Build file · 25 Oct to 3 Nov
Mo & Krill build and item order
What Mo & Krill players buy, what a long game ends with, what changes against each enemy, and the in-game builds they pick.
The Mo & Krill build in brief
Most Mo & Krill players open with Mystic Burst and Sprint Boots, then pick up Torment Pulse (around 14 minutes, 86% of games) and Tankbuster (around 22 minutes, 73% of games).
The build splits in the mid game: the most common big buys from 9 to 20 minutes are Torment Pulse (68%), Tankbuster (24%) and Warp Stone (22%).
In games past 35 minutes, a finished Mo & Krill carries about 11 items, 43.4k souls, 66% of them spirit; most end with Torment Pulse (88%), Tankbuster (80%) and Superior Duration (66%).
Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (43% of games); the late-game duel sets it against Greater Expansion (17% of games).
In long games, players pick Warp Stone or Fortitude: of those who buy either, 8% buy both.
The clearest change by opponent: against Haze, Mo & Krill players buy Metal Skin at about ×3.02 the usual rate (9,775 buyers; adjusted, with small samples pulled towards ×1).
The most used in-game build is "Mo & Krill - Bruiser-Crowd Control [49% WR] [tracklock.gg]" by Tracklock, picked in 19,065 games (51% won).
The finished build 7 days · games over 35 min (48%)
What Mo & Krill games of 35 minutes or more end with, slot by slot: the share of those games still holding each item at the end, and when it's bought. Pick an item for its upgrade chain and numbers.
- usually empty
- usually empty
- usually empty
- usually empty
- usually empty
Each segment is an item's hold × its cost; the hatched end of each slot is held in items off the board.
Games over 35 minutes end with about 11 items, so 5 sockets read “usually empty”. Solid frames: held at the end of at least half of those games; dashed: fewer. Flex slots take any slot type, and each flex item keeps its own slot colour. From 123,854 long games (48% of Mo & Krill games).
Show as table
| Slot | Item | Held | Bought | Sold or upgraded | Buy time | Cost |
|---|---|---|---|---|---|---|
| Vitality | Trophy Collector | 54% | 68% | 20% | ~9:02 | 1,600 |
| Vitality | Healbane | 44% | 55% | 21% | ~15:48 | 1,600 |
| Vitality | Warp Stone | 37% | 39% | 5% | ~20:29 | 3,200 |
| Spirit | Torment Pulse | 88% | 90% | 2% | ~14:23 | 3,200 |
| Spirit | Tankbuster | 80% | 81% | 2% | ~23:09 | 3,200 |
| Spirit | Superior Duration | 66% | 67% | 1% | ~25:02 | 3,200 |
| Spirit | Transcendent Cooldown | 60% | 60% | 1% | ~32:49 | 6,400 |
| Flex (spirit) | Quicksilver Reload | 46% | 67% | 32% | ~6:22 | 1,600 |
| Flex (spirit) | Escalating Exposure | 43% | 43% | 1% | ~32:54 | 6,400 |
| Flex (spirit) | Scourge | 42% | 43% | 1% | ~31:45 | 6,400 |
| Flex (spirit) | Arctic Blast | 40% | 40% | 1% | ~33:05 | 6,400 |
| Vitality, alternate | Spirit Resilience | 36% | 38% | 4% | ~28:08 | 3,200 |
| Vitality, alternate | Witchmail | 28% | 29% | 1% | ~34:31 | 6,400 |
| Vitality, alternate | Juggernaut | 26% | 27% | 1% | ~35:01 | 6,400 |
| Spirit, alternate | Greater Expansion | 35% | 36% | 1% | ~26:57 | 3,200 |
| Spirit, alternate | Radiant Regeneration | 32% | 33% | 2% | ~22:22 | 3,200 |
| Spirit, alternate | Improved Spirit | 30% | 57% | 48% | ~18:07 | 1,600 |
Against other heroes 21 days
What players change, not proof it works. ★ marks an item whose buyers win at least 1 point more against that enemy than buyers of other items of its tier, after checking for chance, over 21 days: ★ all pools every hero's buyers, ★ Mo & Krill is Mo & Krill players only.
