Quicksilver and Mystic/Improved Burst give + flat damage on Scorn, which DOES increase Scorn’s heal, making them worth multiple hundreds of Spirit toward its healing for 1750 souls total. If no one else on the team has Improved Burst, getting it after getting above the breakpoint can make isolated Scorn heal you for over 1300, no additional enemies needed. 2200 souls needed to make Mystic Burst actually work, though, since Scorn needs to have 3 points spent on it.
Yeah, that's a solid build path especially if you find yourself dueling in the side lane often. This build is more team-play focused where you max 2, then put 3 points into your ult for better lock down THEN max scorn. So I'm not getting T2 scorn for awhiiiile. The build your describing is definitely very solid though. I also like the idea of just getting mystic burst on T2 scorn because it's super cheap and increases your healing and damage, then selling it late game when you need the slot.
This is true, but I wanted to mention that the order in which you do these things is important. You can buy Improved Burst too early and end up doing less damage with Scorn than you did before with Mystic Burst alone. That's because Mystic Burst gives a flat damage bonus, which isn't kept when upgraded to the Improved version. You can easily end up in situations where Mystic Burst's extra damage would have pushed you over the threshhold for Improved Burst to proc, but now that you've upgraded, it doesn't. It can be confusing/unintuitive is mainly what I'm getting at here. Also, they updated Quicksilver recently to where it doesn't proc on full clip, which can also mess with your Improved Burst threshhold, so make sure to fire a round first. You can put Surge of Power on Scorn to make it more reliably proc Improved Burst, but I understand that a lot of builds want to imbue Surge on other abilities instead.
@@SleightSoda Quicksilver actually doesn’t factor in to if Improved Burst procs. The base Scorn damage has to deal at least 125 damage, post-Spirit Resist. If it does less, either because you don’t have enough Spirit or because they have good Spirit Resist, even if Quicksilver takes the damage to over 125 after those factors, Improved Burst still won’t proc.
I've been trying Melee Charge and helps a lot in many sitiations. As Moricio y Cristobal are close-ranged, melee is always of help finishing off, and as it can be activated with creeps, you will have >40 ammo quite often. And the extra damage and range helps softening and reaching the enemy for the ult. Beware, do not spam it, it gets easily predictable and they will be blocking a lot.
Not worth the slot & souls IMO, you're spending 1250 souls for an item that is sometimes useful (Melee Charge) when you could be spending those 1250 souls on an item that is always useful (Kinetic Dash).
@@DreadDoom M&K are close-range combat. It is useful: Before Scorn (get closer and deal more damage) After Digging (extra damage and slowdown) After Ult (extra bullet damage and ammo for the next fight, if they survive it is a guaranteed melee hit) Creeps in early game, specially after the ramp inf ammo nerf. AND can be activated with Neutrals. Or why not both?
Great stuff, I hadn't considered the thing about using Warp during burrow to get over obstacles, will definitely be trying that out in my next game :O hope to see more MO & KRILL content from you in the future!
I’m a big fan of ult-centric builds designed to one shot the enemy team’s best player. Torment pulse, boundless spirit, and escalating exposure can outright kill some of the squisher heroes without any outside assistance. Just a scorn debuff + ult is more than enough. This turns mo and krill into more of a split pusher, since you destroy waves with scorn and you have burrow for disengage or potentially turning a fight with its super strong aoe. You’re essentially forcing the enemy to send 2+ heroes to counter your split push, since you’re very difficult to 1v1
Bullying Haze is my favourite thing to do as MoKrill. So satisfying to jump on top of her when she pops ult. Mo's ult beats hers, that plus the disarm means the matchup is so incredibly one-sided.
Thanks to this video I am now owning all of my matches and my Mmr has gone through the roof! You saved my ass sir! You’ve won the internet and my family thanks you! ( I am no longer rage hitting my kids! 😅 )
torment pulse still does damage while in burrow, and combined with the tankiness you get from burrow, you can get some good trades by just staying under someone for the full duration.
You do want to get your burrow up fast as possible, but in some matchups, you want to take T2 scorn with mystic burst for a huge heal. You can also increase this even more by taking quicksilver reload.
