Infernus vs Dynamo
Infernus's team wins 48.1% Dynamo's team wins 51.9%, across 48,876 games
Written for the Infernus player. Playing Dynamo? See Dynamo vs Infernus →
About even
Infernus usually wins 49.4% of games. Against Dynamo that is 1.3% lower, over 48,876 games.
- Whole match 48.1% −1.3% vs usual 48,876 games
- Sharing a lane 47.9% −1.5% vs usual 19,084 games
- Oracle and above 45.5% −2.3% vs usual 1,295 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 Infernus's usual win rate at that rank.
The fight at a glance
If you're Infernus
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 stuns and vacuums a whole group for roughly 2.75s (3.5s at Tier 2).
- Your edge
- Infernus has more sustained damage than Dynamo, so longer fights favour you.
- Buy
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Buy it against Dynamo's
Singularity.
If you're Dynamo
Wait out Flame Dash 38s cooldown
ThenFeint an approach, make him dash to close, then focus him with no escape available.
- Watch out
- Napalm plus
Afterburn
Afterburn His weapon hits build a burning effect that deals spirit damage over time. Damage about 14 spirit damage per second at base (deadlock.one) 1 +16 DPS on the burn 2 burning targets suffer about -35% spirit damage 5 +3.0s maximum burn duration means you keep taking damage after the fight appears to be over. - Your edge
- Dynamo has more reach than Infernus, so you can trade from range.
- Buy
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration Buy it against Infernus'
Flame Dash.
The full plan for Infernus, phase by phase, is below. Dynamo's side in full →
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 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 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
Napalm harasses the enemy laner and clears the wave in a single cast, so he farms and pressures simultaneously
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 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 laning 0-10min:
Napalm plus
Afterburn is a lane harass package
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
- Spending your own escape before
Kinetic Pulse is on cooldown.
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
-
Quantum Entanglement 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
-
Rejuvenating Aurora Ability 3 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
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
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
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 - You out-lane Dynamo and they out-scale the lane phase, so the whole matchup lives in the first six minutes. The lead you build there has to be spent before Guardians fall and the map turns into grouped objectives — souls banked are not a lead against a hero who is better in the format that follows. Convert into their Guardian, into the Urn at 10:00, or into map control ahead of the first Rift around 11:00, and treat any minute where your advantage is sitting unspent as a minute given back. Strategic
-
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
- 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
- You do not have the CC to reliably break
Singularity out of your own kit, so buy the cheapest thing that does:
Silence Wave
Silence Wave +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health is the only area Silence in the shop and the standard answer to channelled ultimates. Area matters because you do not have to win the aim duel — you have to cover the spot they cast from. Note the alternative,
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power , parries a single ability outright but requires a read;
Silence Wave forgives a bad read, which is why it is the buy when interrupting is not your specialty. Strong evidence - Dynamo contributes through abilities, which makes a hard Silence worth more against them than any amount of resist.
Focus Lens
Focus Lens +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
- Being stunned by Dynamo now pauses your reload rather than restarting it, as of 09-16-2026. That quietly changes when it is safe to reload in this matchup: a reload caught by their Stun resumes where it left off instead of costing you the whole cycle, so the old rule of never reloading inside their engagement range is too conservative now. The compensating change is that parrying also pauses your reload, so a defensive parry no longer buys you free reload time. Documented
- Around 6:00 the Guardians become realistically contestable and players start leaving lane for Haunt camps Haunts Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute — which for you means the map stops being a 1v1 and Dynamo gains the thing they are best at, the opening engagement onto a target with no way out. The last two minutes before that transition are your safest window to build a soul lead. After it, treat any position without a teammate in line of sight as a position they can start a fight in. Strategic
- You are a strong laner, so know where the income actually goes. Trooper souls are split among players within roughly 45m of the orb or 30m of the killer, and two players nearby take 54% each rather than 50% — a duo lane is slightly net-positive for the team and clearly negative for you individually. If you are winning the lane against Dynamo, holding the wave alone at range from your partner is worth real souls per minute. Treat the exact distances as community-sourced. Uncertain
-
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
-
Napalm harasses the enemy laner and clears the wave in a single cast, so he farms and pressures simultaneously 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
-
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
-
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
- 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
- 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 -40% Incoming Healing , T3) builds up through gunfire, and spirit-applied (
Healbane
Healbane +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 +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 +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 (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
Infernus’s other hard matchups
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 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 48.1% of these, which is 1.3% below your overall win rate (48,876 matches). The kit-based model agrees.
Dynamo's kit and counterplay were compiled from 7 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Infernus'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%.