Patch 09-16-2026 Data researched 2026-09-21 What changed
DY Dynamo — carry frame SI Silver — carry frame

Playing Dynamo against Silver

Low threat

Everything below is generated for Deadlock patch 09-16-2026 from Silver's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Quick summary

Threat
Low threat
Main problem
Entangling Bola into Boot Kick into Slam Fire: the bola removes your dash, stamina and jump for ~1.5s, the kick marks you, and Slam Fire empties 3 boosted shots into a target that cannot strafe
Your main advantage
You recover between fights and they do not (Dynamo 3/3 against Silver 2/3).
Primary rule
Do not commit before Entangling Bola is gone. Entangling Bola first. It is her setup for everything, it is her only answer to a diver, and at 23s base (15s at 2 AP) an empty bola is the window to commit a dash-based engage that she cannot stop
Key item
Knockdown — Silver gives this team real long-range poke. The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky.

Data-supported Measured: you win 58.5% of these, which is 5.4 points above your overall win rate (15,300 matches). The kit-based model agrees. Ranked against this hero's own baseline win rate, not raw win rate. Source: Deadlock Labs (deadlocklabs.gg/heroes/dynamo/).

What should I do right now?

Before lane

Do

  • Plan for Knockdown — know which tier it sits in so you are not improvising at the shop.
  • Know what Entangling Bola looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Silver's engage range.

During lane

Do

  • Only 5.1 damage per bullet — her poke is chip, not pressure, and a healer on the other side erases it
  • 7-round clip means her burst is entirely gated on Slam Fire's 25s cooldown
  • Kinetic Pulse is long-range, hits the whole wave and pokes the enemy laner at the same time, giving him safe pressure without stepping forward

Avoid

  • 813 m/s bullet velocity with falloff only starting at 17m lets her win the early poke war against any close-range laner
  • Slam Fire's bonus damage against troopers and neutrals makes last-hitting and denying comfortable, and the 0.30s reload means almost no downtime

Mid game

Do

  • Their first real spike is ult unlock — respect it from that point, not before.
  • Your spike is ult unlock: Singularity immediately makes every teamfight and objective contest go through Dynamo

Avoid

  • Taking an even fight against Silver on their spike timing when you could take the same fight ten minutes later on yours.

Teamfights

Do

  • Watch for Lycan Curse. Track the bloodlust meter, not the transformation animation — by the time she is a wolf it is too late. She builds it faster at low health, so hurting her without killing her accelerates it
  • Watch the bloodlust meter and disengage before it fills. Damaging her without killing her builds it faster, so a half-committed trade hands her the transformation

Avoid

  • Spending your own escape before Entangling Bola is on cooldown.

Abilities to watch

  • Lycan Curse Ultimate

    This is the ability that actually kills you — No CC on the cast itself. The transformed Tail Whack applies a 2.5s disarm and a -30% movement slow in an area around her. Everything else in the kit is set up by it.

    • Track the bloodlust meter, not the transformation animation — by the time she is a wolf it is too late. She builds it faster at low health, so hurting her without killing her accelerates it
    • Disengage when she transforms rather than trading: the transformed kit is melee-range, so the counter to a wolf is distance, and the form has a limited duration
    • Buy healing reduction before she transforms; 40% lifesteal on Go For The Throat and 30%-missing-health on the transformation are the whole reason she survives the melee window
  • Boot Kick Ability 2

    This is the ability that actually kills you — none, but the kick displaces Silver herself away from the target. Everything else in the kit is set up by it.

    • The mark lasts only 3 seconds — break line of sight immediately after being kicked and the follow-up shot never lands
    • Since the patch it only hits heroes and objectives, so standing behind a trooper wave no longer eats the kick but also means the dash passes straight through to you
    • Deny the 2 AP stamina refund by not letting her connect on a hero: dodge the dash and it is a 21s (15s at 1 AP) cooldown with no refund
  • Entangling Bola Ability 3

    This is the ability that actually kills you — Slow plus a complete lockout on movement abilities, stamina use and jumping for ~1.5s. As of the 09-16-2026 patch it also increases gravity during the debuff and interrupts flying abilities. Everything else in the kit is set up by it.

    • The debuff is short at base (~1.5s) — the correct response is to hold your dash and stamina rather than burning them into the lockout and getting nothing
    • It is a thrown projectile: strafe it, or put a trooper wave between you (it can no longer be consumed by troopers since the patch, but geometry still blocks it)
    • Air-mobility heroes must not be mid-flight when it lands; the patch made it interrupt flying abilities and add gravity, so commit airborne movement only after it is on cooldown

Abilities to bait — in this order

  1. 1. Entangling Bola

    Entangling Bola first. It is her setup for everything, it is her only answer to a diver, and at 23s base (15s at 2 AP) an empty bola is the window to commit a dash-based engage that she cannot stop

  2. 2. Boot Kick

    Then Boot Kick. It is both her mark and her escape; a Silver who has kicked cannot disengage from your frontliner for 21s (15s at 1 AP), and dodging it denies the 2 AP stamina refund

