Patch 09-16-2026 Data researched 2026-09-21 What changed
McGinnis portrait Dynamo portrait

Playing McGinnis against Dynamo

Moderate threat

Everything below is generated for Deadlock patch 09-16-2026 from Dynamo's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Quick summary

Threat
Moderate threat
Main problem
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
Your main advantage
You win any fight that lasts (McGinnis 3/3 against Dynamo 1/3).
Primary rule
Do not commit before Kinetic Pulse is gone. 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
Key item
Unstoppable — Dynamo gives this team real stuns and hard cc. Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage.

Data-supported Measured: you win 48.7% of these, which is 0.6 points below your overall win rate (16,600 matches). The kit-based model agrees. Ranked against this hero's own baseline win rate, not raw win rate. Source: Deadlock Labs (deadlocklabs.gg/heroes/dynamo/) (mirrored).

What should I do right now?

Before lane

Do

  • Plan for Unstoppable — 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.

During lane

Do

  • 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
  • A 66-round magazine plus Mini Turret gives her the best raw lane-hold in the game; she out-attrits almost any duo lane.

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 lets him and his lane partner stay in lane far past the point another duo would have to back

Mid game

Do

  • Their first real spike is ult unlock — respect it from that point, not before.
  • Your spike is Spectral Wall unlock (level 1 priority): Her defining tool is online immediately; the highest-win-rate skill order opens Spectral Wall, Medicinal Specter, Mini Turret (61.5% WR per deadlocklabs.gg).

Avoid

  • Taking an even fight against Dynamo on their spike timing when you could take the same fight ten minutes later on yours.

Teamfights

Do

  • Watch for Singularity. Kill or CC him during the channel — he is stationary and undefended for 2.75s and any stun ends the ultimate immediately
  • 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 265s cooldown

Avoid

  • Spending your own escape before Kinetic Pulse is on cooldown.

Abilities to watch

  • Singularity Ultimate

    This is the ability that actually kills you — AoE stun plus a continuous vacuum pull for the full channel duration — the longest and widest hard CC among these eight heroes. Everything else in the kit is set up by 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
  • Kinetic Pulse Ability 1

    This is the ability that actually kills you — Knockup — brief airborne loss of control. Tier 2 adds -15% bullet resist and a 30% move-speed slow for 4s. Everything else in the kit is set up by 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
  • 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

    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.

    • 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

Abilities to bait — in this order

  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

Matchup overview

  • Their structural weakness: Almost no solo kill pressure — 48 weapon DPS and no burst combo Why this is shown: Dynamo's weaknesses. Verified
  • Their structural weakness: Completely defenceless during the Singularity channel Why this is shown: Dynamo's weaknesses. Verified
  • Their structural weakness: Quantum Entanglement's 10m base range is a reposition, not an escape Why this is shown: Dynamo's weaknesses. Verified
  • 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. Why this is shown: Hero laning 3 versus an opponent with laning ≤2 but teamfight 2+; the transition happens around 6:00. Strategic
  • Neither of you deletes the other, so this matchup is decided by multipliers rather than damage. Resists stack multiplicatively, which means your fourth resist item buys much less percentage than your first; shred is subtracted from the total afterward, which means it is worth more the tankier they get; and healing reduction stacks multiplicatively too, so a second anti-heal source on top of a first is worth far less than the first. The efficient build against Dynamo is one anti-heal, one shred, and damage after that. Why this is shown: Resists and healing reduction both stack multiplicatively; shred is subtracted from total resist after multiplication. Strong evidence

What they do against you

  • 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 Why this is shown: Authored from Dynamo's kit. Verified
  • Kinetic Pulse knocks you up from long range and cancels whatever you were doing: a dash, a channel, a dive, an ultimate wind-up Why this is shown: Authored from Dynamo's kit. Verified
  • Rejuvenating Aurora undoes damage you spent an entire fight applying; at T3 he does it without even standing still Why this is shown: Authored from Dynamo's kit. Verified
  • 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 Why this is shown: Authored from Dynamo's kit. Verified
  • 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 Why this is shown: Authored from Dynamo's kit. Verified

