How to play Dynamo
Best build by measured win rate · patch 09-29-2026 · updated Oct 14 · Dynamo wins 52.5% overall
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The Dynamo build
Each tier lists the items Dynamo players win with most often, out of 262,193 Dynamo games. Win % is how often Dynamo wins when the item is bought; the green or red number is how far that is above or below the rest of the same tier. Popularity is the share of Dynamo games the item was bought in; Bought at is the average time. Only items bought in at least 1,500 games and by at least 5% of Dynamo players count, so a lucky streak can’t make the list.
Lane · Tier 1 · 800 souls
Early mid game · Tier 2 · 1,600 souls
-
Trophy Collector - Win %
- 53.9% +0.7
- Popularity
- 47%
- Games
- 124,310
- Bought at
- ~9 min
-
Enchanter's Emblem - Win %
- 53.5% +0.3
- Popularity
- 28%
- Games
- 74,511
- Bought at
- ~15 min
-
Duration Extender - Win %
- 53.7% +0.5
- Popularity
- 53%
- Games
- 138,197
- Bought at
- ~19 min
-
Debuff Reducer - Win %
- 54.3% +1.1
- Popularity
- 20%
- Games
- 52,519
- Bought at
- ~26 min
Mid game · Tier 3 · 3,200 souls
Late game · Tier 4 · 6,400 souls
Situational / optional
Fewer Dynamo players buy these, usually against particular enemies, but those who do win clearly more than the rest of the same tier. Each still has at least 1,500 games behind it.
-
Magic Carpet - Win %
- 63.6% +7.0
- Popularity
- 1.1%
- Games
- 3,015
- Bought at
- ~32 min
- Tier
- 4
-
Siphon Bullets - Win %
- 59.6% +3.1
- Popularity
- 1.1%
- Games
- 2,928
- Bought at
- ~30 min
- Tier
- 4
-
Spirit Lifesteal - Win %
- 55.8% +2.7
- Popularity
- 2.4%
- Games
- 6,405
- Bought at
- ~24 min
- Tier
- 2
-
Berserker - Win %
- 55.4% +2.3
- Popularity
- 1.9%
- Games
- 4,927
- Bought at
- ~19 min
- Tier
- 3
-
Spiritual Overflow - Win %
- 58.9% +2.3
- Popularity
- 1.9%
- Games
- 5,111
- Bought at
- ~33 min
- Tier
- 4
-
Cheat Death - Win %
- 58.6% +2.0
- Popularity
- 5.1%
- Games
- 13,243
- Bought at
- ~38 min
- Tier
- 4
Popular, but behind the rest of their tier
-
Transcendent Cooldown - Win %
- 54.9% -1.6
- Popularity
- 46%
- Games
- 121,050
- Bought at
- ~32 min
- Tier
- 4
-
Boundless Spirit - Win %
- 55.1% -1.5
- Popularity
- 18%
- Games
- 47,042
- Bought at
- ~32 min
- Tier
- 4
Not wrong to buy, and sometimes the right answer to a specific enemy. On average, Dynamo players who buy these win less than those who buy something else at that point.
How this build is chosen
Source: deadlock-api.com item results for Dynamo, City Never Sleeps matches since 2026-09-30, refreshed daily. Items are compared with the rest of their own tier, because late items always show higher raw win rates (only players who are ahead can afford them). Ranking uses the low end of each item’s 95% confidence range, so more games beat a lucky few. It shows what winning Dynamo players buy; it can’t prove the item caused the win. For what to change against a specific enemy team, use the matchup tool.
How Dynamo plays
Strengths
-
Singularity
Singularity Dynamo forms a black hole in his hands that drags nearby enemies toward him, stunning them and burning them with spirit damage for the duration of the channel. Crowd Control AoE stun plus a continuous vacuum pull for the full channel duration — the… Damage 75 spirit damage per second base (deadlock.one) over a ~2.75s channel; Mobility none; Dynamo is rooted in place for the channel 1 +2m vacuum radius 2 +0.75s channel time 5 +6% damage per enemy's missing health is a multi-target Hard CC long enough to decide a teamfight outright -
Rejuvenating Aurora
Rejuvenating Aurora Dynamo channels a restorative field that heals himself and every nearby ally over several seconds. Mobility Tier 1 grants +4m move speed during the channel; Defensive Heals 30 health per second base across the area; 1 +4m move speed during the channel 2 -20s cooldown and +1s channel duration 5 removes the channel requirement and heals an additional 2.5% of max health per second provides team-wide sustain no other hero in this group matches -
Kinetic Pulse
Kinetic Pulse Dynamo sends a wave of energy racing along the ground in front of him. Crowd Control Knockup — brief airborne loss of control. Damage 115 spirit damage base (deadlock.one); Defensive The knockup interrupts an incoming dive or channel, buying his team the… 1 +1 charge 2 applies -15% bullet resist and a 30% move-speed slow for 4s 5 +135 damage and +20m cast range is a low-cost, long-range interrupt that breaks dives and channels -
Quantum Entanglement
Quantum Entanglement Dynamo briefly stops being a valid target as he teleports to a nearby point, refilling stamina on arrival. Mobility 10m teleport base, +6m at Tier 1. Defensive The untargetable window dodges projectiles and incoming ultimates outright; 1 +6m cast range 2 -6s cooldown (from a 20s base) 5 reduces non-ultimate debuffs by 50% and replenishes one ability charge 's ally cast is a genuine group rescue tool
In lane
-
Kinetic Pulse
