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Dynamo Live

Dynamo

~44.3% WR ~9.4% pick
Moderate Pistol TeamplayInitiatorClutch

Dynamo keeps himself and his allies healthy while waiting for his moment. Few things can warp a team fight more than a well-coordinated use of Singularity.

Signature abilities4
Kinetic Pulse Quantum Entanglement Rejuvenating Aurora Singularity ult at lvl 6
Ability 1
Kinetic Pulse
26s
Instant cast

Release an energy pulse that travels along the ground, dealing Spirit Damage and applying Knock Up.

1
Charges
5s
Charge cooldown
0.42s
Cast delay
115↑1.55
Damage
1AP +1 Charge — Charges +1
2AP On Hit: 0% Bullet Resist and -0% Move Speed for 0%s — Bullet Resist Reduction -15%, Slow +30%, Slow duration +4%
5AP +115 Damage and +16m Cast Range — Damage +135, Stomp Range +20m
Ability 2
Quantum Entanglement
20s
Press

Briefly become untargetable while teleporting to the target location. Restores stamina upon use. Alt Cast: Bring nearby allies with you.

10m
Cast range
1.4s
Duration
1AP Cast range +6m
2AP Cooldown -6s
5AP Reduces non-ult debuffs by 0% Replenishes 0 Charge — Reduce Debuffs +50, Charge Replenish +1
Ability 3
Rejuvenating Aurora
48s
Instant cast

While channeling, restore health over time to you and any allies nearby. You can dash and melee without breaking the channel.

5s
Channel time
25
Healing Per Second
1AP Aura provides +0m Move Speed during channel — Movement Speed Bonus +4m, Movement Speed Bonus Duration +8s
2AP 48s Cooldown and +5s Duration — Cooldown -20s, Channel time +1s
5AP Full move and ability use and additionally heals +0% of Max Health per second — No Channel +1, Heal Max Health Percent +2.5%
Ability 4
Singularity
230s
Instant cast

Create a singularity in your hands, dealing <Spirit DPS, applying Stun, and pulling in nearby enemies.

2.75s
Channel time
0.2s
Cast delay
75↑0.28
DPS
1AP Vacuum Radius +2m
2AP Channel time +0.75s
5AP DPSPercent Health +6%
Guidehow to play

Dynamo is a spirit support-initiator who keeps the whole team topped with Rejuvenating Aurora and then deletes a teamfight with one well-placed Singularity black hole. He wins by waiting: when his ult is up he hunts a real fight or an urn stack and sucks the enemy into a pile his team cleans up; when it's down he heals, peels with Kinetic Pulse and farms safely. The pistol is just for last-hits and chip — every point of his payoff scales with spirit. At complexity 2 he's beginner-friendly, with the only hard skill being reading the fight and landing the pull.

Early game

Play the lane as a duo, not a 1v1 bully — Dynamo's pistol burst is too low to brawl, so last-hit and deny with the gun and let your partner trade. Poke with Kinetic Pulse: it shreds bullet resist and slows, so your gun lane partner trades hard off it, and you keep both of you healthy with Rejuvenating Aurora. Buy Extra Charge fast for a second Pulse to clear waves and double the poke, then layer Mystic Expansion and Extra Spirit so the wave and the heal both scale. Respect aggressive gun bullies (Infernus, Wraith, McGinnis turrets) — you have zero kill pressure until items and ult come online, so don't over-extend, just farm and stay full.

Mid game

This is your spike: the moment Singularity is online with radius and cooldown items, start forcing fights and ganks, especially around the new center-bridge urn circle. Rotate in, look for a pull, and if you whiff it back off to farm — don't sit stealing lane creeps waiting for cooldown. Greater Expansion and Rapid Recharge are the priority: bigger radius forgives your aim and faster charges mean more Pulse and more Aurora uptime. Superior Duration imbued on Singularity buys extra ticks and lockdown. Pick up Refresher as soon as you can afford it — turning one pick into a full wipe is the single biggest power jump on the hero.

