Dynamo is a Deadlock hero whose role is to locks down the enemy team. Across 1,023,986 tracked matches, Dynamo has a 51.8% win rate, placing them in the B tier on the SoulLock.gg hero tier list. This Dynamo guide covers abilities, base stats, recommended playstyle and live performance.
SoulLock starter plans, authored from each hero's current kit and the current shop. Ability names, upgrade effects and item availability were checked against the installed game files on October 7, 2026. These are starting points for normal six-versus-six matches, not ranked build win-rate results or a fixed shopping script. Buy the defense or utility that solves your present fight before a damage luxury.
Team control and recovery. Dynamo's best contribution is often the fight he lets a teammate finish. Kinetic Pulse creates a shooting opportunity, Quantum Entanglement can reposition nearby allies and Rejuvenating Aurora restores the group after a trade. A control-and-recovery build should buy reliable positioning before expensive damage that does not help him reach the right target.
Reviewed 2026-10-07; balance patch 2026-10-05; game build 6759.
Use Kinetic Pulse when your lane partner can follow the knockup with damage or when you need to interrupt an approach. Keep Quantum Entanglement available against a dangerous timing rather than spending it for a small reposition. Heal from a position where the enemy cannot freely shoot both players. Moving with your partner is more useful than standing far behind them with all three abilities unused.
Check where your allies can fire before entering for Singularity. Catching several enemies achieves little when the team is still two corners away. You can also hold the ultimate to stop a diver who reaches your damage dealer. Use Quantum Entanglement's ally option deliberately: an unplanned teleport can remove a teammate from their own firing angle. After the first exchange, regroup for Aurora instead of extending a fight at low health.
Use cheap lane recovery and movement, then add an entry tool and cooldown support. Warp Stone gives another positioning option so Quantum Entanglement does not have to solve every approach and escape. Healing Booster is a useful alternative when the team's repeated skirmishes make Aurora the main contribution. Refresher is a late coordinated-fight option, not a first shopping destination.
| When | Item | Souls | Reason and tradeoff |
|---|---|---|---|
| Opening | Restorative Shot | 800 | Lets normal lane shooting contribute to your own recovery. It is useful before expensive team-fight purchases when staying in lane is the current problem. |
| Opening | Sprint Boots | 800 | Supports joining a rotation in time to use your control. It is an out-of-combat routing purchase, not a way to walk through enemy fire safely. |
| Core | Warp Stone | 3,200 | Provides a direct positioning option for an entry or exit. Pick the endpoint before casting; landing too far from the team still leaves a poor Singularity. |
| Core | Superior Cooldown | 3,200 | Supports repeated pulse, repositioning and recovery between fights. More frequent basic abilities can be more useful than saving every soul for a second ultimate. |
| Situational | Healing Booster | 1,600 | Improve recovery when allies stay near Aurora and healing is deciding repeated exchanges. Enemy healing reduction can make a defense or positioning purchase more urgent. |
| Situational | Refresher | 6,400 | Consider a second ability cycle after you can survive and the team reliably follows control. Refreshing a missed or isolated channel does not fix the original engage. |
Against an enemy holding an interrupt for Singularity, look for a shorter pulse-and-weapon exchange or let another teammate start. Against divers, stay near the teammate they want rather than taking the longest flank. When the team is behind, prioritize a safe retreat and a heal reset; spending the ultimate to protect collected souls can be better than fishing for a dramatic multi-hero catch.
References: Dynamo ability reference · Current game data · October 5 balance patch
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.
| Stat | Value |
|---|---|
| Max Move Speed | 6.7 |
| Sprint Speed | 1.6 |
| Crouch Speed | 4.75 |
| Move Acceleration | 4 |
| Light Melee Damage | 50 |
| Heavy Melee Damage | 116 |
| Max Health | 880 |
| Weapon Power | 0 |
| Reload Speed | 1 |
| Weapon Power Scale | 1 |
| Proc Build Up Rate Scale | 1 |
| Stamina | 3 |
| Base Health Regen | 1.75 |
| Stamina Regen Per Second | 0.222222 |
| Ability Resource Max | 0 |
| Ability Resource Regen Per Second | 0 |
| Crit Damage Received Scale | 1 |
| Tech Duration | 1 |
| Tech Range | 1 |
| Ground Dash Distance In Meters | 10 |
| Ground Dash Duration | 0.72 |
| Air Dash Distance In Meters | 8 |
| Air Dash Duration | 0.51 |
| OOCHealth Regen | 0 |
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.
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