Patch 09-16-2026 Data researched 2026-09-21 What changed
DY Dynamo — carry frame

Dynamo

SupportControllerInitiator mid range spirit damage mid-game Medium difficulty

Measured 53.1% win rate, 2.6% pick rate on patch 09-16-2026 across 60,543 matches.

Strengths

  • Singularity is a multi-target hard CC long enough to decide a teamfight outright
  • Rejuvenating Aurora provides team-wide sustain no other hero in this group matches
  • Kinetic Pulse is a low-cost, long-range interrupt that breaks dives and channels
  • Quantum Entanglement's ally cast is a genuine group rescue tool
  • Extremely consistent — deadlocklabs.gg tracks him around a 52% win rate as a safe, stable pick

Weaknesses

  • 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 265s base cooldown means a wasted cast is a multi-minute liability

Weapon

semi-automatic heavy pistol. 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.

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

Laning strengths

  • 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 with almost anyone at range even though his DPS is low

Laning weaknesses

  • 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

Power spikes

  • ult unlock: Singularity 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 265s base cooldown drops enough that he has it for most objective fights rather than one in three

Playing against Dynamo

  • 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
  • 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 — after his T3 upgrade, interrupting the heal is no longer possible and anti-heal is the only answer
  • Bait both Kinetic Pulse 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

Bait these first

  • 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 265s cooldown he is happy to hold, and the correct play is to deny its value by spreading out rather than to eat it

What Dynamo does to 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
  • 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'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

Punish windows

  • 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 265s base cooldown means his team has no fight-starter and objectives should be forced immediately

Hardest matchups for Dynamo

Ranked by how far below Dynamo's own baseline each pairing measures — not by raw win rate.

Victor 44.8% -8.3 pts
Graves 46.3% -6.8 pts
Seven 46.4% -6.7 pts
Wraith 50.1% -3.0 pts
Vindicta 50.6% -2.5 pts
McGinnis 51.3% -1.8 pts
Lady Geist 51.5% -1.6 pts
Drifter 52.5% -0.6 pts

Best matchups for Dynamo

Same measure, other direction.

Silver 58.5% +5.4 pts
Venator 58.4% +5.3 pts
Mirage 57.7% +4.6 pts
Pocket 57.1% +4.0 pts
Mina 56.2% +3.1 pts
Holliday 56.0% +2.9 pts
Bebop 55.9% +2.8 pts
Rem 54.7% +1.6 pts

Every Dynamo matchup

Analyse a full enemy team

Matchup pages cover one enemy. The tool reads all six together.

Open the tool as Dynamo
Sources and confidence for this record

Record confidence: Verified. Compiled for patch 09-16-2026, researched 2026-09-21.

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.