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| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| hero:mnk [2025/07/10 06:44] – General fixes + corrections compsoter | hero:mnk [2025/08/21 10:14] (current) – (IGNORE) Changed mm to sm icon compsoter | ||
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| - | ====== Mo & Krill ====== | + | ====== Mo + Krill ====== |
| <WRAP announcement grey left>{{ icons: | <WRAP announcement grey left>{{ icons: | ||
| ===== Burrow ===== | ===== Burrow ===== | ||
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| {{tablelayout? | {{tablelayout? | ||
| ^ <wrap centeralign> | ^ <wrap centeralign> | ||
| - | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
| ^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
| ^ Difficulty | ^ Difficulty | ||
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| </ | </ | ||
| - | // | + | // |
| 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 < | + | This phase consists of < |
| This phase lasts '' | This phase lasts '' | ||
| ==== Burrowed ==== | ==== Burrowed ==== | ||
| - | This is when < | + | This is when < |
| In this state, you gain | In this state, you gain | ||
| * +80% bullet resist, | * +80% bullet resist, | ||
| * +30% < | * +30% < | ||
| - | * A base of +'' | + | * A base of +'' |
| 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 '' | 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 '' | ||
| ==== Spin ==== | ==== Spin ==== | ||
| - | This phase consists of < | + | This phase consists of < |
| 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 '' | 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 '' | ||
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| {{tablelayout? | {{tablelayout? | ||
| ^ <wrap centeralign> | ^ <wrap centeralign> | ||
| - | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
| ^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
| ^ Difficulty | ^ Difficulty | ||
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| {{tablelayout? | {{tablelayout? | ||
| ^ <wrap centeralign> | ^ <wrap centeralign> | ||
| - | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
| ^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
| ^ Difficulty | ^ Difficulty | ||
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| {{tablelayout? | {{tablelayout? | ||
| ^ <wrap centeralign> | ^ <wrap centeralign> | ||
| - | ^ <wrap centeralign> | + | ^ <wrap centeralign> |
| ^ Tech Type | Character Tech | | ^ Tech Type | Character Tech | | ||
| ^ Difficulty | ^ Difficulty | ||