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Holliday vs Dynamo

Holliday's team wins 45.2% Dynamo's team wins 54.8%, across 19,656 games

Written for the Holliday player. Playing Dynamo? See Dynamo vs Holliday →

Dynamo has the edge

Holliday usually wins 48.0% of games. Against Dynamo that is 2.8% lower, over 19,656 games.

  • Whole match 45.2% −2.8% vs usual 19,656 games
  • Sharing a lane 43.6% −4.4% vs usual 4,787 games
  • Oracle and above 47.4% −3.8% vs usual 718 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, against Holliday's usual win rate at that rank.

The fight at a glance

If you're Holliday

Kinetic Pulse 26s Cooldown 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

Wait out Kinetic Pulse 26s cooldown

ThenKinetic 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.

Watch out
Singularity 250s Cooldown 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 Singularity stuns and vacuums a whole group for roughly 2.75s (3.5s at Tier 2).
Your edge
Holliday has more burst damage than Dynamo.
Buy
Unstoppable Unstoppable 6,400 souls · Tier 4 · Armor · InstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Buy it against Dynamo's Singularity.

If you're Dynamo

Has the edge
Bounce Pad 22s Duration41s Cooldown Drops a pad that launches any hero who touches it high into the air. Crowd Control tier 3 adds about +0.7s stun to the landing stomp Damage about 60 stomp damage on landing (deadlock.one) Mobility very large vertical launch for Holliday and all allies who step on it 1 about -10s cooldown 2 she and allies gain roughly +4 m/s movement speed for 4 seconds on landing 5 about +0.7s stun on the landing stomp

Wait out Bounce Pad 41s cooldown

ThenForce her to place it defensively, then commit while it is on cooldown.

Watch out
Powder Keg 28s Cooldown Throws a barrel that detonates after a short delay for spirit damage, applies a burn, and launches anyone caught in the blast into the air. Crowd Control knockup on detonation — hard CC that removes the target's ability to strafe Damage about 80 spirit at base plus burn damage over time; Mobility self-launch: detonating it under her own feet is her primary traversal tool 1 -10s cooldown 2 +40 impact damage, about +13.3 burn damage per second, roughly -5s charge time and… Powder Keg Knockup into a Crackshot Crackshot 20s Cooldown Her headshots deal bonus damage and apply a fading movement speed penalty. Crowd Control a fading movement speed penalty; Damage about 55 bonus damage at base; Defensive the slow is a kiting tool against a chasing bruiser 1 about -20% additional fading move speed penalty 2 about +49.5 damage and -6% Bullet Resist on the target for 5 seconds 5 about -6s cooldown on hero headshots and -3s on NPC headshots headshot is her kill combo.
Your edge
Dynamo has more healing than Holliday, so you recover between fights and they do not.
Buy
Slowing Hex Slowing Hex 1,600 souls · Tier 2 · Tech · Press +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance Buy it against Holliday's Spirit Lasso Spirit Lasso 20m Range2.3s Duration130s Cooldown Throws a lasso that deals spirit damage, pulls the target toward her, and stuns them. Crowd Control pull (displacement) plus stun (hard CC) Damage about 80 spirit at base (deadlock.one) Mobility she can relocate while lassoing, dragging the victim with her 1 +80 damage 2 -40s cooldown .

The full plan for Holliday, phase by phase, is below. Dynamo's side in full →

What should I do right now?

Do

  • Plan for Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +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 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
  • Quantum Entanglement Quantum Entanglement 10m Range1.4s Duration20s Cooldown 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
  • Powder Keg clears the wave quickly and pokes the enemy laner in the same cast

Avoid

  • 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
  • Rejuvenating Aurora Rejuvenating Aurora 48s Cooldown 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: Spirit Lasso gives her a guaranteed pick and the ability to remove one enemy from a fight entirely

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. 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 channel — he stands completely still for 2.75s and any Stun, Knockup or Silence ends the ultimate and burns the 250s cooldown

Avoid

Dynamo’s abilities

  • Kinetic Pulse 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
  • Singularity 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
  • 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
  • A team-sustain ability. 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. 1 Kinetic Pulse

