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.

Matches

225.5k

last 7 days

Finished build

≈11 items

43k souls held in items at the end

Build type

Caster

66% of item souls in spirit

Games past 35 min

48%

the finished build is read from these

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).

SpiritWeaponVitality
Caster66% of item souls in spiritWeapon 1% · vitality 33% · spirit 66%. The diamond is the average hero.7 days · games over 35 min (48%)

The finished build 7 days · games over 35 min (48%)

AgainstPick up to 6 enemies to see what players change. Enemies that move the finished build come first.

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

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
The finished Mo & Krill build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
VitalityTrophy Collector54%68%20%~9:021,600
VitalityHealbane44%55%21%~15:481,600
VitalityWarp Stone37%39%5%~20:293,200
SpiritTorment Pulse88%90%2%~14:233,200
SpiritTankbuster80%81%2%~23:093,200
SpiritSuperior Duration66%67%1%~25:023,200
SpiritTranscendent Cooldown60%60%1%~32:496,400
Flex (spirit)Quicksilver Reload46%67%32%~6:221,600
Flex (spirit)Escalating Exposure43%43%1%~32:546,400
Flex (spirit)Scourge42%43%1%~31:456,400
Flex (spirit)Arctic Blast40%40%1%~33:056,400
Vitality, alternateSpirit Resilience36%38%4%~28:083,200
Vitality, alternateWitchmail28%29%1%~34:316,400
Vitality, alternateJuggernaut26%27%1%~35:016,400
Spirit, alternateGreater Expansion35%36%1%~26:573,200
Spirit, alternateRadiant Regeneration32%33%2%~22:223,200
Spirit, alternateImproved Spirit30%57%48%~18:071,600

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
What Mo & Krill players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×3.029.8k—
HazePlated Armor×1.9121k—
ShivDispel Magic×1.799.8k—
Deadman DannyKnockdown×1.868.1k—
BillyRebuttal×1.739.6k★ +1.2 pts over tier I · 260k buyers, all heroes pooled
ApolloSlowing Hex×2.134.3k—
HazeReturn Fire×1.697.1k—
LashCounterspell×2.223.1k—

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.

45:00about 12.7 items55,373 souls13% of games still going0.1 weapon4.5 vitality8.1 spirit
81% of games still going at 30:00Trophy CollectorTorment Pulse481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon0.1 itemsVitality4.5 itemsSpirit8.1 items
81% still going at 30:004812items0m10m20m30m40m60k souls

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
Share of Mo & Krill games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Other weapon items0.10.10.10.20.20.10.10.1
Trophy Collector6%46%63%66%66%67%66%62%
Enduring Speed1%10%25%32%36%35%28%25%
Healbane0%6%32%45%49%52%52%49%
Warp Stone0%0%6%22%31%35%37%37%
Spirit Resilience0%0%2%6%14%22%29%35%
Other vitality items0.40.70.70.91.01.31.61.9
Mystic Burst86%93%93%81%35%17%17%17%
Tankbuster0%1%6%24%54%70%76%78%
Mystic Expansion25%33%36%37%27%13%11%11%
Greater Expansion0%0%1%5%16%24%29%33%
Quicksilver Reload33%61%65%66%67%67%64%56%
Extra Spirit7%27%41%24%8%7%7%7%
Improved Spirit1%9%19%37%48%50%41%37%
Cold Front1%31%54%61%63%56%39%35%
Arctic Blast0%0%0%1%5%13%24%36%
Torment Pulse0%18%57%78%84%86%87%88%
Superior Cooldown0%0%4%20%47%55%38%36%
Transcendent Cooldown0%0%0%1%7%20%38%55%
Superior Duration0%0%3%14%37%55%62%66%
Scourge0%0%0%1%6%18%30%39%
Escalating Exposure0%0%0%1%5%15%27%39%
Other spirit items0.10.20.61.00.90.80.91.1
Items held, in all2.14.46.58.39.110.010.611.6

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.

  • buyers
  • won, 95% band
  • 200–500 buyers
  • the item's own overall

Scourge by the clock: 68% → 50%. By souls at purchase: 56–62%.

