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.
This is a Spirit Mo & Krill build focused on always getting in and out of fights. Big on Combo mid game and Burrow spam late game. 11/22/24
Very annotated so new Mo & Krill players can understand the what and why of the character. Hope this helps someone :))))
twitch.tv/FalconWarrior99 come check me out :)))))))
First buys - Left to Right - focusing self-healing and movement - 3k souls
More passive healing, great for Mo & Krill as he already has a lot of burst healing, but needs passive in order to get back into the fight quickly.
Shotguns struggle long range for damage and this helps for bots, plus the extra passive health regen. Should be the last gun slot from lane that you sell since it helps with objectives.
Four Stamina Charges allows for a lot of Dash-Jumps, which you should be doing a LOT. Will get rid of eventually because you'll be moving so fast that it's actually slower to use stamina.
Very necessary for laning, the extra damage helps a lot and as Mo & Krill you rarely go below 60% during laning.
If you buy these in order, you should have Level 2 Scorn, and you'll deal enough damage for this to proc for ~198 healing per hero hit. Very important for early healing against difficult heroes in lane.
Good overall, provides some healing, dmg and movement. Will need for Enduring Speed later.
All of Mo & Krill's abilities have ranges and this just helps all of them. Very good but can be skipped if needing damage.
I like to avoid this and just buy passive healing because of the massive hitbox, but it does come in clutch if ur at the shop and need to go right back to fight. Just be sure not to get hit while it's healing you.
Good for playing under their tower super aggressive, and makes the games super offensive. At best, hitting players off cooldown, is about 6.6 healing per sec on average. At worst, it's 2.5 healing per sec off cooldown.
Second buys - Left to Right - after all are bought you are now ONLINE and your ult will start REALLY hurting - 14k souls
The core of your build, necessary EVERY time. Helps with lanes, kills, farms; does absurd passive damage.
This helps with damage on everything you can do spirit damage to.
Changes a lot of timings in build; Changes T2 Combo from 3.25s > 3.77s & extends both burrow and spin time. Necessary.
No other item other than Frenzy, which is a 6200, gives this much speed, and its a PASSIVE for 1750 total. MUST BUY.
Use in combination with ult. Will deal extra damage and make your team deal more too. Use for the Big farms, and Walkers. Good passives as well. You will probably get rid of it late late game. Like 50 minutes.
Necessary for overall movement. Same cooldown as T3 Burrow, use with it every time. Make sure to get an armor after buying all of core.
Third buys - Left to Right - focusing cooldowns
Imbue into Combo, very important for overall cooldowns, buy when you feel your cooldowns arent short enough.
Will be second Flex Slot if you sell Mystic Burst. Important for movement late game since you'll be selling Extra Stamina. Since it has a short cooldown, you'll want to make sure to use before ult every time. Also can be useful to use before Burrow.
Imbue into Burrow, increases spin and burrow duration. Very good for final build and does more initial damage increase than even Escalating Exposure.
Bought in whatever order is needed, but will buy all eventually
Necessary for drawn out fights and probably the only way people like Tank Infernus and Abrams will die, but not as crucial as it used to be.
Important for survivability late game, the bullet resist gives you more time for above ground tanky behavior.
Component of Boundless Spirit, which is in the final build. Increases damage to basically everything and gives some nice overall buffs. Can be waited on if you need other niche items first.
You can Imbue into really anything but in my opinion Burrow is the best to Imbue into, since its your most DPS and it only gives like an extra .5 meters to Combo. Will increase the size of Alchemical Fire too.
Literally the last item you should buy since you probably will be engaging late game with burrow, just spam it in fights since its on about a 32s cooldown after all your cooldown items are bought. Just there for the extra Spirit it gives.
For Re-engaging and difficult escapes
Very good for really any build in the current meta since there is a lot of Infernus, Haze, Pocket. Good for clearing stuns and status effects.
The best overall Lifesteal item. You'll want this late game as a good source of sustain and cooldown reduction.
A second life and you'll likely have your cooldowns back so you'll either get another engage or a clean escape. Can come in major clutch but it is definitely a luxury item.
Good for early game survivability, and even more speed. With Enduring, Fleetfoot, and Divine, you'll move 21m/s in Burrow. 23 at T3. CANNOT BE USED WHILE UNDERGROUND.
Really good for base defenses and general movement mid to late game and is the only way you can get some verticality for Burrow. Provides more Bullet Resist than Improved Bullet Armor situationally, can buy before it.
Vitality buys for all game. Get one or both armors. Get them when you start dying, probably after Mid Game; ACTIVES ARE OPTIONAL
If fighting mostly Bullet on the opposing team, build into bullet armor. Check for damages in the Incoming Damage tab after death.
Most of the time you'll want to buy Warp Stone before getting this since it gives more bullet resist situationally.
If fighting mostly Spirit on the opposing team, build into Spirit Armor. Check for damages in the Incoming Damage tab after death.
Important for supporting your team and helps you survive encounters a lot more often from it proccing off of Torment.
Specifically buy this for if they have a ton of CC on their team, especially stuns or Curse. Definitely a need if they are running something like a Double Stun Seven, or a really low cooldown Haze/Wraith build.
Good for saving teammates who are in a pickle. Results vary by players. Very nice active healing for teammates too.
Specifically buy this for if they have a ton of CC on their team, especially stuns. Definitely a need if they are running something like a Double Stun Seven, or a really low cooldown Abrams build.
The ultimate catch up tool. Very good for shutting down a Vindicta, Talon, or Bebop who decided to fly.
Counters for certain heroes - OPTIONAL
Good for those fliers or really fast movement guys like Paradox.
A very rare buy but good for an insanely oppressive Lash. Takes a spirit slot off so even less likely of a buy.
Good for catching up to the really fast dudes like Seven or Paradox.
Very nice if you are fighting super fast reactors on the opposing team. Combo is: Scorn > Exit Burrow > Silence > Alchemical > Ult
Buy if they are building a lot of Lifesteal; you can also get the active Decay under Spirit, or the charge up Toxic Bullets under Weapon. Procs off of Torment Pulse.
Below you'll find a final version of the build. It's unrealistic in most games that you'll get it, but it's what you wanna strive for. Total cost of 75,450 souls. Build is built really strong for Ult, and turns into a burrow build near end game.
Increases all Spirit Damage, and a bunch of overall stats you'll need for late game.
Scorn
Burrow
Sand Blast
Combo
1
2
1
2
5
5
1
2
5
1
2
5