Abilities
Kinetic Pulse
Ability 1 · ground-travelling linear wave with knockup Dynamo sends a wave of energy racing along the ground in front of him. Everything it passes through takes spirit damage and is thrown into the air.
What it is for: His poke, his wave clear and his anti-dive button all in one. The knockup is a short but reliable interrupt that breaks channels and cancels enemy dashes.
- Damage
- 115 spirit damage base (deadlock.one); Tier 3 adds +135 damage and +20m cast range.
- Crowd control
- Knockup — brief airborne loss of control. Tier 2 adds -15% bullet resist and a 30% move-speed slow for 4s.
- Defensive
- The knockup interrupts an incoming dive or channel, buying his team the moment it needs.
How to play against it
- 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
Interactions
- It travels along the ground, so it follows terrain but is blocked by ledges and gaps — casting it up a set of stairs often whiffs
- The knockup is an interrupt, so it cancels channelled abilities like Bebop's Hyper Beam and stops mid-air dashes
- Tier 1 gives a second charge, which turns it from a poke tool into a reliable double-interrupt
Upgrade tiers
- T1: +1 charge
- T2: applies -15% bullet resist and a 30% move-speed slow for 4s
- T3: +135 damage and +20m cast range
Quantum Entanglement
Ability 2 · short-range blink with an untargetable window Dynamo briefly stops being a valid target as he teleports to a nearby point, refilling stamina on arrival. An alternate cast drags nearby allies along with him.
What it is for: His only real mobility, a dodge for incoming burst, and — via the ally cast — a genuine group escape or repositioning tool.
- Mobility
- 10m teleport base, +6m at Tier 1. Restores stamina on use.
- Defensive
- The untargetable window dodges projectiles and incoming ultimates outright; Tier 3 also halves non-ultimate debuffs and refunds an ability charge.
How to play against it
- 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
Interactions
- The untargetable frames can dodge an incoming single-target ultimate if timed precisely
- The ally-cast version is a team disengage tool, pulling multiple heroes out of a collapse
- Tier 3's charge refund pairs with Kinetic Pulse to reset an interrupt mid-fight
- Because it is only 10-16m, it is a repositioning tool, not a true escape from a committed chase
Upgrade tiers
- T1: +6m cast range
- T2: -6s cooldown (from a 20s base)
- T3: reduces non-ultimate debuffs by 50% and replenishes one ability charge
Rejuvenating Aurora
Ability 3 · channelled area heal-over-time Dynamo channels a restorative field that heals himself and every nearby ally over several seconds. Unusually, he can dash and melee without dropping the channel.
What it is for: 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.
- Mobility
- Tier 1 grants +4m move speed during the channel; he can dash without breaking it.
- Defensive
- Heals 30 health per second base across the area; Tier 3 removes the channel requirement entirely and adds +2.5% of max health per second.
How to play against it
- 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
- Once he has Tier 3 the interrupt plan stops working; anti-heal becomes mandatory rather than optional
Interactions
- Healing-reduction items are the direct answer and scale in value the longer a fight lasts
- Because he can dash and melee through the channel, standard 'interrupt the healer' pressure is less effective than against other channels — but hard CC still breaks it
- Tier 3 removing the channel requirement is a major spike; from that point he heals while fighting normally
- Deadlock Labs notes recent buffs to this ability as part of why Dynamo sits around a 52% win rate
Upgrade tiers
- T1: +4m move speed during the channel
- T2: -20s cooldown and +1s channel duration
- T3: removes the channel requirement and heals an additional 2.5% of max health per second
Singularity
Ultimate · channelled area vacuum with stun 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.
What it is for: One of the premier teamfight-starting ultimates in the game. A good Singularity hard-CCs an entire team for nearly three seconds and hands every ally a free damage window.
- Damage
- 75 spirit damage per second base (deadlock.one) over a ~2.75s channel; Tier 3 adds +6% damage per point of the enemy's missing health.
- Crowd control
- AoE stun plus a continuous vacuum pull for the full channel duration — the longest and widest hard CC among these eight heroes.
- Mobility
- none; Dynamo is rooted in place for the channel
- Defensive
- none — he is a stationary, highly visible target for the entire cast
How to play against it
- 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
- Never walk a stacked team into a corridor or a doorway against a Dynamo with ultimate up — geometry that funnels you is exactly what he wants
- Note the 265s base cooldown: once it is spent, his team has lost its fight-starter for minutes and you should force objectives immediately
Interactions
- He is completely exposed during the 2.75s channel — this is the hero's single largest vulnerability
- Tier 2 extends the channel to 3.5s, which is more CC but also more exposure
- Because it is a vacuum, it pulls enemies toward him, so casting it near a ledge or a friendly frontline is a formation-breaker
- 265s base cooldown is very long — a wasted Singularity effectively removes Dynamo's teamfight for several minutes
Upgrade tiers
- T1: +2m vacuum radius
- T2: +0.75s channel time
- T3: +6% damage per enemy's missing health