Playing Rem against Mo & Krill
Everything below is generated for Deadlock patch 09-16-2026 from Mo & Krill's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Quick summary
- Threat
- High threat
- Main problem
- Burrow lets them travel to you underground with bullet and spirit armour, then surface directly under your feet with a knockup you cannot dash out of.
- Your main advantage
- You win the range game (Rem 1/3 against Mo & Krill 0/3).
- Primary rule
- Do not commit before Burrow is gone. Burrow first. It is their only engage and their only real escape; force it on a trooper wave or a fake overextend and they are a slow-approaching shotgun hero for the next 20-40 seconds.
- Key item
- Unstoppable — Mo & Krill gives this team real stuns and hard cc. Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage.
Data-supported Measured: you win 44.9% of these, which is 2.4 points below your overall win rate (26,100 matches). The kit-based model agrees. Ranked against this hero's own baseline win rate, not raw win rate. Source: Deadlock Labs (deadlocklabs.gg/heroes/rem/).
What should I do right now?
Before lane
Do
- Plan for Unstoppable — know which tier it sits in so you are not improvising at the shop.
- Know what Burrow looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Mo & Krill's engage range.
During lane
Do
- Zero ranged presence — 2.8 damage per pellet means they contribute essentially nothing outside a few metres.
- Every one of their damage tools requires being close, so a mid- or long-range laning duo can simply refuse to engage.
- Tag Along's missing-health burst plus lingering regeneration makes a duo lane extremely hard to burst down, and the heal is strongest exactly at the moment the trade should have been lost
Avoid
- 930 base health is one of the largest pools in the game and makes them extremely hard to push out of lane.
- Scorn clears troopers and heals off them simultaneously, so they sustain and farm from the same button — the top opener is Scorn, Scorn, Sand Blast at 66.9% WR (deadlocklabs.gg).
Mid game
Do
- Their first real spike is Scorn first two points (laning 0-10min) — respect it from that point, not before.
- Your spike is ult unlock: Naptime turns Rem from a passive healer into the team's objective-taking tool — a wall-piercing mass mobility strip plus sleep is decisive at urn and mid-boss fights
Avoid
- Taking an even fight against Mo & Krill on their spike timing when you could take the same fight ten minutes later on yours.
Teamfights
Do
- Watch for Combo. Interrupt it. Any stun, knockup, silence or displacement on Mo & Krill breaks the channel and wastes a 150s ultimate.
- Kite. Their entire damage output requires close range and their spreadshot does 2.8 per pellet — holding 15m+ with a mid- or long-range hero makes them a non-threat.
Avoid
- Spending your own escape before Burrow is on cooldown.
Abilities to watch
- Combo Ultimate
This is the ability that actually kills you — Full stun for the channel duration (roughly 3s per dramalock.org, +0.7s at T3). Everything else in the kit is set up by it.
- Interrupt it. Any stun, knockup, silence or displacement on Mo & Krill breaks the channel and wastes a 150s ultimate.
- Both participants are stationary and grouped for three seconds — that is a free AoE target for your own ultimate.
- Do not let them finish the kill: a Debuff Remover or a heal on the held target denies the permanent max-health reward entirely, since the target has to actually die.
- Burrow Ability 2
This is the ability that actually kills you — Slow plus a knockup on everyone near the emergence point. Everything else in the kit is set up by it.
- Shoot the burrow mound. Hero damage directly reduces the speed bonus, so contesting the approach turns a fast dive into a slow one you can walk away from.
- Spread out. The emergence knockup is AoE, so standing apart means it catches one person instead of three.
- The travel path is visible on the ground — reposition to a spot with no cover for them to surface behind, or back onto high ground they must climb to.
- Scorn Ability 1
This is the ability that actually kills you — None at base. T3 adds a stacking 15% damage debuff on enemies hit, lasting 16s. Everything else in the kit is set up by it.
- Anti-heal (Healbane / Toxic Bullets) applied before the engage removes the sustain that makes the whole hero work.
- It is a short-radius point-blank pulse — staying more than a few metres away denies it entirely, and their spreadshot cannot punish you at that distance either.
- Do not feed it multiple bodies. Scorn heals per target hit, so a clumped team is what makes them unkillable.
- Sand Blast Ability 3
This is the ability that actually kills you — Disarm, roughly 2.5s per deadlock.io. T2 adds a 24% slow and a 26% dash distance reduction; T3 adds +1.5s duration. Everything else in the kit is set up by it.