Hasn’t affected his playstyle much, if anything you can be even more aggressive. I’ve been experimenting with various builds but the only major change is I don’t get surge of power every game anymore. Also I don’t always go fleet (the first few 1250 items are very game dependent now - but I think this has less to do with changes to their character and more to do with me having like 200+ games on M&K now lol). I made a new 2.0 build in-game that shows the different options. I still need to update with annotations though
I love to rush torment pulse and just burrow near enemies. Maybe it’s because I’m low mmr but they just panic and take damage from torment pulse and then from the burrow, it works like a charm.
I usually max my ult after my 2, which combined with Diviner's Kevlar makes it so that I can ult an enemy and still out heal any dmg their teammates inflict on me tbh. By mid to late game I can pretty much one shot any hero with decay into phantom strike into ult
thanks for this guide. I was really lost when i started playing deadlock but after watching this guide and playing a bit more im starting to get comfortable.
Agreed, I've been leaning towards this a lot lately. Divine Barrier is nuts. People definitely don't build it enough. So much value. Might make a video talking about it and some other actives
You need to be maxing spirit with MK. Maurice is doing the work, not Krill. 30% of your damage is burrow, 30% scorn, 25% is torment pulse, and the rest is split among gun, melee and other abilities. Melee charge isn’t needed because you’ll be in burrow 90% of the time where you’ll be reloading, and you’ll also already have the distance closed. Better to use those weapon slots for slowing and crit boosting.
@@JohnWestHamidk where you find the opportunity to both use up a whole mag during a teamfight, and also use a melee hit. If you're close enough to the enemy for a melee hit, why aren't they dead from burrow+scorn+combo?
Hey bro great vid. My duo loves to play mo and krill. Who should I play/ what should I be doing as a duo when playing with mo and krill to maximize our proficiency?
The biggest thing I would say is just to harass the enemy back a ton when they attack your duo. Everyone loves shooting Mo and Krill cuz theyre so chunky. You can punish them for it. And Mo has great sustain so he'll be able to regen better than they can.
The full spirit mo feels so uninteractive to play against. Burrow scorn into ult can one shot all but tanks and doesn’t have much counter play. I wish the ult had some sort of tell or initial animation Super cool character though just feels a bit overtuned rn
Burrowed you take almost no damage from creeps and towers. I will push the wave and tank the guardian for the duration, spamming scorn on the helpless enemy hero for a 3 minute guardian
I really like it, especially in team play. If you're going for solo kills, the spirit damage from the AOE isn't optimal compared to getting something like torment pulse. But if your team is following up on your comb's, it can help a ton in finishing kills. Def worth the pickup. Now is it better than getting warpstone early? Debatable. If you're ahead it, maybe.
Well I did say relatively:) sandblast does have some solid range (35m) but I was referring to how to be effective with his kit (especially in landing phase). In order to do any kind of damage, you gotta get up-close.
Huh, I always thought M&K were not all that playable cause of how BIG the character is and Lash is just fun with his mobility and Flog...time to add a character and remove another lol
@@bavinngames Damage feels amazing and satisfying when you get going. And the kit is so tanky and mobile with disarm, warp stone, scorn healing, burrow, the big size doesn't feel like a downside often
For individual heroes, I just look at the hero’s stat page in-game and divide wins by total games. I don’t think any third-party sites accurately track all games right now.
Those are both viable options, especially monster rounds. I find fleet much more useful than melee charge though. Melee charge has limited use on Mo&Krill especially versus good players. So it ends up mainly being used for farming creeps; 1250 is pretty expensive just to help you kill camps. Then by 20-25 mins, you're 1 shotting camps with burrow/scorn anyways so you don't need the extra ammo. Also you can reload while casting your burrow and ultimate which limits your need for ammo reload utility as well. Although I see how it's very helpful for taking out the elite jungle camps earlier.