  1. 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
  2. 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
  3. Tankbuster

    163,764 buyers · 52.4% won overall

    most buy it 19–26 min

    52.4% of all its buyers won.

    Show as table
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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.

Late items (30 minutes on) for Superior Cooldown at 20–30 min against Greater Expansion at 20–30 min: share of each side's games reaching 30 minutes that bought each, and how they did
A wonA buysLate itemB buysB won
53.5%55.0%
55.3%57.6%
54.7%56.5%
54.5%53.5%
52.3%54.9%
57.4%58.6%
53.2%52.6%
56.8%57.7%
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
0–9 min9–20 min20–30 min30 min +Mystic BurstQuicksilver ReloadSprint BootsTrophy CollectorMystic ExpansionCold FrontTorment PulseHealbaneCold FrontCompress CooldownImproved SpiritExtra SpiritSuperior CooldownTankbusterSuperior DurationCompress CooldownDuration ExtenderGreater ExpansionTranscendent CooldownEscalating ExposureArctic BlastScourgeBoundless SpiritWitchmailEvery game99% reach 9 min96% reach 20 min68% reach 30 min
Show as table
Mo & Krill's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minMystic Burst92%51.2%237,148
0–9 minQuicksilver Reload59%51.2%152,706
0–9 minSprint Boots52%52.3%135,001
0–9 minTrophy Collector39%53.4%101,046
0–9 minMystic Expansion32%52.0%81,430
0–9 minCold Front23%54.8%59,154
9–20 minTorment Pulse68%52.7%174,222
9–20 minHealbane41%53.1%106,089
9–20 minCold Front38%51.1%98,101
9–20 minCompress Cooldown36%51.1%91,415
9–20 minImproved Spirit30%51.5%77,070
9–20 minExtra Spirit29%52.8%75,867
20–30 minSuperior Cooldown43%52.4%111,128
20–30 minTankbuster43%52.1%110,332
20–30 minSuperior Duration38%53.2%98,802
20–30 minCompress Cooldown23%53.1%59,451
20–30 minDuration Extender20%53.4%50,771
20–30 minGreater Expansion17%53.5%44,120
30 min +Transcendent Cooldown25%53.2%63,713
30 min +Escalating Exposure17%56.5%44,510
30 min +Arctic Blast17%53.4%43,138
30 min +Scourge15%54.6%39,360
30 min +Boundless Spirit12%52.8%32,010
30 min +Witchmail12%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

Scorn12512
Burrow4689
Sand Blast31415
Combo7101113

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

  1. Mo & Krill - Bruiser-Crowd Control [49% WR] [tracklock.gg]by Tracklock · 10,542 players11 of 11 board items
    19,065 games
    51.2% won

    Core Build

    Early

    Late

    Defensives

    Counter Picks

    Actives

  2. Mo has been Krilled #RIP#BUFFMO(Annotated)by GodOfDoggos · 9,818 players11 of 11 board items
    18,679 games
    53.6% won
  3. CHONKY BOI MO [Lockbuilds.com]by Harvester · 8,332 players11 of 11 board items
    14,878 games
    48.5% won
  4. The Moleman Never Sleeps (Prenut Build 1) MUST USEby PreNutPerplexity · 5,311 players11 of 11 board items
    9,726 games
    53.4% won
  5. Falcon's Lightspeed Mauler (Annotations)by Falcon_DL · 3,671 players11 of 11 board items
    6,731 games
    52.3% 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.

About these numbers

7 days
25 Oct to 1 Nov. The build, timing, the late game, the path and in-game builds, from standard ranked and unranked Mo & Krill matches.
21 days
11 Oct to 1 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
123,854 (48% of Mo & Krill games). The finished build, choices and the soul split read only these.
Patch
The latest big patch was 29 Sept; no window reaches back before it.
Sample sizes
5,000+ games 1,000 to 5,000 200 to 1,000Nothing under 200 is drawn.
Win rates
Shown with their 95% range and the games behind them. They describe rather than prove: players who buy an item may differ in other ways.

Via deadlock-api. Updated 3 Nov. Not affiliated with or endorsed by Valve.