Kinetic Pulse Dynamo sends a wave of energy racing along the ground in front of him. Crowd Control Knockup — brief airborne loss of control. Damage 115 spirit damage base (deadlock.one); Defensive The knockup interrupts an incoming dive or channel, buying his team the… 1 +1 charge 2 applies -15% bullet resist and a 30% move-speed slow for 4s 5 +135 damage and +20m cast range is long-range, hits the whole wave and pokes the enemy laner at the same time, giving him safe pressure without stepping forward -
Rejuvenating Aurora
Rejuvenating Aurora Dynamo channels a restorative field that heals himself and every nearby ally over several seconds. Mobility Tier 1 grants +4m move speed during the channel; Defensive Heals 30 health per second base across the area; 1 +4m move speed during the channel 2 -20s cooldown and +1s channel duration 5 removes the channel requirement and heals an additional 2.5% of max health per second lets him and his lane partner stay in lane far past the point another duo would have to back - The pistol's 58m falloff means he can trade with almost anyone at range even though his DPS is low
Power spikes
-
Singularity
Singularity Dynamo forms a black hole in his hands that drags nearby enemies toward him, stunning them and burning them with spirit damage for the duration of the channel. Crowd Control AoE stun plus a continuous vacuum pull for the full channel duration — the… Damage 75 spirit damage per second base (deadlock.one) over a ~2.75s channel; Mobility none; Dynamo is rooted in place for the channel 1 +2m vacuum radius 2 +0.75s channel time 5 +6% damage per enemy's missing health unlock — Immediately makes every teamfight and objective contest go through Dynamo -
Kinetic Pulse
Kinetic Pulse Dynamo sends a wave of energy racing along the ground in front of him. Crowd Control Knockup — brief airborne loss of control. Damage 115 spirit damage base (deadlock.one); Defensive The knockup interrupts an incoming dive or channel, buying his team the… 1 +1 charge 2 applies -15% bullet resist and a 30% move-speed slow for 4s 5 +135 damage and +20m cast range T1 (+1 charge) — Two charges turn a single poke into a reliable double interrupt for anti-dive and channel breaking -
Rejuvenating Aurora
Rejuvenating Aurora Dynamo channels a restorative field that heals himself and every nearby ally over several seconds. Mobility Tier 1 grants +4m move speed during the channel; Defensive Heals 30 health per second base across the area; 1 +4m move speed during the channel 2 -20s cooldown and +1s channel duration 5 removes the channel requirement and heals an additional 2.5% of max health per second T2/T3 — T2's -20s cooldown makes the heal available for nearly every fight; T3 removing the channel requirement lets him heal while playing normally - Late 35min+ with cooldown reduction items —
Singularity
Singularity Dynamo forms a black hole in his hands that drags nearby enemies toward him, stunning them and burning them with spirit damage for the duration of the channel. Crowd Control AoE stun plus a continuous vacuum pull for the full channel duration — the… Damage 75 spirit damage per second base (deadlock.one) over a ~2.75s channel; Mobility none; Dynamo is rooted in place for the channel 1 +2m vacuum radius 2 +0.75s channel time 5 +6% damage per enemy's missing health 's 265s base cooldown drops enough that he has it for most objective fights rather than one in three
Weak points to cover
- Almost no solo kill pressure — 48 weapon DPS and no burst combo
- Completely defenceless during the
Singularity
Singularity Dynamo forms a black hole in his hands that drags nearby enemies toward him, stunning them and burning them with spirit damage for the duration of the channel. Crowd Control AoE stun plus a continuous vacuum pull for the full channel duration — the… Damage 75 spirit damage per second base (deadlock.one) over a ~2.75s channel; Mobility none; Dynamo is rooted in place for the channel 1 +2m vacuum radius 2 +0.75s channel time 5 +6% damage per enemy's missing health channel -
Quantum Entanglement
Quantum Entanglement Dynamo briefly stops being a valid target as he teleports to a nearby point, refilling stamina on arrival. Mobility 10m teleport base, +6m at Tier 1. Defensive The untargetable window dodges projectiles and incoming ultimates outright; 1 +6m cast range 2 -6s cooldown (from a 20s base) 5 reduces non-ultimate debuffs by 50% and replenishes one ability charge 's 10m base range is a reposition, not an escape
Next
Dynamo’s hardest matchups
- vs Rat King -8.2 pts
- vs Paige -6.6 pts
- vs Graves -6.4 pts
Best teammates
-
Paige
Paige Currently among the strongest heroes in the game: deadlocklabs.gg records 54.1% win rate at 2.8% pick, S tier, after a recent buff package worth about +2.2 points. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 62.7% duo win -
Rat King
Rat King Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) 61.2% duo win -
Ivy
Ivy True flight — she can go places no other hero in this group can reach, with an ally in tow Durability high (2/3) Burst low (1/3) Mobility very high (3/3) Healing high (2/3) 57.5% duo win