
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.
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.
Steal farms with speed and efficiency, and then go absolutely crazy with your damage and become a hypercarry
Main Core is all built without needing flex slots, those can be fill with actives and counter-items
ALWAYS QSR and Mystic Burst first.


II
Imbue
Quicksilver Reload
makes scorn better but not quite as good. mostly use it to chunk waves to get some good health back


I
Mystic Burst
when you buy with t2 scorn you can go stupidly aggro in lane


I
Sprint Boots
schmovement + OOC regen makes it pretty nice, even after the nerf.


II
Imbue
Compress Cooldown
Ult spamming so they rage and leave the game early ez win
wait for burst & t2 1 before counterbuy


I
Extra Regen
Mo regen getting nerfed makes more needed


II
Healing Booster
Make scorn do more healing, getting this after burst gives you 232 heals per enemy hero hit


I
Monster Rounds
push waves harder and take farms earlier, builds into cultist if you want to substitute rend


II
Reactive Barrier
if against sleeps, stomps, hooks, swaps, lasso, rams, It's just good.


I
Rebuttal
you have to play close so this is good against melee characters. Pair with close quarters if needing to tank melee in burrow


II
Weapon Shielding
if no one will swap you out against a haze
Shred, mobility and damage spikes


II
Active
Fleetfoot
NO LONGER VALUABLE DURING BURROW! We still use it for chasing while adding Rend stacks but if you're opting rend for something else then don't buy.


II
Enduring Speed
keep ya moving


II
Active
Cold Front
Skippable for other actives. Add some extra burst for more camp stealing efficiency. Use this after t3 scorn and a few EE stacks in fights and watch it's damage go crazy


III
Spirit Rend
1 pellet to the head and you do +15% spirit damage, works on farms too. Swappable for actives, cultist or point blank


III
Active
Warp Stone
VERY versatile item. Good for tanking gun damage outside of burrow, good for dodging abilities/evading knockups, gives burrow some verticality AND you can close gaps for ult.


III
Torment Pulse
Is always a top 3 damage dealer. Allows your shred to go through the roof + a boost in your investment


IV
Escalating Exposure
Rush this for better farming, sustaining in teamfights makes you SHRED


III
Superior Cooldown
More scorns = more uptime


III
Superior Duration
2 second burrow spin = like 800-1k damage, full exposure stacks makes this shred everyone and everything


IV
Transcendent Cooldown
torment ticks faster and actives are more spammable with this


IV
Boundless Spirit
Mo has very good scalings so if you're surviving pretty well then throw this in and you WILL kill them before they kill you


IV
Spirit Burn
antiheal biiiiig, this is also crazy big damage and applies exposure to everyone


III
Active
Debuff Remover
why is seven echoshard stun and knockdown so common now. Uses up an active slot


III
Counterspell
good for yamato, bebop, lash etc. BUT it can't be used while you're in burrow


IV
Witchmail
Sustained spirit damage types like shiv, infernus, seven, geist feed this like crazy. If you need resists buy scourge


IV
Plated Armor
Infernus + Haze are annoying, this is nice


IV
Active
Unstoppable
Im seeing more and more supports that have curse + knockdown + 3 second stun abilities that they throw at once which is actually quite effective against your burrow. This is just NUH UH


IV
Spellbreaker
GT and Lash are getting picked a lot more lately :P
Fill out your active slots with something from here.


III
Active
Decay
it's like a cheap scourge with anti-heal. Get better value if used on tanks


III
Active
Alchemical Fire
best if you have a gun carry. Good for extra combo damage + your high spirit makes gun shred insane


IV
Active
Magic Carpet
lightspeed burrow got nerfed a lot but this bad boy will always be a goated get out of jail free card


IV
Active
Arctic Blast
beeeg damage spike tings


III
Active
Heroic Aura
Very underrated: It's a 2nd fleet foot, you mess with enemy macro by pushing lanes SUPER fast, you melt walkers with trooper buffs, you support your whole team, + resists in a hybrid meta


IV
Active
Scourge
Expensive but very good especially when you're shredding with exposure and tanking lots of spirit damage


IV
Active
Colossus
our health got nerfed pretty hard but this definitely helps bring it back up


IV
Active
Focus Lens
if you want to get your picks on casters it's 100% worth the upgrade.


IV
Active
Phantom Strike
i don't ever actually buy this but it's good for skyline campers and easy combos


III
Active
Majestic Leap
piggy build abusers


IV
Active
Divine Barrier
support your carry when they get cursed/pocket ulted
3 Investment substitutes | 3 usable buys | 5 extra buys that are rare but useable


III
Point Blank
another Rend swap, ease of use and also makes your gun do a lot to farms AND people.


III
Radiant Regeneration
this and healing booster should go together, basically a +30% to your healing throughout games + some speed is nice. Torment also gives you a perma 20hp/s in fights


III
Active
Cultist Sacrifice
weapon farm like crazy, nice range and health buffs + tank objectives better. Uses an active slot :(


III
Fortitude
i wish this built into colossus cause it would be an easy pick but unfortunately not


III
Spirit Snatch
risky cause you can get parried but if successful you get extra burst, extra resist, and more shred


III
Active
Silence Wave
if you have to play more supportive in team fights you help a lot with this and your duration buff


III
Active
Disarming Hex
shouldn't REALLY be buying this ever but you can effectively disarm someone for 11 seconds with your 3


IV
Active
Curse
basically confirms a kill


III
Active
Knockdown
you shouldn't really be the one in your team buying this but sometimes you just have to, rushing phantom strike is more effective but it is expensive
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