Dynamo
Moderate complexity
Dynamo starts with 880 health and has 4 signature abilities: Kinetic Pulse, Quantum Entanglement, Rejuvenating Aurora, Singularity. Current win rate is 52.2% across 395k ranked matches.
Base stats
Read from the game files at client version 6701.
| Stat | Value |
|---|---|
| Stamina | 3 |
| Max Health | 880 |
| Tech Range | 1 |
| Crouch Speed | 4.75 |
| Reload Speed | 1 |
| Sprint Speed | 1.6 |
| Weapon Power | 0 |
| Tech Duration | 1 |
| Max Move Speed | 6.7 |
| Air Dash Duration | 0.51 |
| Base Health Regen | 1.75 |
| Move Acceleration | 4 |
| Heavy Melee Damage | 116 |
| Light Melee Damage | 50 |
| Weapon Power Scale | 1 |
| Ability Resource Max | 0 |
| Ground Dash Duration | 0.72 |
| Proc Build Up Rate Scale | 1 |
| Stamina Regen Per Second | 0.22 |
| Crit Damage Received Scale | 1 |
| Air Dash Distance In Meters | 8 |
| Ground Dash Distance In Meters | 10 |
| Ability Resource Regen Per Second | 0 |
Abilities
Kinetic Pulse
Release an energy pulse that travels along the ground, dealing spirit damage and applying knockup.
| Stat | Value |
|---|---|
| Cast Delay | 0.42s |
| Cast Range | 0m |
| Charges | 1 |
| Cooldown | 26s |
| Charge Delay | 5s |
| Fire Rate | 0% |
| Bullet Resist | 0% |
| Channel Move Speed | 1.3mm |
| Climb Height | 1.0m |
| Damage | 115 |
| Debuff Duration | 0s |
| Distance Above Ground | 1.0m |
| Drop Down Rate | 20 |
| Impact Interval | 0.1 |
| Bullet Damage Taken | 0% |
| Slow Duration | 0s |
| Move Speed | 0% |
| Pulse Range | 16mm |
| Pulse Width | 5.5mm |
| Tech Cleave Expire Time | 0.2 |
| Duration | 1s |
| Toss Speed | 450 |
Quantum Entanglement
Briefly become untargetable while teleporting to the target location. Restores stamina upon use. : Bring nearby allies with you.
| Stat | Value |
|---|---|
| Cast Range | 10mm |
| Charges | 0 |
| Cooldown | 20s |
| Charge Delay | -1s |
| Duration | 1.4s |
| Ally Distance | 13mm |
| Channel Move Speed | -1m |
| Charge Replenish | 0 |
| Fire Rate Bonus | 0% |
| Fire Rate Bonus Duration Max | 0 |
| Reduce Debuffs | 0 |
| Stamina Restored | 1 |
| Trail Interval | 0.01 |
Rejuvenating Aurora
While channeling, restore health over time to you and any allies nearby. You can dash and melee without breaking the channel.
| Stat | Value |
|---|---|
| Cast Range | 0m |
| Channel Duration | 5s |
| Charges | 0 |
| