Baba vs Dynamo
Written for the Baba player. Playing Dynamo? See Dynamo vs Baba →
Dynamo is favoured. Baba wins 48.9% of 51,926 games against Dynamo (-3.0 points vs Baba’s usual 51.9%).
How to win as Baba
- RuleDo not commit before
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 gone.
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 charges first — with both spent he loses his interrupt and his anti-dive, and a dive on his carry goes uncontested for the next several seconds - Watch out
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 stuns and vacuums a whole group for roughly 2.75s (3.5s at T2) — that is long enough for his entire team to unload a full combo on you with no counterplay once it lands - Your edgeYou kill faster than they do (Baba Baba Released 6 October Released 6 October. A spirit controller: Threadsap steals enemy Spirit and powers up her bullets, her bench grows legs for speed and a knockback kick, Baba’s Brew cycles between a barrier, a silence and a burn, and Feed The Birds hexes everyone in her cone into pigeons. 2/3 against Dynamo 1/3).
- Buy
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist — Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage. In this game that means Dynamo's
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 .
The numbers: lane, whole match and Oracle and above
| Games | Baba wins | vs Baba's usual | Sample |
|---|---|---|---|
| Whole match | 48.9% | -3.0 pts (51.9% overall) | 51,926 games |
| Sharing a lane | 48.4% | -3.5 pts (51.9% overall) | 18,007 games |
| Oracle and above | 46.7% | -4.0 pts (50.7% at Oracle+) | 3,411 games |
"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above. Source: deadlock-api.com, refreshed daily.
Data-supported Measured: you win 48.9% of these, which is 3.0 points below your overall win rate (51,926 matches). The kit-based model reads this as moderate instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.
What should I do right now?
Do
- Plan for
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer — know which tier it sits in so you are not improvising at the shop. - Know what
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 looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Dynamo's engage range.
Do
- Very low raw weapon DPS (48) means he cannot actually kill a healthy laner on his own
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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 not enough to escape a real gank -
Threadsap
Threadsap Baba throws a spool of thread that follows her crosshair as it flies, then bursts along the whole line it drew. Crowd Control none at base. Tier 3 makes each hit pull the enemy 7m along the thread. Damage 50 spirit damage on the burst. Defensive Taking Spirit away from a caster lowers the damage of their next abilities… 1 +8 spirit damage per bullet while she holds stolen Spirit 2 -12s cooldown and +8s on the steal 5 +1 charge, and every hit pulls the enemy 7m reaches 35m and steals Spirit from both laners at once if they stand in line, so she wins spirit trades early
Avoid
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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
Do
- Their first real spike is ult unlock — respect it from that point, not before.
- Your spike is ult unlock:
Feed The Birds
Feed The Birds Baba channels for up to 6.5 seconds, covering enemies in front of her with bread. Crowd Control A stacking slow up to 32% during the channel (64% at Tier 1), then a pigeon… Damage Up to 450 spirit damage per target at full stacks (+1.6 per Spirit), reached… Mobility She can keep moving while she channels. 1 +4m cast range and +32% max slow 2 -55s cooldown 5 +125 max damage, +1.5 Spirit scaling and +0.5s on the hex lets her slow and hex a whole team that walks into her cone
Avoid
- Taking an even fight against Dynamo on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
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 . It is a visible ground wave with travel time — jump or dash over it rather than trying to outrun it sideways - Focus him 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 — he stands completely still for 2.75s and any Stun, Knockup or Silence ends the ultimate and burns the 265s cooldown
Avoid
- Spending your own escape before
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 on cooldown.
Dynamo’s abilities
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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 Ability 1 Dynamo decides where you are standing for the next second or two — Knockup, brief airborne loss of control.
- It is a visible ground wave with travel time — jump or dash over it rather than trying to outrun it sideways
- Fight him from elevation or across a gap; the wave hugs the floor and does not climb ledges cleanly
- Bait both charges (he gets two at T1) before committing a dive; the Knockup is what cancels your engage
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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 Ultimate The one cooldown worth tracking on its own timer: AoE Stun plus a continuous vacuum pull for the full channel duration — the longest and widest Hard CC among these eight heroes.
- Kill or CC him during the channel — he is stationary and undefended for 2.75s and any Stun ends the ultimate immediately
- Spread out before objective fights; the vacuum radius is finite and a spread formation means he catches one hero instead of four
- Carry a cleanse or CC-immunity item and save it specifically for this ability, not for lesser stuns
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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 Ability 2 His only real mobility, a dodge for incoming burst, and — via the ally cast — a genuine group escape or repositioning tool.
- The teleport is very short — 10m base — so a hero with real mobility simply re-closes the gap immediately
- Delay your burst by half a second past his obvious panic point; once the untargetable window ends he has 14-20s with no dodge
- Cut off the destination rather than chasing the origin; he can only land within roughly 10-16m
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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 Ability 3 The best raw team-sustain ability among these heroes. It resets a whole team between fights and can win an ongoing brawl outright if it is not interrupted.
- Apply healing reduction before you commit — this ability is why a Dynamo team survives a fight they lost on damage
- Hard CC still breaks the channel below Tier 3; a Stun or Knockup on Dynamo mid-Aurora wipes the remaining ticks
- Force the fight to move — he can dash during the channel but the field is anchored around him, so pulling his allies away from him drops them out of it
- 1
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 Kinetic Pulse charges first — with both spent he loses his interrupt and his anti-dive, and a dive on his carry goes uncontested for the next several seconds
- 2
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 Quantum Entanglement second — force it with a feint of burst, then commit for real; he has 14-20s with no dodge and only a 10m reposition afterwards
- 3
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 Rejuvenating Aurora third — making him spend it between fights rather than during one removes his team's reset
The matchup in detail
- Almost no solo kill pressure — 48 weapon DPS and no burst combo Strong evidence
- 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 Strong evidence -
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 Strong evidence
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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 stuns and vacuums a whole group for roughly 2.75s (3.5s at T2) — that is long enough for his entire team to unload a full combo on you with no counterplay once it lands Documented -
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 knocks you up from long range and cancels whatever you were doing: a dash, a channel, a dive, an ultimate wind-up Documented -
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 undoes damage you spent an entire fight applying; at T3 he does it without even standing still Documented - Once he has
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 T2, the wave also strips 15% Bullet Resist and slows you 30% for 4s, which converts his poke into his team's kill setup Documented -
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 untargetable frames can eat a single-target ultimate you spent on him, then his ally-cast version pulls his whole team out of your collapse Documented
- Focus him 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 — he stands completely still for 2.75s and any Stun, Knockup or Silence ends the ultimate and burns the 265s cooldown Strong evidence - Spread your formation before every objective contest; the vacuum has a finite radius and a spread team gives him one target instead of four Strong evidence
- Buy healing reduction specifically for
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 — after his T3 upgrade, interrupting the heal is no longer possible and anti-heal is the only answer Strong evidence - Bait both
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 charges before you commit a dive; the Knockup is the interrupt that makes his team's anti-dive work Strong evidence - Fight him from elevation or across gaps —
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 travels along the ground and does not cleanly climb ledges Strong evidence - Punish his 48 DPS weapon directly: he cannot duel, so isolating him away from allies is close to a free kill Strong evidence
- Dynamo contributes through abilities, which makes a hard Silence worth more against them than any amount of resist.
Focus Lens
Focus Lens +45s Cooldown +4.5s Duration +0.1s Cast Delay +35% Damage On Expire +10% Fire Rate -9% Spirit Resist -30 Spirit Power +12s Resist Reduction Duration Builds from Spirit Sap is the sharpest version: 4.5 seconds of single-target Silence at 20m, plus 30% of all damage dealt during the window applied when it expires, on a 45-second cooldown. Against a caster that is not a defensive purchase — it deletes their entire fight participation and then charges them for it. Strong evidence
- The entire 2.75s (or 3.5s at T2)
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 — he is stationary, visible and cannot defend himself Documented - The window after
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 untargetable frames end: 14-20s of no escape on a hero with 48 weapon DPS Documented - Below
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 T3, the moment he starts channelling the heal — a Stun cancels the remaining ticks Documented - Any time he is separated from his team; he has no solo kill pressure and cannot outrun a committed chase with a 10m blink Documented
- The minutes following a spent
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 — the 265s base cooldown means his team has no fight-starter and objectives should be forced immediately Documented - Dynamo's pull is the whole matchup. Until it is on cooldown you are playing around it; once it misses you have a window that is worth committing into. Make it the first thing you bait — show a sliver of yourself from behind cover rather than walking a clean line they can lead. Strategic
- Your escape route is vertical and the 09-16-2026 patch aimed at exactly that: slows now affect air drag at 35% of their value, where previously they mostly did not bite in the air. Going airborne to break Dynamo's slow no longer restores your full movement — you carry a fraction of it into the air with you, at the moment you are also a stationary silhouette. The slow cut of ~20% partly offsets it, but the net is that air-escaping a slow is worse this patch than last. Documented
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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 Strong evidence -
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 Strong evidence - Very low raw weapon DPS (48) means he cannot actually kill a healthy laner on his own Strong evidence
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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 not enough to escape a real gank Strong evidence
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Threadsap
Threadsap Baba throws a spool of thread that follows her crosshair as it flies, then bursts along the whole line it drew. Crowd Control none at base. Tier 3 makes each hit pull the enemy 7m along the thread. Damage 50 spirit damage on the burst. Defensive Taking Spirit away from a caster lowers the damage of their next abilities… 1 +8 spirit damage per bullet while she holds stolen Spirit 2 -12s cooldown and +8s on the steal 5 +1 charge, and every hit pulls the enemy 7m reaches 35m and steals Spirit from both laners at once if they stand in line, so she wins spirit trades early Strategic
- Your kit is built around lockdown and that is worth less on the Mid Boss than on Dynamo — it carries 35% Debuff Resist as of 03-06-2026, so your disables run roughly two-thirds as long on it. Plan the take around damage and positioning rather than a CC chain, and spend the chain on Dynamo if they contest. The payoff is worth the trip: 3,000 souls + 50 per minute, two permanent buffs each, and a Rejuvenator crystal giving up to three single-use revives that return a player at full health after 3 seconds, for 3 minutes. Documented
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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 Documented -
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 Documented -
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 Documented - 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 Documented
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Feed The Birds
Feed The Birds Baba channels for up to 6.5 seconds, covering enemies in front of her with bread. Crowd Control A stacking slow up to 32% during the channel (64% at Tier 1), then a pigeon… Damage Up to 450 spirit damage per target at full stacks (+1.6 per Spirit), reached… Mobility She can keep moving while she channels. 1 +4m cast range and +32% max slow 2 -55s cooldown 5 +125 max damage, +1.5 Spirit scaling and +0.5s on the hex unlock — Lets her slow and hex a whole team that walks into her cone Strategic -
Threadsap
Threadsap Baba throws a spool of thread that follows her crosshair as it flies, then bursts along the whole line it drew. Crowd Control none at base. Tier 3 makes each hit pull the enemy 7m along the thread. Damage 50 spirit damage on the burst. Defensive Taking Spirit away from a caster lowers the damage of their next abilities… 1 +8 spirit damage per bullet while she holds stolen Spirit 2 -12s cooldown and +8s on the steal 5 +1 charge, and every hit pulls the enemy 7m T1 — +8 more Spirit Damage on every bullet while she holds stolen Spirit doubles the payoff of a hit Strategic
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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 channel, which means the fight is decided by whether you can break it. Hold one interrupt — a Stun, a Silence, or a displacement — specifically for that cast rather than spending it on the opening trade. If you have no interrupt, the answer is line of sight: leave the area entirely rather than trying to out-heal it. Strong evidence - Your Silence may be worth more in a chain than a teammate's Stun. The 03-06-2026 diminishing-returns system reduces subsequent CC by 10% then 30% inside an 8-second window, and community reporting holds it applies to stuns only — not to silences, slows, hexes or disarms. If that is right, sequencing your Silence after an ally's Stun costs you nothing, while a second Stun in the chain is already 10% shorter. Treat it as community-reported rather than confirmed, but order your chain accordingly against Dynamo. Uncertain
