
Mo et Krill creusent des galeries souterraines qui leur permettent de prendre presque n'importe qui au dépourvu. Quand ils émergent, c'est pour infliger des dégâts dévastateurs.
Mo et Krill creusent des galeries souterraines qui leur permettent de prendre presque n'importe qui au dépourvu. Quand ils émergent, c'est pour infliger des dégâts dévastateurs.
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
Imprégner
Rechargement éclair
makes scorn better but not quite as good. mostly use it to chunk waves to get some good health back


I
Choc mystique
when you buy with t2 scorn you can go stupidly aggro in lane


I
Bottes de course
schmovement + OOC regen makes it pretty nice, even after the nerf.


II
Imprégner
Récupération comprimée
Ult spamming so they rage and leave the game early ez win
wait for burst & t2 1 before counterbuy


I
Bonus de régénération
Mo regen getting nerfed makes more needed


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


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


II
Protection d'urgence
if against sleeps, stomps, hooks, swaps, lasso, rams, It's just good.


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


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


II
Active
Pied plume
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
Vitesse persistante
keep ya moving


II
Active
Souffle glacial
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
Entaille spirituelle
1 pellet to the head and you do +15% spirit damage, works on farms too. Swappable for actives, cultist or point blank


III
Active
Pierre de distorsion
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
Onde de tourment
Is always a top 3 damage dealer. Allows your shred to go through the roof + a boost in your investment


IV
Exposition spirituelle
Rush this for better farming, sustaining in teamfights makes you SHRED


III
Récupération supérieure
More scorns = more uptime


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


IV
Récupération transcendante
torment ticks faster and actives are more spammable with this


IV
Profusion spirituelle
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
Brulure spirituelle
antiheal biiiiig, this is also crazy big damage and applies exposure to everyone


III
Active
Dissipateur d'effets négatifs
why is seven echoshard stun and knockdown so common now. Uses up an active slot


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


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


IV
Armure de plates
Infernus + Haze are annoying, this is nice


IV
Active
Intouchable
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
Brise-magie
GT and Lash are getting picked a lot more lately :P
Fill out your active slots with something from here.


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


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


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


IV
Active
Explosion arctique
beeeg damage spike tings


III
Active
Aura héroïque
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
Fléau
Expensive but very good especially when you're shredding with exposure and tanking lots of spirit damage


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


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


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


III
Active
Bond majestueux
piggy build abusers


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


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


III
Régénération radieuse
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
Sacrifice rituel
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
Razzia spirituelle
risky cause you can get parried but if successful you get extra burst, extra resist, and more shred


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


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


IV
Active
Malédiction
basically confirms a kill


III
Active
Coup d'enclume
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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