  3. 3. Slam Fire

    Slam Fire is worth draining in lane specifically: force her to use it on a wave and her burst is gone for 25 seconds

Matchup overview

  • Their structural weakness: The automatic transformation takes timing out of her hands and can strand her in melee form at range or at the wrong moment Why this is shown: Silver's weaknesses. Strong evidence
  • Their structural weakness: Base form has zero healing and only one escape on a 21s cooldown Why this is shown: Silver's weaknesses. Strong evidence
  • Their structural weakness: Slam Fire's accuracy penalty forces her closer than her falloff band wants Why this is shown: Silver's weaknesses. Strong evidence
  • Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against Silver is one anti-heal, one shred, and damage after that. Why this is shown: Resists and healing reduction both stack multiplicatively; shred is subtracted from total resist after multiplication. Strong evidence

What they do against you

  • Entangling Bola into Boot Kick into Slam Fire: the bola removes your dash, stamina and jump for ~1.5s, the kick marks you, and Slam Fire empties 3 boosted shots into a target that cannot strafe Why this is shown: Authored from Silver's kit. Strong evidence
  • Slam Fire deals 4% of your current health per shot, so being at full health does not make you safe from it — high-HP frontliners take the most from it, not the least Why this is shown: Authored from Silver's kit. Strong evidence
  • Transformed Tail Whack disarms everyone around her for 2.5s; if your gun carry is inside that radius the fight is over before it starts Why this is shown: Authored from Silver's kit. Strong evidence
  • Mauling Leap applies reduced bullet resist for ~6s, which amplifies her entire team's weapon damage onto whoever she lands on Why this is shown: Authored from Silver's kit. Strong evidence
  • Post-patch the bola increases gravity and interrupts flying abilities, so air-mobility escapes are simply deleted mid-flight Why this is shown: Authored from Silver's kit. Strong evidence
  • Go For The Throat at 40% lifesteal means trading damage into a transformed Silver actively heals her Why this is shown: Authored from Silver's kit. Strong evidence

How you counter them

  • Watch the bloodlust meter and disengage before it fills. Damaging her without killing her builds it faster, so a half-committed trade hands her the transformation Why this is shown: Authored counterplay against Silver. Strong evidence
  • Fight the wolf at range. The transformed kit is melee — Go For The Throat and Tail Whack both require adjacency, and Mauling Leap is a single committed gap-closer on a cooldown Why this is shown: Authored counterplay against Silver. Strong evidence
  • Buy healing reduction before the transformation window. 40% lifesteal plus missing-health healing is the only sustain she has, and anti-heal removes it entirely Why this is shown: Authored counterplay against Silver. Strong evidence
  • Hold your dash and stamina through Entangling Bola's ~1.5s lockout rather than burning them into it, or cleanse it to restore movement immediately Why this is shown: Authored counterplay against Silver. Strong evidence
  • Break line of sight within 3 seconds of being Boot Kicked — the mark expires and the bonus spirit damage never lands Why this is shown: Authored counterplay against Silver. Strong evidence
  • Stay past ~25m during Slam Fire; the accuracy penalty means the boosted shots scatter, and the ability is only 3 shots long regardless Why this is shown: Authored counterplay against Silver. Strong evidence
  • You have an immunity window and Silver has a burst combo, which makes this a timing matchup rather than a damage one. Their combo has a commit point; your window has to cover that point rather than open before it. Using it early is the same as not having it. Why this is shown: Hero with an immunity window facing a burst 2+ opponent. Strategic

Trading

  • Entangling Bola on cooldown (23s base) — she has no way to stop a dash-in and her only escape is a single 21s Boot Kick Why this is shown: Silver's vulnerability windows. Strong evidence
  • Immediately after Boot Kick connects and pushes her backward: the dash is spent, and she is committed to whichever direction the recoil put her Why this is shown: Silver's vulnerability windows. Strong evidence
  • After the third Slam Fire shot — the boosted window ends on shot count, not on a timer, so count the shots rather than waiting out a duration Why this is shown: Silver's vulnerability windows. Strong evidence
  • The moment the transformation ends: she reverts to a 7-round rifle with no sustain, no lifesteal and whatever cooldowns the wolf form did not restore Why this is shown: Silver's vulnerability windows. Strong evidence
  • Transformed but with Mauling Leap spent — a melee wolf with no gap-closer is a free kite, especially given the 17-42m falloff on the form she just left Why this is shown: Silver's vulnerability windows. Strong evidence
  • Early lane before the 1 AP cooldown cuts, when Boot Kick (21s) and Entangling Bola (23s) are both at base and she cannot kick off troopers since the 09-16-2026 patch Why this is shown: Silver's vulnerability windows. Strong evidence
  • Parry is your best tool against Silver's arrival and it is now a commitment rather than a hedge. Since 09-16-2026, parrying during a dash cancels the dash and its momentum, so you cannot both reposition and hold F. The cooldown maths makes the decision for you: a successful parry costs 0.5 seconds and stuns them for 3 with no Debuff Resist reduction possible, while a whiff costs 4.5 seconds — against a hero who arrives on a cooldown, that whiff is the entire window they needed. Why this is shown: 09-16-2026 parry cancels an in-progress dash; parry cooldown 0.5s on success, 4.5s on whiff; 3s unreducible stun. Verified

Laning

  • What they want in lane: 813 m/s bullet velocity with falloff only starting at 17m lets her win the early poke war against any close-range laner Why this is shown: Silver's laning strengths. Strong evidence
  • What they want in lane: Slam Fire's bonus damage against troopers and neutrals makes last-hitting and denying comfortable, and the 0.30s reload means almost no downtime Why this is shown: Silver's laning strengths. Strong evidence
  • What you can take from them in lane: Only 5.1 damage per bullet — her poke is chip, not pressure, and a healer on the other side erases it Why this is shown: Silver's laning weaknesses. Strong evidence
  • What you can take from them in lane: 7-round clip means her burst is entirely gated on Slam Fire's 25s cooldown Why this is shown: Silver's laning weaknesses. Strong evidence
  • Your lever: Kinetic Pulse is long-range, hits the whole wave and pokes the enemy laner at the same time, giving him safe pressure without stepping forward Why this is shown: Dynamo's laning strengths. Verified
  • You are not a close-range hero forced to walk them down, which makes this lane a range-band problem rather than an approach problem. There is a band where your damage is real and theirs is still comfortable — find it and hold it, because stepping back one band concedes the whole wave and stepping forward one gives them the free trade. Your orb contests should happen from that band, which means positioning before the trooper dies rather than walking in to secure. Why this is shown: Mid-range hero versus a long-range poke opponent; the contested band is narrow and must be pre-held. Strategic

Mid game

  • Their spike — ult unlock: Lycan Curse adds a second kit with sustain, a leap and a 2.5s AoE disarm, and the bloodlust passive starts building from the first damage she deals Why this is shown: Silver's power spike timeline. Strong evidence
  • Their spike — 1 AP into Boot Kick: -6s cooldown (21s to 15s) makes her escape-and-mark loop available nearly every skirmish Why this is shown: Silver's power spike timeline. Strong evidence
  • Their spike — 2 AP into Entangling Bola: -8s cooldown (23s to 15s) turns the movement lockout from a situational catch into a reliable opener Why this is shown: Silver's power spike timeline. Strong evidence
  • Their spike — late 35min+ with lifesteal items: Transformed Go For The Throat at 40% lifesteal plus item lifesteal makes the wolf window genuinely hard to burn down Why this is shown: Silver's power spike timeline. Strong evidence
  • Your spike — ult unlock: Singularity immediately makes every teamfight and objective contest go through Dynamo Why this is shown: Dynamo's power spike timeline. Verified
  • Your spike — Kinetic Pulse T1 (+1 charge): Two charges turn a single poke into a reliable double interrupt for anti-dive and channel breaking Why this is shown: Dynamo's power spike timeline. Verified
  • Your kit is built around lockdown and that is worth less on the Mid Boss than on Silver — 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 Silver if they contest. The payoff is worth the trip: 3,000 souls plus 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. Why this is shown: Mid Boss has 35% Debuff Resist (03-06-2026); reward is 3,000 souls +50/min, two buffs, and Rejuvenator revive credits. Verified

Build adjustments

  • You deal spirit damage, so Healbane is the cheaper and more reliable anti-heal against Silver — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Why this is shown: Spirit-applied anti-heal triggers on spirit damage; Healbane is T2 vs Toxic Bullets T3. Strong evidence
  • Knockdown (spirit T3) — Silver gives this team real long-range poke. The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky. Why this is shown: Answers: enemy-long-range-poke, enemy-mobility, enemy-backline-threat. Verified
  • Phantom Strike (vitality T4) — Silver gives this team real long-range poke. Buy to catch flying or long-range heroes who otherwise never enter your range, and to disarm a gun carry mid-burst. Why this is shown: Answers: enemy-long-range-poke, enemy-mobility, enemy-backline-threat. Verified
  • High-Velocity Rounds (weapon T1) — Silver gives this team real long-range poke. Buy on projectile-weapon heroes fighting mobile or long-range opponents. Why this is shown: Answers: enemy-long-range-poke, enemy-mobility. Strong evidence

Common mistakes

  • Your damage arrives over time and Silver converts damage dealt into health, which makes the natural instinct — stay in the fight, keep the pressure on — the exact thing that loses it. Their sustain scales with how many targets are in front of them and how long the fight runs; yours does not scale at all. Either break contact and force them to re-approach on a cooldown, or bring healing reduction so the long fight stops being their format. Why this is shown: Enemy lifesteal-core against a hero with burst 0-1; lifesteal scales with fight length and target count. Strategic

Analyse this against your whole enemy team

A single matchup only tells you part of the story — which enemy to actually focus, and what to buy, depends on the other five. Open the tool with this matchup pre-loaded and add the rest.

Open in the matchup tool
Sources and method for this page

Silver's kit and counterplay were compiled from 6 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against Dynamo'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%.

Full source register →