Mo & Krill
Burrow
Burrow | |
---|---|
Tech Type | Character Tech |
Difficulty | Basic Mechanics |
Character Dependent | Yes |
Inputs | Burrow (2) |
Burrow1) is Mo & Krill’s second ability. In it, they dive into the ground, gaining move speed,
spirit and bullet armor, then re-emerging, damaging enemies while spinning.
There are three phases to burrow; Diving, Burrowed and Spin:
- Diving
- This phase consists of
Mo & Krill diving into the ground.
- During this phase, you are able to move at your regular move/sprint speed, but unable to use base movement (Jumping, Dashing), Sand Blast, Combo, melee, or any active item that cannot Heavy Melee Cancel. Scorn and items that can Heavy Melee Cancel can be used in this phase.
- This phase lasts
62
ticks (1.03
seconds). The start of this phase is defined as the moment the ability key is pressed, and the end of this phase is defined as the moment when the cancel key activates spin instead of cancelling Burrow outright.
- Burrowed
- This is when
Mo & Krill are in the ground, shown above ground as a small dirt mound.
- In this state, you gain
- +80% bullet resist,
- +30%
spirit resist, and
- A base of +
4
m/s move speed, which can be increased to +6
m/s with the last upgrade. Damage will reduce move speed.
- During this phase, you gain the ability to use active items that cannot Heavy Melee Cancel, but cannot use Sand Blast or Combo. Active items cannot be used on yourself.
- This phase lasts
5
, seconds which can be upgraded to8
seconds with the first upgrade.
- Spin
- This phase consists of
Mo & Krill emerging from the ground, spinning and damaging enemies
- When emerging, you jump upwards. This jump has special properties when you are in the air and have pre-existing vertical velocity; as you get closer to an upwards vertical velocity of
~400
u/s, your jump will get smaller and smaller. Over~400
u/s, you will instead drop down instead of jump; this can most easily be seen jumping out of a jump pad.
Air Jump Burrow
Air Jump Burrow | |
---|---|
Tech Type | Character Tech |
Difficulty | Advanced Easy |
Character Dependent | Yes |
Inputs | Burrow (Spin) → Jump |
When entering the spin phase and emerging from the ground, there is a 5
tick window in which you are able to air jump.
This helps with clearing obstacles like fencing or clear walls in lane.
With the optimal space input (the very last tick where you can air jump), you can just barely climb over surfaces 213
units tall. If pressing the space input on the very first tick, you’ll only be able to just barely climb over surfaces 202
units tall.
To help with the timing, you can bind the scroll wheel to jump. Cancel using the space key then scroll to instantly air jump after emerging.
To execute, emerge from Burrow, then jump within 5
ticks.
IAD Burrow
Main article: IAD
IAD Burrow | |
---|---|
Tech Type | Character Tech |
Difficulty | Advanced Easy |
Character Dependent | Yes |
Inputs | Burrow (Spin) → Dash |
When entering the spin phase and emerging from the ground, there is a 5
tick window in which you are able to air dash. After the initial dash, you are also able to slide while in the spin animation.
This is useful for chasing down enemies and damaging them with the spin.
To execute, emerge from Burrow, then dash within 5
ticks.
Magic Carpet Burrow
Magic Carpet Burrow | |
---|---|
Tech Type | Character Tech |
Difficulty | Advanced Easy |
Character Dependent | Yes |
Inputs | Burrow → Magic Carpet |
Magic Carpet (6,000) is a Spirit Item that allows the user to cast a magic carpet for
10
seconds, allowing you to fly around the map. For convenience sake, I will be calling the state where you are flying, carpet state.
Magic Carpet Burrow is when you use both Burrow and Magic Carpet at the same time.
When in Burrow, you are able to cast Magic Carpet. When this happens, you will enter carpet state while burrowing; when this happens, your hitbox is significantly smaller, and your character is shown as a dirt mound surrounded by floating rubble on the magic carpet. While you are in this state, Magic Carpet acts as intended. After Burrow expires, you will exit this state with the regular spin.
This can be used to make safer getaways; a smaller and more ambiguous hitbox makes you harder to hit. It can also be used as a scouting or ganking tool, while also making you harder to hit.
To execute, first execute Burrow, then immediately cast Magic Carpet.