slow your escape, it deletes it — while chained you cannot use Wraith's blink, Calico's Leaping Slash, Apollo's Disengaging Sigil or any other movement ability, and pulling against it heavily slows you before the yank Why this is shown: Authored from Billy's kit. Strong evidence
- Bashdown yanks airborne heroes straight to the ground, so air-mobility escapes (Vindicta, Grey Talon, a Calico mid-leap, anyone mid-dash) are actively worse than standing still against him Why this is shown: Authored from Billy's kit. Strong evidence
- Rising Ram launches you into the air alongside him, where you cannot dash and cannot dodge his 74 DPS gun at point-blank range Why this is shown: Authored from Billy's kit. Strong evidence
- Once Blasted's wrecked status is on you, his bullets are amplified for 7 seconds and he never has to reload because melee hits refill his ammunition Why this is shown: Authored from Billy's kit. Strong evidence
- At Chain Gang T3 he gains Unstoppable scaling per hero pulled, so counter-CC on him stops working exactly when he has caught the most people Why this is shown: Authored from Billy's kit. Strong evidence
How you counter them
- Break line of sight against Chain Gang — the chain explicitly snaps when he loses sight of you, so putting a pillar, crate or building corner between you is the intended escape rather than a dash Why this is shown: Authored counterplay against Billy. Strong evidence
- Do not stand within 12m of a Billy holding his ultimate; his cast range is short and a spread formation turns a four-man Chain Gang into a one-man one Why this is shown: Authored counterplay against Billy. Strong evidence
- Fight him at range. He has literally no ranged tool — kiting outside his gun's effective band makes him a non-factor Why this is shown: Authored counterplay against Billy. Strong evidence
- Sidestep Rising Ram rather than backing up; the 0.35s cast delay is readable, and the miss costs him 32s instead of the 16s a hit would Why this is shown: Authored counterplay against Billy. Strong evidence
- Deny the melee hit that starts the Blasted loop — no wrecked status means no bullet amplification and he is stuck with a 2.90s reload Why this is shown: Authored counterplay against Billy. Strong evidence
- Do not use air mobility to escape him while Bashdown is up; walk out along the ground instead, because the pull punishes exactly the jump you want to make Why this is shown: Authored counterplay against Billy. Strong evidence
- Fight in open ground; his entire kit assumes confined space and short distances Why this is shown: Authored counterplay against Billy. Strong evidence
Trading
- Immediately after a missed Rising Ram — he is at close range, has no gap-close for up to 32s, and pays full cooldown instead of the halved on-hit version Why this is shown: Billy's vulnerability windows. Strong evidence
- After Bashdown is spent at base rank: up to 35 seconds with no knockup, no anti-air pull and no way to start the wrecked loop without a raw melee swing Why this is shown: Billy's vulnerability windows. Strong evidence
- The moment Chain Gang breaks on line of sight — he has committed a 175s ultimate, is standing in the middle of your team, and the resist buff runs out Why this is shown: Billy's vulnerability windows. Strong evidence
- Any engagement at range: with zero ranged tools, a Billy being kited is contributing nothing at all Why this is shown: Billy's vulnerability windows. Strong evidence
- While the wrecked debuff has expired and he has not re-applied it — his bullet amplification is off and his gun is back to a plain 74 DPS with a 2.90s reload Why this is shown: Billy's vulnerability windows. Strong evidence
- Billy's pull is the whole matchup. Until it is on cooldown you are playing around it; once it misses you have a window that is worth committing into. Make it the first thing you bait — show a sliver of yourself from behind cover rather than walking a clean line they can lead. Why this is shown: Pull abilities gate the engage; baiting them opens a committed window. Strategic
- Parry is your best tool against Billy's arrival and it is now a commitment rather than a hedge. Since 09-16-2026, parrying during a dash cancels the dash and its momentum, so you cannot both reposition and hold F. The cooldown maths makes the decision for you: a successful parry costs 0.5 seconds and stuns them for 3 with no Debuff Resist reduction possible, while a whiff costs 4.5 seconds — against a hero who arrives on a cooldown, that whiff is the entire window they needed. Why this is shown: 09-16-2026 parry cancels an in-progress dash; parry cooldown 0.5s on success, 4.5s on whiff; 3s unreducible stun. Verified
Laning
- What they want in lane: The melee-reload loop from Blasted means he never has to stop shooting to reload in an extended lane trade Why this is shown: Billy's laning strengths. Strong evidence
- What they want in lane: Rising Ram into the sidewalk of a lane converts into a knockup and a full 74 DPS magazine at point-blank range Why this is shown: Billy's laning strengths. Strong evidence
- What you can take from them in lane: Zero ranged threat — he has no poke whatsoever and cannot contest a laner who stays at distance Why this is shown: Billy's laning weaknesses. Strong evidence
- What you can take from them in lane: Both Bashdown (35s) and Rising Ram (32s) have long base cooldowns, so a baited cast leaves a large dead window Why this is shown: Billy's laning weaknesses. Strong evidence
- Your lever: 930 base health is one of the largest pools in the game and makes them extremely hard to push out of lane. Why this is shown: Mo & Krill's laning strengths. Strong evidence
Mid game
- Their spike — Bashdown T2 (+1 charge, +2m radius): Two charges turn his anti-air pull and knockup from a single interrupt into continuous area control Why this is shown: Billy's power spike timeline. Strong evidence
