Dynamo

A-tier

Teamplay · Initiator · Clutch

Overview

Identity

Dynamo can turn a fight around for everyone beside him. He buys allies time to recover and holds enemies together when his team is ready to follow up.

Abilities

1. Kinetic Pulse

26 second cooldown

Release an energy pulse that travels along the ground, dealing spirit damage and applying knockup.

First upgrade
+1 Charge
Second upgrade
On Hit: -15% Bullet Resist and -30% Move Speed for 4 seconds
Third upgrade · 5 points
+135.0 Damage and +20m Cast Range

How to use. Line Kinetic Pulse through the wave and the enemy’s position when possible. Use it to interrupt channels, stop a dive, or create an opening for your teammates.

2. Quantum Entanglement

20 second cooldown

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

First upgrade
6m Cast Range
Second upgrade
-6 Cooldown
Third upgrade · 5 points
Reduces non-ult debuffs by 50% Replenishes 1 Charge

How to use. Use Quantum Entanglement to move an ally into a winning position or out of danger. Save it as a personal escape for situations where you would otherwise die.

3. Rejuvenating Aurora

48 second cooldown

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

First upgrade
Aura provides +4m Move Speed during channel
Second upgrade
-20.0 Cooldown and +1.0 seconds Duration
Third upgrade · 5 points
Full move and ability use and additionally heals +2.5% of Max Health per second

How to use. Use Rejuvenating Aurora after your team has started taking damage and place it on the area you are actually fighting over.

4. Singularity

250 second cooldown

Create a singularity in your hands, dealing spirit damage over time, applying stun, and pulling in nearby enemies.

First upgrade
2m Vacuum Radius
Second upgrade
0.75 Channel Time
Third upgrade · 5 points
+6.0 D P S Percent Health

How to use. Use Singularity after enemies have spent important movement or committed into the same space. Aim for the group your team can punish, not a frontliner who can simply walk away.