Scorn
Ability 1 · point-blank AoE damage drain A burst of damage to everything close by that converts a portion of the damage dealt into healing, with a substantially larger return when the damage lands on enemy heroes.
What it is for: Their sustain and their farming button in one. It is why they can sit in a trooper wave and stay topped up, and why a 1v1 in melee range goes badly for almost everyone.
- Damage
- Damage scales with spirit at 0.75 per deadlock.io, with a 13s base cooldown. Base damage value not sourced on the pages checked.
- Crowd control
- None at base. T3 adds a stacking 15% damage debuff on enemies hit, lasting 16s.
- Defensive
- The heal is the main defensive layer and it is the primary reason they can hold a frontline.
How to play against 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.
Interactions
- Heals far harder off heroes than off troopers, so the ability rewards committing into bodies rather than kiting.
- The top-win-rate skill order is Scorn, Scorn, Sand Blast (66.9% WR per deadlocklabs.gg) — Scorn is their laning spike.
- Anti-heal items directly gut it; dramalock.org lists anti-heal as standard counterplay.
Upgrade tiers
- T2: -5s cooldown, +1m radius.
- T3: applies a stacking 15% damage debuff to enemies hit for 16s.
Burrow
Ability 2 · underground travel with armour, emerging as an AoE knockup Mo & Krill dive underground, moving faster and gaining both spirit and bullet armour while submerged. Damage from enemy heroes cuts into the speed bonus. Surfacing deals spirit damage, slows and knocks up nearby enemies.
What it is for: The engage. It lets them approach without being shot, get past a frontline, and surface underneath a backline target with a knockup that guarantees the follow-up.
- Damage
- Spirit damage on emergence; T1 adds +50 spin DPS while burrowed. Exact base emergence damage not sourced.
- Crowd control
- Slow plus a knockup on everyone near the emergence point.
- Mobility
- Increased move speed while burrowed (+4 m/s at T3) on a base 8 m/s frame, making them briefly one of the fastest heroes in the game.
- Defensive
- Spirit and bullet armour while underground, which is how they cross open ground under fire.
How to play against 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.
Interactions
- Hero damage reduces the speed bonus, so shooting them while burrowed is real, immediate counterplay — dramalock.org lists this first.
- Burrow-into-knockup-into-Combo is the full kill pattern and is why they are Pocket's single worst matchup (-1.9% win-rate delta per deadlocklabs.gg).
- T3's -20s cooldown makes it a repeatable rotation tool, not just a fight opener.
Upgrade tiers
- T1: +50 spin DPS while burrowed.
- T2: +4s burrow time, +2 radius.
- T3: -20s cooldown, +4 m/s move speed.
Sand Blast
Ability 3 · frontal cone disarm A spray of sand in a cone ahead that deals damage and disarms everyone it catches, preventing them from using their weapon.
What it is for: Their peel and their setup tool. Disarming a carry for the length of an engage is often worth more than the damage, and it protects the Combo channel from being shot out.
- Damage
- Base damage not sourced; T1 adds +50 damage and +5m range. 25m range with a 2.5s disarm per deadlock.io.
- Crowd control
- Disarm, roughly 2.5s per deadlock.io. T2 adds a 24% slow and a 26% dash distance reduction; T3 adds +1.5s duration.
- Defensive
- Disarming the biggest gun in the fight is a defensive cooldown in practice.
How to play against 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.
Interactions
- dramalock.org recommends disabling the primary threat with Sand Blast before committing to Combo, which is the standard sequencing.
- A disarm does not stop abilities, only weapons — heroes whose damage is spirit-based are much less affected.
- T2's dash reduction combines with the Burrow knockup to make escaping a full engage very hard.
Upgrade tiers
- T1: +50 damage, +5m range.
- T2: 24% slow and 26% dash distance reduction.
- T3: +1.5s duration, -25s cooldown.
Combo
Ultimate · channelled single-target lockdown with permanent health reward Mo & Krill grab a single enemy, hold them in place stunned while chewing through them for the duration of the channel. If that target dies during the channel or within three seconds after, Mo & Krill permanently gain maximum health.
What it is for: The longest reliable single-target removal in the game, plus a scaling mechanic. It deletes one hero from a teamfight for the whole channel, and every successful one makes them permanently harder to kill.
- Damage
- Continuous damage over the channel; T3 adds +40 damage per second with increased scaling and +0.7s duration. Base DPS not sourced. 150s cooldown per deadlock.io.
- Crowd control
- Full stun for the channel duration (roughly 3s per dramalock.org, +0.7s at T3).
- Mobility
- None — both parties are locked in place, which is the risk.
- Defensive
- T2 grants +50% bullet resist during the channel, which is what lets them survive being focused while locked in.
How to play against 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.
- T2 gives them +50% bullet resist during the channel, so break it with spirit damage or CC rather than trying to gun them off it.
Interactions
- Permanent max health stacking means a Mo & Krill who lands three or four Combos over a game is meaningfully tankier than the base 930 HP.
- The channel is interruptible — dramalock.org explicitly advises opponents to save interrupts for it.
- Best paired with a team that can burst the held target; deadlocklabs.gg lists Victor (+4.3%) and Paige (+3.8%) as their top duos.
Upgrade tiers
- T1: +100% lifesteal.
- T2: -30s cooldown, +50% bullet resist.
- T3: +0.7s duration, +40 damage per second with increased scaling.