    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. 2 Quantum Entanglement

    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. 3 Rejuvenating Aurora

    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 channel Strong evidence
  • Quantum Entanglement's 10m base range is a reposition, not an escape Strong evidence
  • Singularity 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 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 undoes damage you spent an entire fight applying; at T3 he does it without even standing still Documented
  • Once he has Kinetic Pulse 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'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
  • Your mobility is a real advantage here, and Dynamo's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Strong evidence
  • Focus him during the Singularity channel — he stands completely still for 2.75s and any Stun, Knockup or Silence ends the ultimate and burns the 250s 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 — after his T3 upgrade, interrupting the heal is no longer possible and anti-heal is the only answer Strong evidence
  • Bait both Kinetic Pulse 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 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 6,400 souls Tier 4TechPress +40s 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 channel — he is stationary, visible and cannot defend himself Documented
  • The window after Quantum Entanglement's untargetable frames end: 14-20s of no escape on a hero with 48 weapon DPS Documented
  • Below Rejuvenating Aurora 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 — the 250s 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 headshots already carry the trade, so the shred rider is where the value compounds against a target like Dynamo. Weakening Headshot Weakening Headshot 1,600 souls Tier 2WeaponPassive -12% Bullet Resist +12s Debuff Duration +60 Bonus Health applies −12% Bullet Resist as of 09-16-2026, down from −13% — and because shred is subtracted from their total resist after all their resist sources multiply together, that 12% is worth more against a stacked target than a flat damage item would be. Land the first headshot to set it up, then the rest of your team's bullets benefit too. Documented
  • 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
  • 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 Strong evidence
  • Rejuvenating Aurora 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
  • Quantum Entanglement's 10m base range is not enough to escape a real gank Strong evidence
  • Powder Keg clears the wave quickly and pokes the enemy laner in the same cast Strong evidence
  • The first Unstable Rift lands around 11:00 and then every 7 minutes, and Dynamo beats you in exactly the fight it creates. Use the telegraph: a world-only visual appears on a random side-lane bridge roughly 60 seconds before the global announcement and map marker, which is the single biggest piece of free information in the mid game. Spend those 60 seconds either grouping or deliberately taking something elsewhere — the one thing you cannot afford is arriving at a Rift bridge late and alone. Strong evidence
  • 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
  • Singularity unlock — Immediately makes every teamfight and objective contest go through Dynamo Documented
  • Kinetic Pulse T1 (+1 charge) — Two charges turn a single poke into a reliable double interrupt for anti-dive and channel breaking Documented
  • Rejuvenating Aurora 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's 250s base cooldown drops enough that he has it for most objective fights rather than one in three Documented
  • Spirit Lasso unlock — Gives her a guaranteed pick and the ability to remove one enemy from a fight entirely Strong evidence
  • Bounce Pad tier 3 — The roughly +0.7s landing Stun turns her mobility tool into a genuine engage Strong evidence
  • Singularity 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
  • 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
  • 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
  • Dynamo heals through damage, so healing reduction is not optional here — but pick the right application route. Anti-heal arrives two ways: bullet-applied (Toxic Bullets Toxic Bullets 3,200 souls Tier 3WeaponPassive -40% Incoming Healing , T3) builds up through gunfire, and spirit-applied (Healbane Healbane 1,600 souls Tier 2ArmorPassive +8s Duration +7 Spirit Power -35% Incoming Healing , T2) lands off Spirit Damage. Buy the one that matches how you actually deal damage, or it will never apply. Documented
  • Do not assume Dynamo shrugs off your anti-heal by going immune. Unstoppable 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 3,200 souls Tier 3TechPress +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
  • If Dynamo buys Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount to purge your anti-heal, bullet-applied reduction re-lands on your very next shot, while spirit-applied reduction has to wait for your next ability. That asymmetry is a real argument for the bullet route against a hero who will buy a purge. Strong evidence
  • Unstoppable (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. Documented
  • Knockdown (spirit T3) — Dynamo creates that through Dynamo's Quantum Entanglement. Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. Documented
  • Counterspell Counterspell 3,200 souls Tier 3ArmorPassive +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power (vitality T3) — Dynamo's Singularity 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's reduction runs for 8 seconds from your Spirit Damage and Toxic Bullets' 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 for Dynamo and then discover it does nothing about Singularity. Dispel Magic 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 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

Holliday’s other hard matchups

Every Holliday matchup →

All of Dynamo

Who beats Dynamo, the items that shut Dynamo down, and every ability.

How to counter Dynamo →

Facing more than Dynamo?

Add the other five enemies: who to focus first and what to buy against the whole team.

Open in the matchup tool →

Sources and method for this page

Everything on this page is generated for Deadlock patch 10-30-2026 from Dynamo's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 45.2% of these, which is 2.8% below your overall win rate (19,656 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.

Dynamo's kit and counterplay were compiled from 7 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Holliday'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 →