Try a hero name, an item, a problem like “healing”, or two heroes with “vs”.

Dynamo

SupportControllerInitiator Spirit Damage Mid Game Medium Difficulty

Patch 10-30-2026, 213,299 matches. Updated daily.

How to counter and play Dynamo

Items to buy

  • vs pulls and knockbacks Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer
  • vs channelled ultimates 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 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 Silence Wave Silence Wave 3,200 souls Tier 3TechInstantCast +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health
  • vs zoning and area denial Enduring Speed Enduring Speed 1,600 souls Tier 2ArmorPassive +25% Slow Resist +2 Out of Combat Regen Builds from Sprint Boots Fleetfoot Fleetfoot 1,600 souls Tier 2WeaponInstantCast +16s Cooldown +5s Duration +100 move speed penalty while shooting reduction +35% Slide Distance +6% Bullet Resist +40% Slow Resist +6% Weapon Damage Restorative Locket Restorative Locket 1,600 souls Tier 2ArmorInstantCast +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore
  • Focus him during the Singularity 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 channel — he stands completely still for 2.75s and any Stun, Knockup or Silence ends the ultimate and burns the 250s cooldown
  • Spread your formation before every objective contest; the vacuum has a finite radius and a spread team gives him one target instead of four
  • Buy healing reduction specifically for 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 — after his T3 upgrade, interrupting the heal is no longer possible and anti-heal is the only answer
  • Bait both Kinetic Pulse 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 charges before you commit a dive; the Knockup is the interrupt that makes his team's anti-dive work
  • Fight him from elevation or across gaps — Kinetic Pulse travels along the ground and does not cleanly climb ledges
  • Punish his 48 DPS weapon directly: he cannot duel, so isolating him away from allies is close to a free kill
  • 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
  • Kinetic Pulse knocks you up from long range and cancels whatever you were doing: a dash, a channel, a dive, an ultimate wind-up
  • Rejuvenating Aurora undoes damage you spent an entire fight applying; at T3 he does it without even standing still
  • 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
  • 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 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
  • 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
  • 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
  • Rejuvenating Aurora third — making him spend it between fights rather than during one removes his team's reset
  • Never try to bait Singularity by walking in alone; it is a 250s cooldown he is happy to hold, and the correct play is to deny its value by spreading out rather than to eat it
  • The entire 2.75s (or 3.5s at T2) Singularity channel — he is stationary, visible and cannot defend himself
  • The window after Quantum Entanglement's untargetable frames end: 14-20s of no escape on a hero with 48 weapon DPS
  • Below Rejuvenating Aurora T3, the moment he starts channelling the heal — a Stun cancels the remaining ticks
  • Any time he is separated from his team; he has no solo kill pressure and cannot outrun a committed chase with a 10m blink
  • The minutes following a spent Singularity — the 250s base cooldown means his team has no fight-starter and objectives should be forced immediately

Plan a game against Dynamo and the rest of their team →

Good at

Weak to

  • Almost no solo kill pressure — 48 weapon DPS and no burst combo
  • Completely defenceless during the Singularity channel
  • Quantum Entanglement's 10m base range is a reposition, not an escape
  • Zero split-push capability; he needs to be with his team to matter
  • His ultimate's 250s base cooldown means a wasted cast is a multi-minute liability

In lane, good at

  • 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 lets him and his lane partner stay in lane far past the point another duo would have to back
  • The pistol's 58m falloff means he can trade at range even though his DPS is low

In lane, weak to

  • Very low raw weapon DPS (48) means he cannot actually kill a healthy laner on his own
  • Quantum Entanglement's 10m base range is not enough to escape a real gank
  • He is a poor solo laner — his kit is built around having teammates to heal and set up for
  • Singularity unlock — Immediately makes every teamfight and objective contest go through Dynamo
  • Kinetic Pulse T1 (+1 charge) — Two charges turn a single poke into a reliable double interrupt for anti-dive and channel breaking
  • 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
  • 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

Semi-Automatic Heavy Pistol

Medium RangeHeavy HitterProjectile

48 DPS

Falloff Range 20m 58m

A slow, hard-hitting pistol at 12.60 per bullet and only 3.81 shots per second (~48 DPS) with a 20-round clip and a 2.35s reload. Falloff is generous at 20m to 58m, so it stays relevant from the back of a fight, but the low fire rate means every missed shot is expensive and headshots carry real weight.

  • 12.60 Bullet Damage
  • 1 Pellets per Shot
  • 3.81 Bullets per sec
  • 20 Ammo
  • 2.35s Reload Time
  • 320m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 880 Health
  • 1.75 Health Regen
  • 6.70m/s Move Speed
  • 1.60m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina Cooldown

Base values on patch data. Items and boons change all of these.