- Their spike — Blasted T2: The Bashdown charge refund plus +7% wrecked amplification ties his damage engine to his CC and roughly doubles his effective output in a sustained brawl Why this is shown: Billy's power spike timeline. Strong evidence
- Their spike — ult unlock: Chain Gang gives him the ability to switch off enemy escapes entirely, which reframes every fight around whether he gets close Why this is shown: Billy's power spike timeline. Strong evidence
- Their spike — Chain Gang T3 (late 35min+): +1.3s Unstoppable per hero pulled makes a multi-target Chain Gang effectively uninterruptible Why this is shown: Billy's power spike timeline. Strong evidence
- Your spike — Scorn first two points (laning 0-10min): The Scorn/Scorn opener front-loads their strongest sustain and lets them snowball the lane (66.9% WR per deadlocklabs.gg). Why this is shown: Mo & Krill's power spike timeline. Strong evidence
- Your spike — Combo unlock: They gain the game's longest reliable single-target removal, plus the permanent max-health stacking mechanic starts. Why this is shown: Mo & Krill's power spike timeline. Strong evidence
- Your kit is built around lockdown and that is worth less on the Mid Boss than on Billy — it carries 35% Debuff Resist as of 03-06-2026, so your disables run roughly two-thirds as long on it. Plan the take around damage and positioning rather than a CC chain, and spend the chain on Billy if they contest. The payoff is worth the trip: 3,000 souls plus 50 per minute, two permanent buffs each, and a Rejuvenator crystal giving up to three single-use revives that return a player at full health after 3 seconds, for 3 minutes. Why this is shown: Mid Boss has 35% Debuff Resist (03-06-2026); reward is 3,000 souls +50/min, two buffs, and Rejuvenator revive credits. Verified
Teamfights
- Stacking a second damage-reduction debuff onto Billy is close to a wasted slot: since 05-22-2026 total damage-reduction debuffs stack diminishingly rather than additively. If someone on your team already brings one, your souls buy more as anti-heal or as resist shred, both of which sit on different multipliers. Coordinate this before the game rather than discovering it in the fight — two players independently buying Inhibitor against their carry is a common and invisible waste. Why this is shown: 05-22-2026: total damage-reduction debuffs changed to stack diminishingly rather than additively. Verified
- Billy brings enough lockdown that stun sequencing matters. Community reporting describes stun diminishing returns of roughly 10% then 30% inside an 8-second window, applying to stuns only and not to silences, slows, disarms or hexes — so their follow-up chain may be shorter than the first one felt. Treat this as unconfirmed, but it is worth knowing before you burn a cleanse on the opening stun. Why this is shown: Stun diminishing returns reported by community sources; not confirmed in official notes. Uncertain
Positioning
- Billy decides where you stand, not you. The practical rule is to never hold a position whose failure case is being moved — stand so that being yanked or knocked puts you somewhere survivable rather than inside their whole team. Cover at your back is worth more than cover in front. Why this is shown: Displacement kits convert bad positioning into a kill; failure-case positioning mitigates it. Strong evidence
- Billy wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Why this is shown: Zone-control kits convert space into damage; positioning must precede the cast. Strategic
Build adjustments
- Against Billy's crowd control, understand what Debuff Resist actually buys you: it shortens duration, never magnitude. It is excellent against long disables and close to worthless against a short hard slow. Two things it explicitly does not shorten at all are the parry stun and the Knockdown item's stun. Why this is shown: Debuff Resist reduces duration only; parry stun and Knockdown stun are documented exclusions. Verified
- Scourge (spirit T4) — Billy gives this team real stuns and hard cc. Buy on supports to harden a focused ally against a caster team while adding pressure damage. Why this is shown: Answers: enemy-hard-cc, enemy-frontline-durability, enemy-sustained-spirit, enemy-burst. Verified
- Majestic Leap (vitality T3) — Billy gives this team real zoning and area denial. Buy to escape ground-based lockdown and to rotate across the map quickly. Why this is shown: Answers: enemy-zone-control, enemy-hard-cc, enemy-dive. Verified
- Stamina Mastery (vitality T3) — Billy gives this team real stuns and hard cc. Buy when dodging telegraphed abilities and disengaging is how you survive. Why this is shown: Answers: enemy-hard-cc, enemy-zone-control, enemy-dive. Strong evidence
Common mistakes
- Your instinct is to jump on Billy's backline the moment you see an opening, and the mistake is not checking what is above you. A Walker's Stomp is 350 damage plus 15% of your max health inside 15m with a 2-second stun on a 7-second cooldown — a 2-second stun handed to a team with peel is a death. Dive under their Walker only with Unstoppable pre-cast or after the Stomp has just gone off. Why this is shown: Walker Stomp: 350 + 15% max HP in 15m, 2s stun, 7s cooldown; hero diveThreat 3 into enemy peel 2+. Strong evidence
Analyse this against your whole enemy team
A single matchup only tells you part of the story — which enemy to actually focus, and what to buy, depends on the other five. Open the tool with this matchup pre-loaded and add the rest.
Open in the matchup toolOther Mo & Krill matchups
The other side
Want to know how Billy is supposed to play this?
Sources and method for this page
Billy's kit and counterplay were compiled from 7 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against Mo & Krill's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.