@@bavinngames your point about fleet foot being better utility long term is good, but I think you’re underestimating melee charge against “good players”. If I’m never punching because I’m afraid of getting parried, then I’m passing up a lot of free kills at 8-12 minutes with melee charge. I also find that with close quarters, people underestimate how much damage you can pump out in an extended trade when you have a double sized mag in lane. Most people are used to mo wanting a short trade with scorn and a few shots, and the extra melee range can also take them off guard. I also find that almost every game there’s some kind of slow I need to avoid, and with enduring speed, then I find fleetfoot loses utility compared to just getting surge of power + warp stone for the game. Too much move speed for me with enduring speed + surge + fleet personally
@@bavinngames thinking about it more, I think you might be preferring fleetfoot because from what I see, you’re instantly maxing burrow rather than putting 2 tiers in scorn like I prefer. When it takes a bit longer to max burrow for me, I’m not seeing as much value from fleetfoot when it doesn’t sync up with my burrow cd, and I prefer a fighting/clearing item so I can get to tier 3 burrow faster. I might try not putting 2 points in scorn for a few games and see how it feels.
@@scottrusso3281 That's a good point. I can see value in both playstyles. In slower games, I should try putting a few points in scorn early and going for melee charge. I just typically like to start ganking and snowballing the map as early as possible.
@@bavinngames yeah, I can certainly see having more gank potential when you have max burrow before 10 minutes. Out of curiosity, do you play solo or duo lane more? I’m typically duoing since I have a friend I like to play with
A good Ivy is a hard counter to MK. Laning is also extremely hard with MK because you will push the lane super hard but for whatever reason the opposite player almost always doubles their soul count against you by 5 minutes in. If you can pair with someone and get some early hero kills, that will set off your whole round. Just leave the lane and go bully the lowest soul count enemy. MK with comms and cooperation is amazing because you can cancel anyone’s ult with your combo. He shines as initial skirmishing and catching out people who overextend. As the late game goes on, other players will catch up to your power level, but he will still shine as solo lane/base defense. The other team can’t lock you down or control your movement, so you sew chaos and buy your team time to respawn
If they're doubling your soul count even when you have them pushed, its because they're doing better at farming jungle creeps/denying. It's not for "whatever reason" lol
@@Omnis2 You can't counter ults of players good enough to build unstoppable when they have a long channel ult and you definitely shouldn't be less than even with a lane opponent ever unless you are literal trash
"If you want to play a character that was added as an accessibility character so players with 4 fingers on one hand can feel good about this game, Mo and Krill is your guy!"
@@peterbobski1373 I love 'em, but then again I don't fight against them very often since I'm always the one playing them lol. And I've yet to see a MoKrill that has become the greatest threat in the lobby (except maybe when I'm playing really well, but I can't know the enemy's brain). Are you a Haze main by chance? If so then your hatred is more than justified, and with the greatest respect, GET OWNED SUCKAH NEVER ULT ME AGAIN
idk if this is just outdated or an awful guide, but I literally stopped watching when he said "Combo alone isn't much damage" like spirit Mo doesnt one shot any squishy by pressing 4 he is arguably the best 1v1 assassin in the game
Woah there, you're adding a lot of caveats to your statement to invalidate a single statement I made... 1. we're targeting a squishy that hasn't itemized at all for spirit resist, 2. you are spirit mo (not optimal), 3. 'Just pressing 4' it also requires scorn/torment pulse/mystic vuln/improved duration and maybe even warpstone or phantom strike to actually 1 shot this target. Of course you can 1 shot some squishies when you're ahead but the larger point was that its primary function isn't for damage, it's to lock down enemies. This is an important lesson for new Mo players to learn. And that's who this guide is for.
@@bavinngames Neither Warpstone or Phantom Strike are as effective as Slowing Hex + Shadow Weave for assassin Mo They are way too expensive and add nothing to his burst, forcing you to rely on teammates to make use of your Combo.
@@SuperDroll Again, you're making huge generalizations and oversimplifying things...you can build how you want. I specifically say that in the video lol
MOOOOOOOOOOOOO AND KRIIIIIIIIIIIIIIIIILLLLLLLLLLLL
MOOOOOOOOOOOOOOO AND KRIIIIIIIIIIIIIIIIIIIIIIIIIL
MOOOOO AAND KRRIIIIIIIIIIIIIIIIIIIIIILLL
MOOOOOO AND KRIIIIIIIIIL
MOOOOOOOO AND KRILLLLLLLLL
this is an elite guide for a guy with less than 200 subs. Keep it up man
Quicksilver and Mystic/Improved Burst give + flat damage on Scorn, which DOES increase Scorn’s heal, making them worth multiple hundreds of Spirit toward its healing for 1750 souls total. If no one else on the team has Improved Burst, getting it after getting above the breakpoint can make isolated Scorn heal you for over 1300, no additional enemies needed.