The heroes Dynamo wins most with, against what their two win rates would predict.

  • Paige Paige SupportControllerMid rangeSpirit damage Peel — Plot Armor is a save and a damage buff on one button. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 60.5% together +6.2% above expected
  • Graves Graves ControllerSummonerClose rangeHybrid damage Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 59.2% together +4.6% above expected
  • Ivy Ivy SupportInitiatorMid rangeHybrid damage True flight — she can cross terrain and take an ally with her Durability high (2/3) Burst low (1/3) Mobility very high (3/3) Healing high (2/3) 56.7% together +4.2% above expected
  • Seven Seven MageControllerMid rangeSpirit damage Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner Durability low (1/3) Burst high (2/3) Mobility none (0/3) Healing none (0/3) 57.8% together +4.1% above expected
  • McGinnis McGinnis ControllerSupportMid rangeHybrid damage Defines zone control: Spectral Wall plus Heavy Barrage can make an entire lane or objective unenterable. Durability high (2/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 55.1% together +3.7% above expected
  • Baba Baba ControllerMageMid rangeSpirit damage Three kinds of control in one kit: silence, a hex and several slows Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing low (1/3) 57.2% together +3.6% above expected

Every Dynamo duo →

Every Dynamo matchup

Dynamo wins 51.9% of games overall. Who counters Dynamo and who Dynamo counters: all 43 opponents, from Dynamo's hardest to easiest, with how far each sits from that average. Dynamo struggles Dynamo does well

Graves and Paige are strong against almost every hero this patch, so they sit near the top here too. The counters that are about Dynamo in particular: McGinnis (Dynamo wins 49.6%), Seven (Dynamo wins 46.0%) and Victor (Dynamo wins 47.2%).

Only matches whose average rank was Oracle and above, where Dynamo wins 51.7% overall.

Abilities

Pick an ability to see what it does and how to play around it.

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.

Purpose: 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 Hyper Beam 120s Cooldown Bebop channels an enormous beam of energy that deals heavy spirit damage over time and slows anything it touches. Crowd Control Applies a movement slow to everything hit. Damage Tier 2 adds +108 DPS. Channel lasts about 11s with a 1s cast delay.… Mobility Bebop is slowed and locked into the channel; 1 roughly -20s cooldown from the 120s base 2 +108 damage per second 5 heals for 65% of hero damage dealt and 20% of non-hero damage 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.

Purpose: 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.

Purpose: A team-sustain ability. 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
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.

Purpose: 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 250s 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
  • 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
  • 250s 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

Dynamo's win rate by game length

Game length changes little for Dynamo compared with other heroes: #13 of 44 in games under 25 minutes, #13 of 44 from 25 to 40, #10 of 44 past 40.

45% 50% 55% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 52.4% over 1,148 games 52.4% 15–20 min: 51.8% over 2,403 games 51.8% 20–25 min: 51.9% over 6,646 games 51.9% 25–30 min: 52.7% over 22,706 games 52.7% 30–35 min: 52.9% over 49,896 games 52.9% 35–40 min: 51.4% over 57,016 games 51.4% 40–45 min: 51.8% over 38,900 games 51.8% 45–50 min: 50.9% over 20,741 games 50.9% 50–55 min: 51.0% over 9,500 games 51.0% 55–60 min: 49.3% over 3,610 games 49.3% 60+ min: 50.6% over 1,730 games 50.6% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
10–15 52.4% +0.5% 1,148
15–20 51.8% −0.1% 2,403
20–25 51.9% 0.0% 6,646
25–30 52.7% +0.8% 22,706
30–35 52.9% +1.0% 49,896
35–40 51.4% −0.5% 57,016
40–45 51.8% −0.1% 38,900
45–50 50.9% −1.0% 20,741
50–55 51.0% −0.9% 9,500
55–60 49.3% −2.6% 3,610
60+ 50.6% −1.3% 1,730

"vs usual" is against Dynamo's 51.9% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.

Each point is how often Dynamo won games that ended at that length, not the chance of winning at that minute. Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games. Games under 10 minutes are left out. Every hero by game length →

Sources and confidence for this record

Record confidence: Documented. Compiled for patch 10-30-2026, researched 2026-10-30.

Difficulty rating: Deadlock Labs hero difficulty guide (deadlocklabs.gg/heroes/difficulty/) lists Dynamo as Medium; Lockbuilds' difficulty tier list places him at Easy, so the two sources disagree by one tier.