- It is a cone in front of them — strafe wide or get behind them and it applies nothing.
- Disarm blocks weapons, not abilities. If you are ability-based (Paige, Paradox, Pocket) you can keep fighting through it; if you are gun-based, use the window to reposition instead of trying to shoot.
- Debuff Remover clears the disarm and is worth holding specifically for the moment before they commit Combo.
Abilities to bait — in this order
- 1. Burrow
Burrow first. It is their only engage and their only real escape; force it on a trooper wave or a fake overextend and they are a slow-approaching shotgun hero for the next 20-40 seconds.
- 2. Sand Blast
Sand Blast second — bait the disarm from behind cover or with a summon, then engage when your gun is safe for the next window.
- 3. Scorn
Scorn third: make them use it as wave clear rather than as a heal in a fight, since its cooldown is short but its impact in a brawl is decisive.
Matchup overview
- Their structural weakness: No ranged damage whatsoever; kiting them is the single most effective strategy against them. Why this is shown: Mo & Krill's weaknesses. Strong evidence
- Their structural weakness: Combo is a stationary channel that any CC breaks, wasting their most important cooldown. Why this is shown: Mo & Krill's weaknesses. Strong evidence
- Their structural weakness: Anti-heal items simultaneously disable Scorn's sustain and Combo T1's lifesteal. Why this is shown: Mo & Krill's weaknesses. Strong evidence
- You fight at mid range and Mo & Krill has to reach close range, but they have the movement to do it — which means the matchup is not a range advantage, it is a cooldown one. Their gap-closer is the only thing bridging the band, so track it rather than tracking their health. With it up you are in their range and should behave accordingly; with it down you are in a range they cannot reach and every second of that window is free. Why this is shown: Mid-range hero versus a close-range opponent with mobility 2+; the gap-closer cooldown gates the entire matchup. Strategic
What they do against you
- Burrow lets them travel to you underground with bullet and spirit armour, then surface directly under your feet with a knockup you cannot dash out of. Why this is shown: Authored from Mo & Krill's kit. Strong evidence
- Sand Blast disarms you for around 2.5s (longer at T3) in a 25m cone — your gun stops working for the exact seconds they need to set up. Why this is shown: Authored from Mo & Krill's kit. Strong evidence
- Combo holds you stunned in place for roughly 3 seconds while grinding through your health, with +50% bullet resist at T2 so shooting them off is unreliable. Why this is shown: Authored from Mo & Krill's kit. Strong evidence
- Scorn heals them off every body in radius, with a stacking 15% damage debuff on you at T3 — the longer the brawl runs, the more the numbers move their way. Why this is shown: Authored from Mo & Krill's kit. Strong evidence
- Every kill secured inside Combo permanently raises their max health, so the same hero is measurably harder to kill in minute 40 than in minute 20. Why this is shown: Authored from Mo & Krill's kit. Strong evidence
- You are exactly the target Mo & Krill is looking for — low durability, no exit. Expect them to ignore your frontline entirely and open on you, and to do it at the moment your team's attention is elsewhere. Your positioning has to assume they are already past your tank. Why this is shown: Enemy backline-threat tag against a hero with durability and escape both 0-1. Strong evidence
How you counter them
- Kite. Their entire damage output requires close range and their spreadshot does 2.8 per pellet — holding 15m+ with a mid- or long-range hero makes them a non-threat. Why this is shown: Authored counterplay against Mo & Krill. Strong evidence
- Shoot the burrow mound as it approaches. Hero damage reduces the Burrow speed bonus directly, so contesting the travel converts their dive into a walk. Why this is shown: Authored counterplay against Mo & Krill. Strong evidence
- Hold one interrupt specifically for the Combo channel. Any stun, silence, knockup or displacement on them cancels a 150-second ultimate and denies the permanent health stack. Why this is shown: Authored counterplay against Mo & Krill. Strong evidence
- Buy anti-heal before mid game. Healbane / Toxic Bullets cut Scorn's healing and Combo T1's lifesteal at the same time. Why this is shown: Authored counterplay against Mo & Krill. Strong evidence
- Spread out so the Burrow emergence knockup and Scorn each hit one person instead of three — their sustain scales with the number of bodies in radius. Why this is shown: Authored counterplay against Mo & Krill. Strong evidence
- Sand Blast is a frontal cone: circle behind them rather than backing straight up, and if you are ability-based, keep fighting through the disarm since it only blocks weapons. Why this is shown: Authored counterplay against Mo & Krill. Strong evidence
