Site Tools


hero:mnk

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
hero:mnk [2025/03/26 21:30] – created monster_domosedhero:mnk [2025/07/12 05:39] (current) – Fixed clip. compsoter
Line 1: Line 1:
 ====== Mo & Krill  ====== ====== Mo & Krill  ======
-<WRAP announcement grey left>{{ ::digger_card_psd.png?100 }}</WRAP>+<WRAP announcement grey left>{{ icons:digger_card_psd.png?100 }}</WRAP>
 ===== Burrow ===== ===== Burrow =====
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ <wrap centeralign> **//Burrow//** </wrap>|| ^ <wrap centeralign> **//Burrow//** </wrap>||
-^ <wrap centeralign>{{ ::charactertech:Mo&KrillBurrow.mp4 }}</wrap>||+^ <wrap centeralign>{{ ::charactertech:Moburrow.mp4?500 }}</wrap>||
 ^ Tech Type                                             | Character Tech                            | ^ Tech Type                                             | Character Tech                            |
 ^ Difficulty                                            | Basic Mechanics | ^ Difficulty                                            | Basic Mechanics |
Line 12: Line 12:
 </WRAP> </WRAP>
  
-//Burrow//((by default, 2)) is <mo-and-krill_mm**Mo & Krill**’s second ability. In it, they dive into the ground, gaining move speed, <spirit> <color #E1A0FF>spirit</color> and bullet armor, then re-emerging, damaging enemies while spinning. +//Burrow//((by default, 2)) is <mo-and-krill_sm> Mo & Krill’s second ability. In it, they dive into the ground, gaining move speed, <spirit> <color #E1A0FF>spirit</color> and bullet armour, then re-emerging, damaging enemies while spinning. 
-There are three phases to burrow; **Diving****Burrowed** and **Spin**+There are three phases to burrow; __Diving____Burrowed__ and __Spin__
-  * **Diving** +==== Diving ==== 
-    This phase consists of <mo-and-krill_mm**Mo & Krill** diving into the ground.  +This phase consists of <mo-and-krill_sm> 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 ([[universaltech:jumping]], [[universaltech:dashing]]), //Sand Blast//, //Combo//, melee, or any active item that cannot [[universaltech:Heavy Melee Cancel]]. Scorn and items that can Heavy Melee Cancel can be used in this phase.
-    * During this phase, you are able to move at your regular move/sprint speed, but unable to use base movement ([[universaltech:jumping]], [[universaltech:dashing]]), //Sand Blast//, //Combo//, melee, or any active item that cannot [[universaltech: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-and-krill_mm> **Mo & Krill** are in the ground, shown above ground as a small dirt mound.  +
-    * In this state, you gain  +
-      * +80% bullet resist,  +
-      * +30% <spirit> <color #E1A0FF>spirit</color> 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 to ''8'' seconds with the first upgrade. +
-  * **Spin** +
-    * This phase consists of <mo-and-krill_mm> **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 [[universaltech:jump pad]]. +
-    * Once you emerge, there is a ''5'' tick window where you are able to [[universaltech:jumping|double jump]] and [[universaltech:dash|air dash]].+
  
 +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-and-krill_sm> Mo & Krill are in the ground, shown above ground as a small dirt mound. 
 +In this state, you gain 
 +   * +80% bullet resist, 
 +   * +30% <spirit> <color #E1A0FF>spirit</color> 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 to ''8'' seconds with the first upgrade.
 +
 +==== Spin ====
 +This phase consists of <mo-and-krill_sm> 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 [[universaltech:jump_pads|Air Vent]]. Once you emerge, there is a ''5'' tick window where you are able to [[universaltech:jumping|double jump]] and [[universaltech:dash|air dash]].
 +
 +<WRAP box nobox>
 ===== Air Jump Burrow ===== ===== Air Jump Burrow =====
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ <wrap centeralign> **//Air Jump Burrow//** </wrap>|| ^ <wrap centeralign> **//Air Jump Burrow//** </wrap>||
-^ <wrap centeralign>{{ ::charactertech:Mo&KrillBurrowAirJump.mp4 }}</wrap>||+^ <wrap centeralign>{{ ::charactertech:Moburrowairjump.mp4?500 }}</wrap>||
 ^ Tech Type                                             | Character Tech                            | ^ Tech Type                                             | Character Tech                            |
 ^ Difficulty                                            | <color orange>Advanced</color> Easy | ^ Difficulty                                            | <color orange>Advanced</color> Easy |
Line 52: Line 53:
  
 To execute, emerge from Burrow, then jump within ''5'' ticks. To execute, emerge from Burrow, then jump within ''5'' ticks.
 +</WRAP>
  
 +<WRAP box nobox>
 ===== IAD Burrow ===== ===== IAD Burrow =====
 <color grey>__Main article:__</color> [[universaltech:IAD]] <color grey>__Main article:__</color> [[universaltech:IAD]]
Line 58: Line 61:
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ <wrap centeralign> **//IAD Burrow//** </wrap>|| ^ <wrap centeralign> **//IAD Burrow//** </wrap>||
-^ <wrap centeralign>{{ ::charactertech:Mo&KrillBurrowIAD.mp4 }}</wrap>||+^ <wrap centeralign>{{ ::charactertech:Moburrowiad.mp4?500 }}</wrap>||
 ^ Tech Type                                             | Character Tech                            | ^ Tech Type                                             | Character Tech                            |
 ^ Difficulty                                            | <color orange>Advanced</color> Easy | ^ Difficulty                                            | <color orange>Advanced</color> Easy |
Line 70: Line 73:
  
 To execute, emerge from //Burrow//, then dash within ''5'' ticks. To execute, emerge from //Burrow//, then dash within ''5'' ticks.
 +</WRAP>
  
-===== Slam Slide =====+===== Magic Carpet Burrow =====
 <WRAP half right infobox> <WRAP half right infobox>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
-^ <wrap centeralign> //Slam Slide// </wrap>|| +^ <wrap centeralign> //Magic Carpet Burrow// </wrap>|| 
-^ <wrap centeralign>{{ ::charactertech:Mo&KrillMagicCarpetBurrow.mp4 }}</wrap>||+^ <wrap centeralign>{{ ::charactertech:Moburrowmagiccarpet.mp4?500 }}</wrap>||
 ^ Tech Type                                             | Character Tech                            | ^ Tech Type                                             | Character Tech                            |
 ^ Difficulty                                            | <color orange>Advanced</color> Easy | ^ Difficulty                                            | <color orange>Advanced</color> Easy |
Line 82: Line 86:
 </WRAP> </WRAP>
  
-//Magic Carpet// (<color #ABFFE3><soul>6,000</color>) is a <spirit> <color #E1A0FF>Spirit</color> 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.+<item_magic_carpet> //Magic Carpet// (<soul> 6,400) is a <spirit> <color #E1A0FF>Spirit</color> 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.+**Magic Carpet Burrow** is when you use both //Burrow// and <item_magic_carpet> //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.+When in //Burrow//, you are able to cast <item_magic_carpet> //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, <item_magic_carpet> //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. 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//.+To execute, first execute //Burrow//, then immediately cast <item_magic_carpet> //Magic Carpet//.
hero/mnk.1743024638.txt.gz · Last modified: 2025/03/26 21:30 by monster_domosed