Late game

Late, you're the teamfight trigger and the best zone-control body in the game for the king-of-the-hill urn. Hold Singularity for the objective stack, layer it with your team's follow-up and amp items (Escalating Exposure ramps damage on everyone caught), then Refresher into a second black hole so nothing survives. Aurora plus Refresher lets you out-sustain the whole bracket. The one discipline: Singularity is a channel and dies to interrupts — Apollo's Riposte, knockdowns, stuns and silences all cancel it, so bait the CC or buy Unstoppable/Debuff Reducer before you press R into a fed comp. With base HP cut 10 across the board this patch, one clean pull simply kills.

Combos & tricks

The signature play is Refresher or Echo Shard for a double Singularity — pull, then immediately re-pull the survivors before they scatter, and almost nothing lives two black holes (Refresher also re-arms Aurora to heal yourself to full mid-fight). Set the first pull up with a Kinetic Pulse knock-up to bunch and airborne the group, then drop the hole on the clump — Pulse's bullet-resist shred makes your team's bullets melt them. Use Quantum Entanglement to blink untargetable behind the enemy backline and ult from an angle they didn't expect, or to escape after the channel; its T3 refunds an ability charge so you still have Pulse or heal after the blink. Slow the priority target first (Knockdown or a teammate's slow) so they can't walk out of the pull's outer ring — that's the most common reason a Singularity 'misses.' At Aurora rank 3 you can dash, melee and parry without breaking the channel, even acting out of a Haze sleep if Aurora was already running.

Buildsbuy order matters
Laning1600

Sustain plus Singularity setup. Extra Charge for double Pulse waveclear and poke, Mystic Expansion for early radius on Pulse and the ult, Extra Spirit and Mystic Burst to make trades sting, and regen/Healing Rite so you out-sustain the lane and stay to contest.

Mid game3200

Cooldown and duration to start forcing fights. Rapid Recharge for more Pulse and heal uptime, Greater Expansion for a forgiving radius, Superior Duration to stretch the pull, Improved Spirit to scale, plus a defensive — Spirit Armor for the spirit-heavy meta (swap to bullet-armor vs gun lanes) and Enduring Speed to reach the urn.

Late game6400

Ult amp and payoff. Refresher is near-mandatory for double Singularity, Echo Shard gives a second black hole mid-fight, Escalating Exposure ramps damage off every tick, Mystic Reverb echoes an AoE burst off the pull, and Superior Cooldown plus Boundless Spirit close the curve.

Situational5000

Counter-picks for the channel. Unstoppable guarantees Singularity through CC, Ethereal Shift dodges a burst then hands you spirit and resist, Knockdown locks a dasher in the pull, Debuff Reducer shortens the stuns that cancel R, and Metal Skin gives a bullet-immune window vs dive comps.

Tips & tricks
When R is up, look for a real fight; when R is down, heal-bot, peel and respect the gap — don't force without your black hole.
Buy radius (Mystic + Greater Expansion) before raw power: a forgiving pull lands far more often than a bigger but mistimed one.
Singularity is a channel — bait Apollo's Riposte, knockdowns, stuns and silences, or pop Unstoppable, before you commit it into a fed team.
Slow the priority target first; a movement slow stops them strolling out of the pull's outer ring, the #1 cause of a 'missed' ult.
Quantum Entanglement T3 refunds an ability charge, so blink behind the backline and still have Pulse or heal ready to follow up.
Refresher does double duty: a second Singularity AND a fresh Aurora to heal yourself back to full in the middle of the fight.
Common questions

Weapon or spirit Dynamo?

Spirit, decisively. The pistol is only for last-hits and chip poke — every meaningful point of damage and your whole win condition scale with spirit power. A gun/Quantum-Entanglement carry build exists but it's a niche, off-meta gimmick.

Is Dynamo good for beginners?

Yes. Complexity 2, a simple hitscan pistol and a forgiving support pattern — heal, peel, wait. The only hard skill is reading the fight and landing Singularity, and you can grow into that as you go.