- Combo is one cast aimed at one person and that person is likely you, which changes the shape of the answer. Effective health is the wrong axis — a hero who can pick you out of a fight will simply wait until the number is beatable. Counterspell negates a single ability outright, which against a one-cast threat is a hundred percent mitigation for 3,200, and the read is easier than it sounds because a single-target ultimate has to be aimed at you to work. Why this is shown: Counterspell negates one ability; enemy single-target ultimate against a hero with durability 0-1. Strategic
- Mo & Krill starts the fight and you have no exit, so the defensive active you buy has to work when you did not see it coming. Unstoppable is the stronger effect — immunity to and a dispel of Stun, Silence, Sleep, Root and Disarm for 5.5 seconds — but it must be pre-cast, and it cannot be activated once you are already stunned, which is precisely the situation this hero creates. Indomitable auto-cleanses the next hard CC with no input from you; against an initiator that reliability beats the bigger number. Why this is shown: Unstoppable cannot be activated while already stunned or asleep; Indomitable auto-cleanses the next hard CC. Strong evidence
Trading
- During the Combo channel — they are stationary, locked to one target, and any hard CC cancels it. This is the single best punish in their kit. Why this is shown: Mo & Krill's vulnerability windows. Strong evidence
- While burrowed and being shot: hero damage strips the speed bonus, so a contested approach leaves them arriving late and out of position. Why this is shown: Mo & Krill's vulnerability windows. Strong evidence
- Immediately after the Burrow emergence knockup, with Burrow on cooldown — they have no escape and are standing inside your team. Why this is shown: Mo & Krill's vulnerability windows. Strong evidence
- Any time they are further than ~10m from a target; their spreadshot falloff and Scorn radius mean they simply cannot deal damage at that range. Why this is shown: Mo & Krill's vulnerability windows. Strong evidence
- Their 2.82s spreadshot reload at close range, which is a long window for a hero with no ranged fallback. Why this is shown: Mo & Krill's vulnerability windows. Strong evidence
Laning
- What they want in lane: 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
- What they want in lane: Scorn clears troopers and heals off them simultaneously, so they sustain and farm from the same button — the top opener is Scorn, Scorn, Sand Blast at 66.9% WR (deadlocklabs.gg). Why this is shown: Mo & Krill's laning strengths. Strong evidence
- What you can take from them in lane: Zero ranged presence — 2.8 damage per pellet means they contribute essentially nothing outside a few metres. Why this is shown: Mo & Krill's laning weaknesses. Strong evidence
- What you can take from them in lane: Every one of their damage tools requires being close, so a mid- or long-range laning duo can simply refuse to engage. Why this is shown: Mo & Krill's laning weaknesses. Strong evidence
- Your lever: Tag Along's missing-health burst plus lingering regeneration makes a duo lane extremely hard to burst down, and the heal is strongest exactly at the moment the trade should have been lost Why this is shown: Rem's laning strengths. Strong evidence
- Mo & Krill closes distance on a cooldown and you have no exit, so in the 0-6 minute window your Guardian is your escape item. Fight with it behind you and inside its range, not beside you: their gap-close has to end somewhere, and ending it inside 116 DPS of Guardian fire is the only punish you own before you have items. The moment the Guardian falls at around 6:00, that safety disappears and the matchup gets materially worse — plan your first defensive purchase for that timing. Why this is shown: Guardians deal 116 DPS to players and become contestable around 6:00; enemy gap-close against a hero with escape 0-1. Strategic
- Mo & Krill will shove the wave into your Guardian to push you off souls, and you are not fast enough to walk around it. The thing to protect is the floating orb — the ground orb drops and cannot be denied, so half your income is safe no matter what they do, and the contest is only ever over the other 50. Position on your Guardian's side of the wave so you are already in range of the floating orbs when they pop, and give up the forward orbs rather than crossing for them. Why this is shown: Each trooper drops one undeniable ground orb and one contestable floating orb; enemy wave-clear versus a low-mobility hero. Strategic
- You get value from moving around the map and Mo & Krill does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Mo & Krill or on the Guardian, not by the breakables you pick up on the way. Why this is shown: 09-16-2026: underground tunnel breakable initial spawn and respawn both raised 3 → 5 minutes. Verified
Mid game
- Their 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