2200 souls needed to make Mystic Burst actually work, though, since Scorn needs to have 3 points spent on it.
Yeah, that's a solid build path especially if you find yourself dueling in the side lane often. This build is more team-play focused where you max 2, then put 3 points into your ult for better lock down THEN max scorn. So I'm not getting T2 scorn for awhiiiile. The build your describing is definitely very solid though. I also like the idea of just getting mystic burst on T2 scorn because it's super cheap and increases your healing and damage, then selling it late game when you need the slot.
@@bavinngames I also like the maxing burrow build, Maxed burrow + all movement speed items + slow is really nice
This is true, but I wanted to mention that the order in which you do these things is important. You can buy Improved Burst too early and end up doing less damage with Scorn than you did before with Mystic Burst alone. That's because Mystic Burst gives a flat damage bonus, which isn't kept when upgraded to the Improved version. You can easily end up in situations where Mystic Burst's extra damage would have pushed you over the threshhold for Improved Burst to proc, but now that you've upgraded, it doesn't. It can be confusing/unintuitive is mainly what I'm getting at here.
Also, they updated Quicksilver recently to where it doesn't proc on full clip, which can also mess with your Improved Burst threshhold, so make sure to fire a round first. You can put Surge of Power on Scorn to make it more reliably proc Improved Burst, but I understand that a lot of builds want to imbue Surge on other abilities instead.
@@SleightSoda Quicksilver actually doesn’t factor in to if Improved Burst procs. The base Scorn damage has to deal at least 125 damage, post-Spirit Resist. If it does less, either because you don’t have enough Spirit or because they have good Spirit Resist, even if Quicksilver takes the damage to over 125 after those factors, Improved Burst still won’t proc.
@@Degritone This is helpful information, thanks!
Really good quality video for a guy with this amount of subscribers, keep it up
I've been trying Melee Charge and helps a lot in many sitiations. As Moricio y Cristobal are close-ranged, melee is always of help finishing off, and as it can be activated with creeps, you will have >40 ammo quite often. And the extra damage and range helps softening and reaching the enemy for the ult. Beware, do not spam it, it gets easily predictable and they will be blocking a lot.
'Moricio y Cristobal'...lmaooo, haven't heard that one before
@@bavinngames I invented it just to call them in a Mexican-ish way (porque soy mexicano), and because it sounds funny, I keep calling them like that.
Not worth the slot & souls IMO, you're spending 1250 souls for an item that is sometimes useful (Melee Charge) when you could be spending those 1250 souls on an item that is always useful (Kinetic Dash).
@@DreadDoom M&K are close-range combat. It is useful:
Before Scorn (get closer and deal more damage)
After Digging (extra damage and slowdown)
After Ult (extra bullet damage and ammo for the next fight, if they survive it is a guaranteed melee hit)
Creeps in early game, specially after the ramp inf ammo nerf.
AND can be activated with Neutrals.
Or why not both?
MOOOOOO AAAND KRRRIIIIIILLLLLLLL
Good stuff man, trying out Mo right now, these are great tips to know.
MOOOOOOO AND KRIIIIIIILLLLLLLL
Very good video. Well structured. Clearly explained. Keep on rocking.
Great stuff, I hadn't considered the thing about using Warp during burrow to get over obstacles, will definitely be trying that out in my next game :O hope to see more MO & KRILL content from you in the future!
I maximized my gank potential and snowballed my game because of this 🙏🙏🙏🙏🙏
This is well eddited with good music choice and a good guide
Loved the video. I tried him yesterday and had so much fun, just need a good build and video to follow to optimize it!
The warp stone tech is pretty sweet
I’m a big fan of ult-centric builds designed to one shot the enemy team’s best player.
Torment pulse, boundless spirit, and escalating exposure can outright kill some of the squisher heroes without any outside assistance. Just a scorn debuff + ult is more than enough.