How you counter them

  • 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 265s cooldown Why this is shown: Authored counterplay against Dynamo. Verified
  • Spread your formation before every objective contest; the vacuum has a finite radius and a spread team gives him one target instead of four Why this is shown: Authored counterplay against Dynamo. Verified
  • 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 Why this is shown: Authored counterplay against Dynamo. Verified
  • Bait both Kinetic Pulse charges before you commit a dive; the knockup is the interrupt that makes his team's anti-dive work Why this is shown: Authored counterplay against Dynamo. Verified
  • Fight him from elevation or across gaps — Kinetic Pulse travels along the ground and does not cleanly climb ledges Why this is shown: Authored counterplay against Dynamo. Verified
  • Punish his 48 DPS weapon directly: he cannot duel, so isolating him away from allies is close to a free kill Why this is shown: Authored counterplay against Dynamo. Verified
  • You do not have the CC to reliably break Singularity out of your own kit, so buy the cheapest thing that does: Silence Wave 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, 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. Why this is shown: Silence Wave (T3 Spirit) is the only area silence; Counterspell negates a single ability but requires prediction. Strong evidence
  • Dynamo contributes through abilities, which makes a hard silence worth more against them than any amount of resist. Focus Lens 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. Why this is shown: Focus Lens: 4.5s silence, 20m cast range, 30% of damage dealt applied on expiry, 45s cooldown. Strong evidence

Trading

  • The entire 2.75s (or 3.5s at T2) Singularity channel — he is stationary, visible and cannot defend himself Why this is shown: Dynamo's vulnerability windows. Verified
  • The window after Quantum Entanglement's untargetable frames end: 14-20s of no escape on a hero with 48 weapon DPS Why this is shown: Dynamo's vulnerability windows. Verified
  • Below Rejuvenating Aurora T3, the moment he starts channelling the heal — a stun cancels the remaining ticks Why this is shown: Dynamo's vulnerability windows. Verified
  • Any time he is separated from his team; he has no solo kill pressure and cannot outrun a committed chase with a 10m blink Why this is shown: Dynamo's vulnerability windows. Verified
  • The minutes following a spent Singularity — the 265s base cooldown means his team has no fight-starter and objectives should be forced immediately Why this is shown: Dynamo's vulnerability windows. Verified
  • 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. Why this is shown: Pull abilities gate the engage; baiting them opens a committed window. 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. Why this is shown: 09-16-2026: being stunned pauses reload instead of restarting it; parrying also pauses reload. Verified

Laning

  • What they want in lane: 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 Why this is shown: Dynamo's laning strengths. Verified
  • What they want in lane: Rejuvenating Aurora lets him and his lane partner stay in lane far past the point another duo would have to back Why this is shown: Dynamo's laning strengths. Verified
  • What you can take from them in lane: Very low raw weapon DPS (48) means he cannot actually kill a healthy laner on his own Why this is shown: Dynamo's laning weaknesses. Verified
  • What you can take from them in lane: Quantum Entanglement's 10m base range is not enough to escape a real gank Why this is shown: Dynamo's laning weaknesses. Verified
  • Your lever: A 66-round magazine plus Mini Turret gives her the best raw lane-hold in the game; she out-attrits almost any duo lane. Why this is shown: McGinnis's laning strengths. Strong evidence
  • You have real objective damage, which makes the Guardian your win condition in this lane rather than Dynamo's health bar. Guardian resistance scales from +50% down to −50% across roughly the first twelve minutes since 05-22-2026 — it gets softer, not harder, so the pressure you can apply grows every minute from about 6:00. Guardians also have no ability-damage reduction, so spirit works on them at full value. Older guides claiming Guardians toughen over time are wrong. Why this is shown: 05-22-2026 changed Guardian scaling resist from +75%→−50% to +50%→−50%; Guardians have no ability-damage reduction. Verified
  • Dynamo will shove the wave into your Guardian to push you off souls, and you are not fast enough to walk around it. The thing to protect is the floating orb — the ground orb drops and cannot be denied, so half your income is safe no matter what they do, and the contest is only ever over the other 50. Position on your Guardian's side of the wave so you are already in range of the floating orbs when they pop, and give up the forward orbs rather than crossing for them. Why this is shown: Each trooper drops one undeniable ground orb and one contestable floating orb; enemy wave-clear versus a low-mobility hero. 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. Why this is shown: Soul sharing radii of 45m/30m and the 54%/36% split are single-source; the directional effect is reliable. Uncertain