- Their 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
- Their spike — Combo T2 (mid game): -30s cooldown and +50% bullet resist make the ultimate both repeatable and much harder to break with gunfire. Why this is shown: Mo & Krill's power spike timeline. Strong evidence
- Their spike — Burrow T3 (late): -20s cooldown and +4 m/s make them a rotating map threat who can arrive at any fight under armour. Why this is shown: Mo & Krill's power spike timeline. Strong evidence
- Your spike — ult unlock: Naptime turns Rem from a passive healer into the team's objective-taking tool — a wall-piercing mass mobility strip plus sleep is decisive at urn and mid-boss fights Why this is shown: Rem's power spike timeline. Strong evidence
- Your spike — 1 AP into Pillow Toss: -7s cooldown (25s to 18s) makes the peel-and-refund loop consistent rather than occasional Why this is shown: Rem's power spike timeline. Strong evidence
- There is a hard behavioural change at 20:00 in this matchup: respawn goes from 35 to 38 seconds as of 09-16-2026, and you are the hero Mo & Krill can pick off without a fight starting. Three seconds does not sound like much until you price it against the Rift's 7-minute cadence and the Urn at 20 and 25 — a single death now reliably costs you presence at the next objective. Past 20:00, stop taking the solo camp that is one rotation from their side of the map. Why this is shown: 09-16-2026: respawn timer at 20:00 raised 35s → 38s; hero has escape 0-1 against enemy diveThreat 2+. Verified
- Your kit is built around lockdown and that is worth less on the Mid Boss than on Mo & Krill — 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 Mo & Krill 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
- Combo is a channel, which means the fight is decided by whether you can break it. Hold one interrupt — a stun, a silence, or a displacement — specifically for that cast rather than spending it on the opening trade. If you have no interrupt, the answer is line of sight: leave the area entirely rather than trying to out-heal it. Why this is shown: Channelled ultimates are interruptible by hard CC, silence or displacement. Strong evidence
- Against Mo & Krill's knockups, Debuff Reducer is a live answer where it used to be a dead one: knockup durations were brought under debuff reduction on 05-22-2026, so the +25% from a 1,600 Tier II item genuinely shortens the airborne time. That matters more for you than for most, because you have no exit and the airborne window is when their follow-up lands. Worth pairing with the fact that Knockdown-style effects going the other way still cannot be shortened at all. Why this is shown: 05-22-2026 made knockup durations scale with debuff reduction; Debuff Reducer is T2, 1,600, +25%. Verified
- You are not going to kill Mo & Krill in a normal teamfight and trying to is how fights are lost. Treat them as terrain: fight around them, spend your damage on whoever is behind them, and only commit to killing them once anti-heal and shred are actually online. Why this is shown: Enemy durability 3 with a frontline role; target-priority reasoning. Strategic
- You have peel and Mo & Krill is the dive threat, so your job in the fight is not damage — it is being in range of whoever they are jumping on. Position between their entry point and your squishiest teammate and hold your peel tool for the moment they commit, not for the moment they appear. Why this is shown: Hero has peel 2+ against a high dive threat. Strategic
- Mo & Krill 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
Build adjustments
- You deal spirit damage, so Healbane is the cheaper and more reliable anti-heal against Mo & Krill — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Why this is shown: Spirit-applied anti-heal triggers on spirit damage; Healbane is T2 vs Toxic Bullets T3. Strong evidence
- Mo & Krill dives, and you do not have an exit in your kit. This is the clearest item priority in the matchup: buy a movement or escape active before you buy your next damage item. A damage item does not help you if the fight starts with you already dead. Why this is shown: Enemy diveThreat 3 against a hero with escape trait 0-1. Strong evidence
- Against Mo & Krill'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
- Mo & Krill is a durability check, and the maths favours shred over raw damage here. Resistances stack multiplicatively, but shred is pooled and then subtracted from total resist — so the higher their resist climbs, the more each point of shred is worth. Against a stacked tank, resist reduction outperforms another flat damage item. Why this is shown: Resist stacking is multiplicative; shred subtracts from total resist, so its value scales with target resist. Verified
- Unstoppable (vitality T4) — Mo & Krill gives this team real stuns and hard cc. Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage. Why this is shown: Answers: enemy-hard-cc, enemy-channeled-ult, enemy-silence, enemy-displacement. Verified