This turns mo and krill into more of a split pusher, since you destroy waves with scorn and you have burrow for disengage or potentially turning a fight with its super strong aoe. You’re essentially forcing the enemy to send 2+ heroes to counter your split push, since you’re very difficult to 1v1
That build is great, if i feel like I need to be a carry, I’ll go for this kind of build every time!
I've been testing ammo scavenger in lane early game and I highly recommend, it's quite a lot of spirit power and helps a lot with securing souls.
Bullying Haze is my favourite thing to do as MoKrill. So satisfying to jump on top of her when she pops ult. Mo's ult beats hers, that plus the disarm means the matchup is so incredibly one-sided.
I'd main Mo&Krill for that exact reason but bullying Talons and Vindictas with Yamato is so much more satisfying...
MOOOO AND KRIIILLLLLLLL!!
Thanks to this video I am now owning all of my matches and my Mmr has gone through the roof! You saved my ass sir! You’ve won the internet and my family thanks you! ( I am no longer rage hitting my kids! 😅 )
saving the children was the true gamer moment 🫡
MOOOOOOOOOOOOOOOOOOOOOOO AND KRIIIIIIIIIIIIIIIIILLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL
torment pulse still does damage while in burrow, and combined with the tankiness you get from burrow, you can get some good trades by just staying under someone for the full duration.
This guide is super helpful, thanks!
Great editing
Thanks! I'm not the best with editing but I was very satisfied with a few of the transitions
You do want to get your burrow up fast as possible, but in some matchups, you want to take T2 scorn with mystic burst for a huge heal. You can also increase this even more by taking quicksilver reload.
Agreed! I've actually been going for T2 scorn early now pretty often. The build where you rush T2 Combo is definitely more for team play.
didnt know about the warp stone tech, thank you 💙
MOHAMMED AND KAREEEEEEEEEMMMMMMMMMMMM
nice video. ty for making and sharing
Good video! Could I offer advice. When displaying stats and information, increase time to like 3+ seconds. It makes it easier to find and pause on.
Thank you! And good point, I'll keep that in mind for future guides and try to keep information up a bit longer.
I love Mo & Krill
Happy to see this guide! Do you think this patch his affected his build/playstyle at all?
Hasn’t affected his playstyle much, if anything you can be even more aggressive. I’ve been experimenting with various builds but the only major change is I don’t get surge of power every game anymore. Also I don’t always go fleet (the first few 1250 items are very game dependent now - but I think this has less to do with changes to their character and more to do with me having like 200+ games on M&K now lol). I made a new 2.0 build in-game that shows the different options. I still need to update with annotations though
@@bavinngames Appreciate you sharing your thoughts. Your new video is solid and really demonstrates his strengths.
I love to rush torment pulse and just burrow near enemies. Maybe it’s because I’m low mmr but they just panic and take damage from torment pulse and then from the burrow, it works like a charm.
Hey, if it works! Could even get mystic slow so torment pulse slows them while you're just burrowing below
well done with the thumbnail
Thanks! Thought Mo's belly would make a great background lol
I usually max my ult after my 2, which combined with Diviner's Kevlar makes it so that I can ult an enemy and still out heal any dmg their teammates inflict on me tbh. By mid to late game I can pretty much one shot any hero with decay into phantom strike into ult
thanks for this guide. I was really lost when i started playing deadlock but after watching this guide and playing a bit more im starting to get comfortable.
No problem! I'm glad it helped:)
Might have to switch up my hero roster and toss mo and krill into the mix now
a nice simple video. Thanks :)
Imo divine barrier early game is a must buy on mo, its op
Agreed, I've been leaning towards this a lot lately. Divine Barrier is nuts. People definitely don't build it enough. So much value. Might make a video talking about it and some other actives
subbed
Thank you!
Good stuff
i feel like melee charge is such a great pick for mo and krill, i use it at the centre of my builds, just gotta be careful with parries
I have a melee based mo and krill build called LARRY DAVIDS melee build
You need to be maxing spirit with MK. Maurice is doing the work, not Krill. 30% of your damage is burrow, 30% scorn, 25% is torment pulse, and the rest is split among gun, melee and other abilities. Melee charge isn’t needed because you’ll be in burrow 90% of the time where you’ll be reloading, and you’ll also already have the distance closed. Better to use those weapon slots for slowing and crit boosting.