- Dynamo brings enough lockdown that Stun sequencing matters. Community reporting describes Stun diminishing returns of roughly 10% then 30% inside an 8-second window, applying to stuns only and not to silences, slows, disarms or hexes — so their follow-up chain may be shorter than the first one felt. Treat this as unconfirmed, but it is worth knowing before you burn a cleanse on the opening Stun. Uncertain
- Fights against Dynamo recur on the objective clock — the Rift every 7 minutes from about 11:00, the Urn every 5 from 10:00 — which means the question is not whether your ultimate is strong but whether it is up for the next one. Ultimate Cooldown Reduction is a new stat introduced on 09-16-2026, first appearing on
Diviner's Kevlar
Diviner's Kevlar +40s Cooldown +40 Spirit Power +1000 Barrier +20s Buff Duration +15% Ability Duration +10% Ultimate Cooldown Reduction at +10%. Against a team-fight hero, buying into a recurring ultimate is a different and often better purchase than buying into a bigger one. Documented
- Your habit of taking the fight vertical to reset spacing against Dynamo is weaker on 09-16-2026 than it was. Slows now apply to air drag at 35% of their value, so the air is no longer a slow-free zone, and 2026 has been a steady closing of exactly these loopholes — wall jumping costs 25% stamina regeneration for 5 seconds, and knockups came under debuff reduction in May. Going up is still correct against their ground CC; it is no longer a way to ignore their slows. Documented
- Dynamo decides where you stand, not you. The practical rule is to never hold a position whose failure case is being moved — stand so that being yanked or knocked puts you somewhere survivable rather than inside their whole team. Cover at your back is worth more than cover in front. Strong evidence
- Being knocked up against Dynamo is worse than being slowed because it removes your inputs and, since 09-16-2026, slows now bite in the air at 35% value so even the landing is compromised. Your mobility is your defence, so position with the airborne failure case in mind: stand where being launched leaves you above your own team rather than above theirs, and keep a dash in reserve for the landing rather than spending both on the approach. Strategic
- Dynamo wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Strategic
- You deal Spirit Damage, so
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill is the cheaper and more reliable anti-heal against Dynamo — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Strong evidence - Do not assume Dynamo shrugs off your anti-heal by going immune.
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer explicitly does not suppress healing reduction — if you have the debuff on them before they pop it, they are still healing at the reduced rate through the whole window. Documented - Against Dynamo's crowd control, understand what Debuff Resist actually buys you: it shortens duration, never magnitude. It is excellent against long disables and close to worthless against a short hard slow. Two things it explicitly does not shorten at all are the parry Stun and the
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius item's Stun. Documented -
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer (vitality T4) — Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage. In this game that means Dynamo's
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 . Documented -
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius (spirit T3) — Dynamo creates that through Dynamo's
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 . The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky. Documented -
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power (vitality T3) — Dynamo's
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 what you are buying against here. Buy against telegraphed single-target ultimates and hex-style point-and-click abilities you can read and parry. Documented
- Anti-heal against Dynamo is bought correctly and applied at the wrong moment.
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing -35% Incoming Healing +275 Heal On Hero Kill 's reduction runs for 8 seconds from your Spirit Damage and
Toxic Bullets
Toxic Bullets -35% Incoming Healing -35% Incoming Healing ' runs while the bleed is up — both are windows, and re-applying the same source before it expires does not stack a second instance. The mistake is opening the fight clean and reaching for anti-heal once they start healing; by then you have spent the fight. Land it before they commit, then keep the window refreshed rather than re-triggering it. Strong evidence - Players buy
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate for Dynamo and then discover it does nothing about
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 .
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 HP Healed On Activate purges non-ultimate negative effects only — anything sourced from an ultimate is outside its scope entirely. Work out which of Dynamo's disables come off abilities and which come off the ult before you spend 3,200: the ability-sourced ones are purgeable, the ult is not, and for the ult you need either
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast or the discipline not to be there. Documented - The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for Dynamo. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their Area Damage land on empty bridge. Strategic
Next
Baba’s other hard matchups
- vs Paige -6.9 pts
- vs Rat King -6.6 pts
- vs Haze -6.1 pts
- vs Graves -5.4 pts
All of Dynamo
Who beats Dynamo, the items that shut Dynamo down, and every ability.
Facing more than Dynamo?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 09-29-2026 from Dynamo's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Dynamo's kit and counterplay were compiled from 7 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Baba's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.