Mo & Krill

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Revision as of 03:57, 26 August 2024 by 172.18.0.2 (talk) (Updated ability cards to work with new formatting.)
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Mo & Krill
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Initial Stats
Weapon
""
DPS

76

Bullet Damage

3.6

Ammo

20

Bullets per sec

5.56

Light Melee

63

Heavy Melee

116

Falloff Range

{{{range}}}

Vitality
Health

700

Health Regen

3

Bullet Resist

0%

Spirit Resist

0%

Move Speed

7.8 m/s

Sprint Speed

0 m/s

Stamina

3

Power Increases
+0.25 Base Bullet Damage
+3.4 Base Melee Damage
+44 Base Health

Burrows underneath his enemies
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.

Mo & Krill are together a playable hero in Deadlock, available since the start of the Early Development Build.

Abilities

Scorn

Deal damage to nearby enemies and heal yourself based on the damage done. Heal is stronger against enemy heroes.

Radius:
10m
Cooldown:
12s
Damage: 60 (Spirit Power#Spirit Power Scalingx0.4)
Heal vs Heroes: 200%
Heal vs Non-Heroes: 70%
Ability Point 1-4s Cooldown
Ability Point 2+25 Damage
Ability Point 5 • Adds a debuff to enemies that lets Mo & Krill deal +15% Damage to them. Stacks and lasts 16s.


Burrow

Burrow underground, moving faster, and gaining spirit and bullet armor. Damage from enemy heroes will reduce the speed bonus. When you jump out, knock enemies into the air and perform a spin attack that damages and slows. Cooldown starts when Burrow ends.

Radius:
5m
Cooldown:
35s
Move Speed: +3m/s
Damage per Second: 80 (Spirit Power#Spirit Power Scalingx1.4)
Burrow Duration: 5s
Spin Duration: 1.5s
Ability Point 1 • Burrow time +3s
Ability Point 2+140 Spin DPS and +2 radius
Ability Point 5-20 Cooldown and +3m/s Move Speed


Sand Blast

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

Range:
30m
Cooldown:
40s
Damage: 40 (Spirit Power#Spirit Power Scalingx1.0)
Disarm: 3.5s
Ability Point 1+1.5s Duration
Ability Point 2-20s Cooldown
Ability Point 5 • Slow targets by -50%


Combo

Hold the target in place, stunning them and dealing damage during the channel. If they die during Combo, you permanently gain max health.

Range:
5m
Duration:
2.75s
Cooldown:
90s
Damage per Second: 60 (Spirit Power#Spirit Power Scalingx0.8)
Bonus Max Health Per Kill: 30
Ability Point 1-30s Cooldown
Ability Point 2 • Combo Duration +1s
Ability Point 5 • +40 Damage Per Second and 100% lifesteal


Background

A FATE'S TALE:

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 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

Trivia