@@Omnis2 its just a different play style
@@JohnWestHam which is fine and all but it's a worse one
@@JohnWestHamidk where you find the opportunity to both use up a whole mag during a teamfight, and also use a melee hit. If you're close enough to the enemy for a melee hit, why aren't they dead from burrow+scorn+combo?
Hey bro great vid. My duo loves to play mo and krill. Who should I play/ what should I be doing as a duo when playing with mo and krill to maximize our proficiency?
The biggest thing I would say is just to harass the enemy back a ton when they attack your duo. Everyone loves shooting Mo and Krill cuz theyre so chunky. You can punish them for it. And Mo has great sustain so he'll be able to regen better than they can.
MOOOO AAAND KRIIIIIIIIL
huh i've been wondering how to start playing this hero, i wonder if the comment sect- MOOOO AND KRIIIILLLL
*MOOOOOOOOOOOO AAANDDDD KRILLLLLLLLLLLLLLLLLLLLLLLLL*
The full spirit mo feels so uninteractive to play against. Burrow scorn into ult can one shot all but tanks and doesn’t have much counter play. I wish the ult had some sort of tell or initial animation
Super cool character though just feels a bit overtuned rn
Burrowed you take almost no damage from creeps and towers. I will push the wave and tank the guardian for the duration, spamming scorn on the helpless enemy hero for a 3 minute guardian
thoughts on alchemical fire?
I really like it, especially in team play. If you're going for solo kills, the spirit damage from the AOE isn't optimal compared to getting something like torment pulse. But if your team is following up on your comb's, it can help a ton in finishing kills. Def worth the pickup. Now is it better than getting warpstone early? Debatable. If you're ahead it, maybe.
My fav.
mohamed and kareem
You're incorrect about all of his abilities being relatively short range. Sandblast is a wide beam and it goes like 30 feet (not a cone)
Well I did say relatively:) sandblast does have some solid range (35m) but I was referring to how to be effective with his kit (especially in landing phase). In order to do any kind of damage, you gotta get up-close.
MOOOOOOOO AND KRILLLLLLLLLLLLLLLL
MO TUAH KRILL ON DAT THING
U put surge of power in ult? thx
you could put surge of power on ult for the extra spirit power but i like it much better on 2 for the move speed value as well. Very helpful mid game.
you really miss played there on 10:35
but good video
hahah i remember vividly. I held my ult a second too long so she got ult off. So sad. Good catch.
Dude I feel like the gray matter in my brain is increasing 🙏
Huh, I always thought M&K were not all that playable cause of how BIG the character is and Lash is just fun with his mobility and Flog...time to add a character and remove another lol
They're super chunky, definitely a learning curve getting used to their size
@@bavinngames Damage feels amazing and satisfying when you get going. And the kit is so tanky and mobile with disarm, warp stone, scorn healing, burrow, the big size doesn't feel like a downside often
what tracker are you using to see WR?
For individual heroes, I just look at the hero’s stat page in-game and divide wins by total games. I don’t think any third-party sites accurately track all games right now.
HAAAAAAWK AAAAAAND TUUAAAAAAAAAH
No monster rounds or melee charge?
Those are both viable options, especially monster rounds. I find fleet much more useful than melee charge though. Melee charge has limited use on Mo&Krill especially versus good players. So it ends up mainly being used for farming creeps; 1250 is pretty expensive just to help you kill camps. Then by 20-25 mins, you're 1 shotting camps with burrow/scorn anyways so you don't need the extra ammo. Also you can reload while casting your burrow and ultimate which limits your need for ammo reload utility as well. Although I see how it's very helpful for taking out the elite jungle camps earlier.
@@bavinngames your point about fleet foot being better utility long term is good, but I think you’re underestimating melee charge against “good players”. If I’m never punching because I’m afraid of getting parried, then I’m passing up a lot of free kills at 8-12 minutes with melee charge. I also find that with close quarters, people underestimate how much damage you can pump out in an extended trade when you have a double sized mag in lane. Most people are used to mo wanting a short trade with scorn and a few shots, and the extra melee range can also take them off guard.
