vs pulls and knockbacksUnstoppableUnstoppable6,400 soulsTier 4ArmorInstantCast+60sCooldown+5.5sDuration+125Bonus Health+25%Debuff ResistBuilds from Debuff Reducer
vs zoning and area denialEnduring SpeedEnduring Speed1,600 soulsTier 2ArmorPassive+25%Slow Resist+2Out of Combat RegenBuilds from Sprint BootsFleetfootFleetfoot1,600 soulsTier 2WeaponInstantCast+16sCooldown+5sDuration+100move speed penalty while shooting reduction+35%Slide Distance+6%Bullet Resist+40%Slow Resist+6%Weapon DamageRestorative LocketRestorative Locket1,600 soulsTier 2ArmorInstantCast+20sCooldown+0.1sCast Delay+8%Spirit Resist+25Max Stacks+3Max Stamina Restore
Focus him during the SingularitySingularity250s CooldownDynamo 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 ControlAoE stun plus a continuous vacuum pull for the full channel duration — the…Damage75 spirit damage per second base (deadlock.one) over a ~2.75s channel;Mobilitynone; Dynamo is rooted in place for the channel1+2m vacuum radius2+0.75s channel time5+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 AuroraRejuvenating Aurora48s CooldownDynamo channels a restorative field that heals himself and every nearby ally over several seconds.MobilityTier 1 grants +4m move speed during the channel;DefensiveHeals 30 health per second base across the area;1+4m move speed during the channel2-20s cooldown and +1s channel duration5removes 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 PulseKinetic Pulse26s CooldownDynamo sends a wave of energy racing along the ground in front of him.Crowd ControlKnockup — brief airborne loss of control.Damage115 spirit damage base (deadlock.one);DefensiveThe knockup interrupts an incoming dive or channel, buying his team the…1+1 charge2applies -15% bullet resist and a 30% move-speed slow for 4s5+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 EntanglementQuantum Entanglement10m Range1.4s Duration20s CooldownDynamo briefly stops being a valid target as he teleports to a nearby point, refilling stamina on arrival.Mobility10m teleport base, +6m at Tier 1.DefensiveThe untargetable window dodges projectiles and incoming ultimates outright;1+6m cast range2-6s cooldown (from a 20s base)5reduces 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
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
48DPS
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.
12.60Bullet Damage
1Pellets per Shot
3.81Bullets per sec
20Ammo
2.35sReload Time
320m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
880Health
1.75Health Regen
6.70m/sMove Speed
1.60m/sSprint Speed
3Stamina
4.50sStamina 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.
PaigePaigeSupportControllerMid rangeSpirit damagePeel — Plot Armor is a save and a damage buff on one button.Durabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)60.5% together+6.2% above expected
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)59.2% together+4.6% above expected
IvyIvySupportInitiatorMid rangeHybrid damageTrue flight — she can cross terrain and take an ally with herDurabilityhigh (2/3)Burstlow (1/3)Mobilityvery high (3/3)Healinghigh (2/3)56.7% together+4.2% above expected
SevenSevenMageControllerMid rangeSpirit damageWave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints soonerDurabilitylow (1/3)Bursthigh (2/3)Mobilitynone (0/3)Healingnone (0/3)57.8% together+4.1% above expected
McGinnisMcGinnisControllerSupportMid rangeHybrid damageDefines zone control: Spectral Wall plus Heavy Barrage can make an entire lane or objective unenterable.Durabilityhigh (2/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)55.1% together+3.7% above expected
BabaBabaControllerMageMid rangeSpirit damageThree kinds of control in one kit: silence, a hex and several slowsDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinglow (1/3)57.2% together+3.6% above expected
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 strugglesDynamo 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%).
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 BeamHyper Beam120s CooldownBebop channels an enormous beam of energy that deals heavy spirit damage over time and slows anything it touches.Crowd ControlApplies a movement slow to everything hit.DamageTier 2 adds +108 DPS. Channel lasts about 11s with a 1s cast delay.…MobilityBebop is slowed and locked into the channel;1roughly -20s cooldown from the 120s base2+108 damage per second5heals 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.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
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.