How do I land Singularity reliably?

Buy radius (Mystic + Greater Expansion) so positioning is forgiving, set it up with a Kinetic Pulse knock-up or a Quantum Entanglement reposition, slow the key target first, and only press it when your team can immediately follow. Remember it's a channel — bait or out-buy the CC that cancels it.

What do I do when my ult is down?

Don't force. Heal with Aurora, peel with Pulse's slow, farm safely and hold position. The gap with versus without Singularity is huge, so play patient until it's back, then look for the urn or objective fight.

Profilevs roster
Health 92 Mobility 36 Burst 38 Sustain 49 Range 70 Ammo 59
Health 880
Regen 1.75/s
Move speed 6.7 m/s
Stamina 3
Burst DPS 48
Sustained 33.2
Range 58 m
Ammo 20
Primary weapon
The Vonnegun
Pistol
48
DPS
12.6
Bullet damage
3.8rps
Fire rate
20
Ammo
2.4s
Reload
33.2
Sustained DPS
62
Shots to down
23.06s
Time to kill
38
Weak-spot shots
252
Clip damage
vs 780 HP · body · no resist
Damage falloff100% → 10%
0m20m57.5m177.8m
Melee 50Light 116Heavy
Matchups

As a Scientist, Professor Dynamo always had an inquisitive mind. So when a rift in space and time opened up in central park he was first on the scene to investigate – and while he expected such a majestic sight to be life changing, he was thinking more in a metaphorical way as opposed to having his body atomized and reduced to a tiny dying star.

But while his body is gone, his spirit and lust for knowledge lives on. A tenured professor at Columbia College, Dynamo looks to learn more about his condition while maintaining his class load, after all: he has future minds to inspire.

Win rate, skill order, builds and matchups are sample until the match API lands. Abilities, weapon math and the stat profile are real client data.

Update history34
  • Kinetic Pulse T2 reduced from -18% Bullet Resistance to -15%
  • Kinetic Pulse spirit scaling reduced from 1.65 to 1.55
  • Quantum Entanglement T3 changed from dispelling non-ult debuffs to reducing the duration of non-ult debuffs by 50%
  • Kinetic Pulse spirit scaling reduced from 1.8 to 1.65
  • Quantum Entanglement cooldown increased from 19s to 20s
04-10-2026 UpdateApr 11, 2026
  • Quantum Entanglement cooldown increased from 16s to 19s
03-21-2026 UpdateMar 21, 2026
  • Ammo increased from 18 to 20
  • Kinetic Pulse spirit scaling reduced from 2.1 to 1.8
  • Kinetic Pulse width increased from 5m to 5.5m
  • Kinetic Pulse T3 increased from +16m Range to +20m
  • Quantum Entanglement T3 now also replenishes 1 charge for charged abilities (half effect on allies)
  • Bullet damage increased from 12.2+0.44 to 12.6+0.5
  • Kinetic Pulse cooldown increased from 22s to 26s
  • Kinetic Pulse damage increased from 90 to 115
  • Kinetic Pulse range reduced from 20m to 16m
  • Kinetic Pulse range no longer increases with spirit scaling
01-30-2026 UpdateJan 30, 2026
  • Rejuvenating Aurora T3 reduced from 2.5% to 2% (was previously being reduced)
  • Singularity max HP damage reduced from 1.5% to 1%
12-16-2025 UpdateDec 16, 2025
  • Kinetic Pulse spirit scaling range reduced from 0.2 to 0.1
  • Health regen reduced from 2.5 to 1.75
11-21-2025 UpdateNov 21, 2025
  • Base regen increased from 2 to 2.5
  • Kinetic Pulse range increased from 15m to 20m
  • Kinetic Pulse cooldown reduced from 26s to 22s
Raw data & APIopen JSON from the client
dynamoslug11heroIddynamocodeName2complexityfalsenewPlayer2026-06-06T16:23:38.392ZupdatedAt