I also find that almost every game there’s some kind of slow I need to avoid, and with enduring speed, then I find fleetfoot loses utility compared to just getting surge of power + warp stone for the game. Too much move speed for me with enduring speed + surge + fleet personally
@@bavinngames thinking about it more, I think you might be preferring fleetfoot because from what I see, you’re instantly maxing burrow rather than putting 2 tiers in scorn like I prefer. When it takes a bit longer to max burrow for me, I’m not seeing as much value from fleetfoot when it doesn’t sync up with my burrow cd, and I prefer a fighting/clearing item so I can get to tier 3 burrow faster.
I might try not putting 2 points in scorn for a few games and see how it feels.
@@scottrusso3281 That's a good point. I can see value in both playstyles. In slower games, I should try putting a few points in scorn early and going for melee charge. I just typically like to start ganking and snowballing the map as early as possible.
@@bavinngames yeah, I can certainly see having more gank potential when you have max burrow before 10 minutes. Out of curiosity, do you play solo or duo lane more? I’m typically duoing since I have a friend I like to play with
what your wr on krill?
it was 60% when I made this video. It’s gone down a bit though. At about 57% currently.
A good Ivy is a hard counter to MK. Laning is also extremely hard with MK because you will push the lane super hard but for whatever reason the opposite player almost always doubles their soul count against you by 5 minutes in. If you can pair with someone and get some early hero kills, that will set off your whole round. Just leave the lane and go bully the lowest soul count enemy. MK with comms and cooperation is amazing because you can cancel anyone’s ult with your combo. He shines as initial skirmishing and catching out people who overextend. As the late game goes on, other players will catch up to your power level, but he will still shine as solo lane/base defense. The other team can’t lock you down or control your movement, so you sew chaos and buy your team time to respawn
If they're doubling your soul count even when you have them pushed, its because they're doing better at farming jungle creeps/denying. It's not for "whatever reason" lol
@@Omnis2 You can't counter ults of players good enough to build unstoppable when they have a long channel ult and you definitely shouldn't be less than even with a lane opponent ever unless you are literal trash
Moan n krill
you meant mohammed and kareem
"If you want to play a character that was added as an accessibility character so players with 4 fingers on one hand can feel good about this game, Mo and Krill is your guy!"
hahaha that’s pretty accurate, sometimes i don’t feel like aiming and rather burrow around the map and press 4
Accurate name
first
I hate this character more then anything 🎉
:)
@@peterbobski1373 I love 'em, but then again I don't fight against them very often since I'm always the one playing them lol. And I've yet to see a MoKrill that has become the greatest threat in the lobby (except maybe when I'm playing really well, but I can't know the enemy's brain).
Are you a Haze main by chance? If so then your hatred is more than justified, and with the greatest respect, GET OWNED SUCKAH NEVER ULT ME AGAIN
idk if this is just outdated or an awful guide, but I literally stopped watching when he said "Combo alone isn't much damage" like spirit Mo doesnt one shot any squishy by pressing 4
he is arguably the best 1v1 assassin in the game
Woah there, you're adding a lot of caveats to your statement to invalidate a single statement I made... 1. we're targeting a squishy that hasn't itemized at all for spirit resist, 2. you are spirit mo (not optimal), 3. 'Just pressing 4' it also requires scorn/torment pulse/mystic vuln/improved duration and maybe even warpstone or phantom strike to actually 1 shot this target.
Of course you can 1 shot some squishies when you're ahead but the larger point was that its primary function isn't for damage, it's to lock down enemies. This is an important lesson for new Mo players to learn. And that's who this guide is for.
@@bavinngames Neither Warpstone or Phantom Strike are as effective as Slowing Hex + Shadow Weave for assassin Mo
They are way too expensive and add nothing to his burst, forcing you to rely on teammates to make use of your Combo.
@@SuperDroll Again, you're making huge generalizations and oversimplifying things...you can build how you want. I specifically say that in the video lol
isnt morris the big guy
yeah, did i mix it up at some point
MOOOOO AAND KRRIIIIIIIIIIIIIIIIIIIIIILLL
MOOOOOOOO AND KRILLLLLLLLL
MOOOOOOOOOOOOO AND KRIIIIIIIIIIIIIIIIIIIILLLL