The 8 clearest changes in what Mo & Krill players buy, across every enemy. Pick enemies above the board to see one lineup.
Lifts compare how often Mo & Krill players buy an item in games against a hero with how often they buy it otherwise, over 21 days, with the build's usual items set to ×1 and small samples pulled towards ×1. Cells need 200 buyers. Several enemies are combined from separate match-ups (a weighted average of their lifts), not games against that exact team.
Show as table
| Enemy | Item | Buy rate change | Buyers | Evidence |
|---|---|---|---|---|
| Haze | Metal Skin | ×3.02 | 9.8k | — |
| Haze | Plated Armor | ×1.91 | 21k | — |
| Shiv | Dispel Magic | ×1.79 | 9.8k | — |
| Deadman Danny | Knockdown | ×1.86 | 8.1k | — |
| Billy | Rebuttal | ×1.73 | 9.6k | ★ +1.2 pts over tier I · 260k buyers, all heroes pooled |
| Apollo | Slowing Hex | ×2.13 | 4.3k | — |
| Haze | Return Fire | ×1.69 | 7.1k | — |
| Lash | Counterspell | ×2.22 | 3.1k | — |
What you hold, minute by minute 7 days
Each band is one item: the share of Mo & Krill games still going at that minute that hold it. The bands stack, so the top edge is the whole inventory. Press play, or drag the slider, to watch a game fill up. Hover a band for its numbers.
At 45:00 you'd typically hold
Estimated from when players buy and sell; assumes what they buy doesn't depend on how long the game will last. Hatched minutes rest on fewer than a quarter of games. The 12-item line is where the base slots are full and flex slots start.
Show as table
| Item | 5:00 | 10:00 | 15:00 | 20:00 | 25:00 | 30:00 | 35:00 | 40:00 |
|---|---|---|---|---|---|---|---|---|
| Other weapon items | 0.1 | 0.1 | 0.1 | 0.2 | 0.2 | 0.1 | 0.1 | 0.1 |
| Trophy Collector | 6% | 46% | 63% | 66% | 66% | 67% | 66% | 62% |
| Enduring Speed | 1% | 10% | 25% | 32% | 36% | 35% | 28% | 25% |
| Healbane | 0% | 6% | 32% | 45% | 49% | 52% | 52% | 49% |
| Warp Stone | 0% | 0% | 6% | 22% | 31% | 35% | 37% | 37% |
| Spirit Resilience | 0% | 0% | 2% | 6% | 14% | 22% | 29% | 35% |
| Other vitality items | 0.4 | 0.7 | 0.7 | 0.9 | 1.0 | 1.3 | 1.6 | 1.9 |
| Mystic Burst | 86% | 93% | 93% | 81% | 35% | 17% | 17% | 17% |
| Tankbuster | 0% | 1% | 6% | 24% | 54% | 70% | 76% | 78% |
| Mystic Expansion | 25% | 33% | 36% | 37% | 27% | 13% | 11% | 11% |
| Greater Expansion | 0% | 0% | 1% | 5% | 16% | 24% | 29% | 33% |
| Quicksilver Reload | 33% | 61% | 65% | 66% | 67% | 67% | 64% | 56% |
| Extra Spirit | 7% | 27% | 41% | 24% | 8% | 7% | 7% | 7% |
| Improved Spirit | 1% | 9% | 19% | 37% | 48% | 50% | 41% | 37% |
| Cold Front | 1% | 31% | 54% | 61% | 63% | 56% | 39% | 35% |
| Arctic Blast | 0% | 0% | 0% | 1% | 5% | 13% | 24% | 36% |
| Torment Pulse | 0% | 18% | 57% | 78% | 84% | 86% | 87% | 88% |
| Superior Cooldown | 0% | 0% | 4% | 20% | 47% | 55% | 38% | 36% |
| Transcendent Cooldown | 0% | 0% | 0% | 1% | 7% | 20% | 38% | 55% |
| Superior Duration | 0% | 0% | 3% | 14% | 37% | 55% | 62% | 66% |
| Scourge | 0% | 0% | 0% | 1% | 6% | 18% | 30% | 39% |
| Escalating Exposure | 0% | 0% | 0% | 1% | 5% | 15% | 27% | 39% |
| Other spirit items | 0.1 | 0.2 | 0.6 | 1.0 | 0.9 | 0.8 | 0.9 | 1.1 |
| Items held, in all | 2.1 | 4.4 | 6.5 | 8.3 | 9.1 | 10.0 | 10.6 | 11.6 |
Items show the share holding them; other items show the average number held.