Mid game

  • Their spike — ult unlock: Singularity immediately makes every teamfight and objective contest go through Dynamo Why this is shown: Dynamo's power spike timeline. Verified
  • Their spike — Kinetic Pulse T1 (+1 charge): Two charges turn a single poke into a reliable double interrupt for anti-dive and channel breaking Why this is shown: Dynamo's power spike timeline. Verified
  • Their spike — 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 Why this is shown: Dynamo's power spike timeline. Verified
  • Their spike — late 35min+ with cooldown reduction items: Singularity's 265s base cooldown drops enough that he has it for most objective fights rather than one in three Why this is shown: Dynamo's power spike timeline. Verified
  • Your spike — Spectral Wall unlock (level 1 priority): Her defining tool is online immediately; the highest-win-rate skill order opens Spectral Wall, Medicinal Specter, Mini Turret (61.5% WR per deadlocklabs.gg). Why this is shown: McGinnis's power spike timeline. Strong evidence
  • Your spike — Spectral Wall T2 (mid game): -20s cooldown means she can wall every fight rather than every other fight, which changes how the whole map is contested. Why this is shown: McGinnis's power spike timeline. Strong evidence
  • Your objective damage is the lever in this matchup and the Walker timing is where it pays. Walkers sit around 65% damage resistance early and decay toward −65% by minute 18, so the same rotation that accomplishes nothing at 12:00 kills one outright at 17:00. Each Walker your team destroys also unlocks an extra item slot for the whole team, so the take is a build spike for five other people, not just souls. Remember a Walker is invulnerable unless someone is within 22m. Why this is shown: Walker resist decays from ~65% to −65% by minute 18; each Walker grants a team-wide item slot; Walkers are invulnerable with no enemy inside 22m. Strong evidence

Teamfights

  • 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. Why this is shown: Channelled ultimates are interruptible by hard CC, silence or displacement. Strong evidence
  • Against Dynamo's knockups, Debuff Reducer is a live answer where it used to be a dead one: knockup durations were brought under debuff reduction on 05-22-2026, so the +25% from a 1,600 Tier II item genuinely shortens the airborne time. That matters more for you than for most, because you have no exit and the airborne window is when their follow-up lands. Worth pairing with the fact that Knockdown-style effects going the other way still cannot be shortened at all. Why this is shown: 05-22-2026 made knockup durations scale with debuff reduction; Debuff Reducer is T2, 1,600, +25%. Verified
  • 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. Why this is shown: Stun diminishing returns reported by community sources; not confirmed in official notes. 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 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. Why this is shown: 09-16-2026 introduced Ultimate Cooldown Reduction, first granted by Diviner's Kevlar at +10%; Rift cadence is 7 minutes. Verified

Positioning

  • 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. Why this is shown: Displacement kits convert bad positioning into a kill; failure-case positioning mitigates it. Strong evidence
  • 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. Why this is shown: Zone-control kits convert space into damage; positioning must precede the cast. Strategic
  • When you go for their Walker against a team with Dynamo peeling, the 22m rule is your positioning constraint: a Walker is invulnerable while no enemy is within 22m, so somebody has to be inside that ring for any of your damage to count. Being that body is a commitment, not a poke. Backdoor protection also gives the Walker 65% damage reduction and 65 HP/s regeneration until your trooper wave arrives, so going without the wave is not a faster take, it is no take at all. Why this is shown: Walkers are invulnerable with no enemy inside 22m; backdoor protection grants 65% damage reduction and 65 HP/s regen. Strong evidence