- Ethereal Shift (spirit T4) — Mo & Krill gives this team real channelled ultimates. Buy to survive a telegraphed assassination combo or ultimate — you simply cease to be a target for four seconds. Why this is shown: Answers: enemy-channeled-ult, enemy-backline-threat, enemy-dive, enemy-burst. Verified
- Knockdown (spirit T3) — Mo & Krill gives this team real gap closers and escapes. The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky. Why this is shown: Answers: enemy-mobility, enemy-channeled-ult, enemy-backline-threat. Verified
Common mistakes
- The instinct here is to buy Dispel Magic as your answer to Mo & Krill and then find it greyed out at the exact moment you need it. Dispel Magic cannot be cast while you are stunned or asleep, and it cannot remove a stun at all — it purges what comes with the stun, not the stun itself. Against Mo & Krill the item you actually want is the pre-cast kind (Unstoppable, which also cannot be activated once you are already stunned) or the automatic kind (Indomitable, which cleanses the next hard CC with no input from you). Why this is shown: Dispel Magic cannot be used while stunned or asleep and cannot purge stuns; Unstoppable has the same activation restriction. Verified
- Anti-heal against Mo & Krill is bought correctly and applied at the wrong moment. Healbane's reduction runs for 8 seconds from your spirit damage and Toxic Bullets' runs while the bleed is up — both are windows, and re-applying the same source before it expires does not stack a second instance. The mistake is opening the fight clean and reaching for anti-heal once they start healing; by then you have spent the fight. Land it before they commit, then keep the window refreshed rather than re-triggering it. Why this is shown: Healbane applies for 8s on spirit damage; same-source healing reduction does not stack on re-application. Strong evidence
- The reflex buy against a hero who keeps deleting you is Metal Skin, and against Mo & Krill it does nothing. Metal Skin is bullet-damage immunity only — spirit damage, abilities and every status effect pass straight through it, and you pay −1.5 m/s move speed and −20% dash distance for the privilege. The three big defensive actives are deliberately orthogonal: Metal Skin stops bullets, Unstoppable stops statuses, Ethereal Shift stops everything but disables you. Mo & Krill is a spirit threat, so it is the last two you are choosing between. Why this is shown: Metal Skin blocks bullet damage only; enemy damage profile is spirit with burst 2+. Verified
- The finishing heavy melee on Mo & Krill is worse than it feels. Melee damage is mitigated twice — once by Bullet Resist and again by Melee Resist — so it is the single worst damage channel to point at a stacked-resist target, and the wind-up is long enough for a parry that stuns you for 3 seconds with no Debuff Resist reduction available. Finish with your gun or an ability, not with melee. Why this is shown: Melee is reduced by both Bullet Resist and Melee Resist; the parry stun is 3s and is not shortened by Debuff Resist. Strong evidence
- Players buy Dispel Magic for Mo & Krill and then discover it does nothing about Combo. Dispel Magic purges non-ultimate negative effects only — anything sourced from an ultimate is outside its scope entirely. Work out which of Mo & Krill's disables come off abilities and which come off the ult before you spend 3,200: the ability-sourced ones are purgeable, the ult is not, and for the ult you need either Unstoppable pre-cast or the discipline not to be there. Why this is shown: Dispel Magic cannot purge ultimate-sourced debuffs; enemy cc 3 with a hard disable tag. Verified
- Your damage arrives over time and Mo & Krill converts damage dealt into health, which makes the natural instinct — stay in the fight, keep the pressure on — the exact thing that loses it. Their sustain scales with how many targets are in front of them and how long the fight runs; yours does not scale at all. Either break contact and force them to re-approach on a cooldown, or bring healing reduction so the long fight stops being their format. Why this is shown: Enemy lifesteal-core against a hero with burst 0-1; lifesteal scales with fight length and target count. Strategic
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 Rem matchups
The other side
Want to know how Mo & Krill is supposed to play this?
Sources and method for this page
Mo & Krill's kit and counterplay were compiled from 6 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against Rem'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%.
- https://deadlock.one/en/heroes/mo-krill
- https://metabot.gg/en/deadlock/hero/18/abilities
- https://deadlocklabs.gg/heroes/mo-and-krill/
- https://deadlock.io/en/heroes/mo-and-krill
- https://dramalock.org/guides/mo-and-krill-deadlock-guide-build-abilities/
- https://tracklock.gg/articles/deadlock-update-09-16-26-patch-notes