Buy windows: clock against souls 7 days
When Mo & Krill players buy each big item, and how its buyers did. Bars are buyers; the line is the share of them who won, with its 95% band. Switch to souls at purchase to see how much of the early-buyer edge is just being ahead.
Scourge by the clock: 68% → 50%. By souls at purchase: 56–62%.
Torment Pulse
193,041 buyers · 52.1% won overall
most buy it 10–16 min
By the clock: 61% → 43%. By souls at purchase: 48–56%.
Show as table
Warp Stone
81,469 buyers · 52.9% won overall
most buy it 16–22 min
By the clock: 61% → 48%. By souls at purchase: 51–57%.
Show as table
Tankbuster
163,764 buyers · 52.4% won overall
most buy it 19–26 min
52.4% of all its buyers won.
Show as table
Superior Duration
132,474 buyers · 53.2% won overall
most buy it 20–27 min
53.2% of all its buyers won.
Show as table
Scourge
70,795 buyers · 59.2% won overall
most buy it 26–34 min
By the clock: 68% → 50%. By souls at purchase: 56–62%.
Show as table
Escalating Exposure
69,273 buyers · 60.1% won overall
most buy it 27–36 min
By the clock: 67% → 49%. By souls at purchase: 53–63%.
Show as table
Transcendent Cooldown
95,137 buyers · 55.3% won overall
most buy it 27–36 min
55.3% of all its buyers won.
Show as table
Arctic Blast
63,208 buyers · 56.8% won overall
most buy it 27–36 min
56.8% of all its buyers won.
Show as table
For Torment Pulse, Warp Stone, Scourge and Escalating Exposure, buying early wins more mostly because early buyers are already ahead: by souls at purchase the line is much flatter. Win rates describe; they don't say an item wins games.
Two late games, side by side 7 days
What Mo & Krill players buy after 30 minutes, split by the big item they took at 20–30 minutes. Bars are the share of each side's games reaching 30 minutes that bought the item. Pick the two sides to compare.
Superior Cooldown at 20–30 min
111,128 games · 51.4% won · 74% reach 30 min
Greater Expansion at 20–30 min
44,120 games · 53.2% won · 74% reach 30 min
Either way, 7 of the top 8 late items are the same.
| A won | A buys | Late item | B buys | B won |
|---|---|---|---|---|
| 53.5% | 45% | 36% | 55.0% | |
| 55.3% | 27% | 21% | 57.6% | |
| 54.7% | 19% | 17% | 56.5% | |
| 54.5% | 28% | 26% | 53.5% | |
| 52.3% | 18% | 19% | 54.9% | |
| 57.4% | 16% | 16% | 58.6% | |
| 53.2% | 16% | 23% | 52.6% | |
| 56.8% | 25% | 37% | 57.7% | |
| under 9% | 23% | 55.5% |
Shares are of each side's games reaching 30 minutes; an item a side doesn't list was bought by fewer than its smallest listed share. ⇄: both sides buy it in 15% or more of games. Win dots run from 40% to 60%, with a tick at 50%, adjusted for souls at purchase where upstream gives it, with 95% whiskers, hollow under 2,000 buyers. They describe; they don't prove.
Either/or, and sets 7 days · games over 35 min (48%)
Items Mo & Krill players choose between in games over 35 minutes, and items they buy as a package. Every number is printed under its cards; click a card to outline the item in every chart.
Either/or
Warp Stone or Fortitude: only 8% buy both.