Build adjustments

  • 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, T3) builds up through gunfire, and spirit-applied (Healbane, T2) lands off spirit damage. Buy the one that matches how you actually deal damage, or it will never apply. Why this is shown: Anti-heal application routes differ by damage type; mechanics research, patch 09-16-2026. Verified
  • 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. Why this is shown: Documented mechanic: Unstoppable does not suppress healing reduction. Verified
  • 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 item's stun. Why this is shown: Debuff Resist reduces duration only; parry stun and Knockdown stun are documented exclusions. Verified
  • If Dynamo buys Dispel Magic 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. Why this is shown: Dispel Magic purges non-ultimate debuffs; bullet-applied anti-heal reapplies on the next bullet. Strong evidence
  • Unstoppable (vitality T4) — Dynamo gives this team real stuns and hard cc. Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage. Why this is shown: Answers: enemy-hard-cc, enemy-displacement, enemy-channeled-ult. Verified
  • Knockdown (spirit T3) — Dynamo gives this team real gap closers and escapes. The consensus answer to flying and airborne heroes and to channelled aerial ultimates — buy it whenever an enemy fights from the sky. Why this is shown: Answers: enemy-mobility, enemy-channeled-ult, enemy-long-range-poke, enemy-backline-threat. Verified
  • Counterspell (vitality T3) — Dynamo gives this team real stuns and hard cc. Buy against telegraphed single-target ultimates and hex-style point-and-click abilities you can read and parry. Why this is shown: Answers: enemy-hard-cc, enemy-channeled-ult. Verified

Common mistakes

  • The instinct here is to buy Dispel Magic as your answer to Dynamo and then find it greyed out at the exact moment you need it. Dispel Magic cannot be cast while you are stunned or asleep, and it cannot remove a stun at all — it purges what comes with the stun, not the stun itself. Against Dynamo the item you actually want is the pre-cast kind (Unstoppable, which also cannot be activated once you are already stunned) or the automatic kind (Indomitable, which cleanses the next hard CC with no input from you). Why this is shown: Dispel Magic cannot be used while stunned or asleep and cannot purge stuns; Unstoppable has the same activation restriction. Verified
  • 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. Why this is shown: Healbane applies for 8s on spirit damage; same-source healing reduction does not stack on re-application. Strong evidence
  • The losing pattern against Dynamo is deciding to leave, walking to the zipline and finding you cannot attach. Any damage from an enemy hero or objective blocks zipline attachment for 3 seconds, and Dynamo has the chip range to keep that 3-second timer rolling indefinitely. Break line of sight first, wait out the lockout, then attach — do not walk to the rope while still taking fire. Why this is shown: Zipline attachment is blocked for 3s after taking enemy hero or objective damage; enemy rangedPoke 2+. Verified
  • 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. Why this is shown: Dispel Magic cannot purge ultimate-sourced debuffs; enemy cc 3 with a hard disable tag. Verified
  • The specific error is walking into Dynamo's area denial after it is already down, because your team is in there and you feel late. You are slow enough that entering a committed zone is a one-way decision — you will be inside it for its full duration, not for the two seconds you intended. Arrive before the zone or arrive from the other side of it; arriving into it is how this matchup is lost even when your team wins the fight. Why this is shown: Enemy zone-control against a hero with mobility 0-1; committed entry cannot be aborted. Strategic
  • 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. Why this is shown: Unstable Rift: 20m capture radius, progress halts while any enemy is inside, occupants revealed on the minimap. Strategic

Analyse this against your whole enemy team

A single matchup only tells you part of the story — which enemy to actually focus, and what to buy, depends on the other five. Open the tool with this matchup pre-loaded and add the rest.

Open in the matchup tool
Sources and method for this page

Dynamo's kit and counterplay were compiled from 7 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against McGinnis'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%.

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