Only Warp Stone51.4% won · 42,626 games
Both8%
Only Fortitude51.9% won · 19,771 games
Players who bought only one won about the same either way. Out of 68,020 long games with either.
Sets
1.8× as likely together
13% of long games · 15,926 games
3.8× as likely together
10% of long games · 12,365 games
2.0× as likely together
9% of long games · 10,701 games
Descriptive: players who pick one may play differently from those who pick the other. Pairs that are one item's upgrade path are left out.
How players get there, 0–30 min 7 days
The items most bought in each phase of the game, and what their buyers bought next. Pick a mid-game item to follow only the players who bought it. Hover an item for its numbers.
- Weapon
- Vitality
- Spirit
Show as table
| Phase | Item | Bought in | Won (souls-adjusted) | Games |
|---|---|---|---|---|
| 0–9 min | Mystic Burst | 92% | 51.2% | 237,148 |
| 0–9 min | Quicksilver Reload | 59% | 51.2% | 152,706 |
| 0–9 min | Sprint Boots | 52% | 52.3% | 135,001 |
| 0–9 min | Trophy Collector | 39% | 53.4% | 101,046 |
| 0–9 min | Mystic Expansion | 32% | 52.0% | 81,430 |
| 0–9 min | Cold Front | 23% | 54.8% | 59,154 |
| 9–20 min | Torment Pulse | 68% | 52.7% | 174,222 |
| 9–20 min | Healbane | 41% | 53.1% | 106,089 |
| 9–20 min | Cold Front | 38% | 51.1% | 98,101 |
| 9–20 min | Compress Cooldown | 36% | 51.1% | 91,415 |
| 9–20 min | Improved Spirit | 30% | 51.5% | 77,070 |
| 9–20 min | Extra Spirit | 29% | 52.8% | 75,867 |
| 20–30 min | Superior Cooldown | 43% | 52.4% | 111,128 |
| 20–30 min | Tankbuster | 43% | 52.1% | 110,332 |
| 20–30 min | Superior Duration | 38% | 53.2% | 98,802 |
| 20–30 min | Compress Cooldown | 23% | 53.1% | 59,451 |
| 20–30 min | Duration Extender | 20% | 53.4% | 50,771 |
| 20–30 min | Greater Expansion | 17% | 53.5% | 44,120 |
| 30 min + | Transcendent Cooldown | 25% | 53.2% | 63,713 |
| 30 min + | Escalating Exposure | 17% | 56.5% | 44,510 |
| 30 min + | Arctic Blast | 17% | 53.4% | 43,138 |
| 30 min + | Scourge | 15% | 54.6% | 39,360 |
| 30 min + | Boundless Spirit | 12% | 52.8% | 32,010 |
| 30 min + | Witchmail | 12% | 54.3% | 31,921 |
Bar heights compare how often items are bought within a phase; fewer items are bought late, and the row underneath shows how many games last that long. Win rates are adjusted for the buyer's souls at purchase, so players who are already ahead don't make an item look better than it is; they still describe, not prove.
Ability order
The most played full upgrade path (8% of matches, 52.6% won). Burrow is maxed first in 72% of matches.
In-game builds players pick 7 days
- Mo & Krill - Bruiser-Crowd Control [49% WR] [tracklock.gg]by Tracklock · 10,542 players11 of 11 board items19,065 games51.2% won
Core Build
Early
Late
Defensives
Counter Picks
Actives
- Mo has been Krilled #RIP#BUFFMO(Annotated)by GodOfDoggos · 9,818 players11 of 11 board items18,679 games53.6% won
- CHONKY BOI MO [Lockbuilds.com]by Harvester · 8,332 players11 of 11 board items14,878 games48.5% won
- The Moleman Never Sleeps (Prenut Build 1) MUST USEby PreNutPerplexity · 5,311 players11 of 11 board items9,726 games53.4% won
- Falcon's Lightspeed Mauler (Annotations)by Falcon_DL · 3,671 players11 of 11 board items6,731 games52.3% won
The build each player had selected when the match started; known for 48% of Mo & Krill games, mostly at higher ranks. The tag counts how many of the finished build's items each one includes.








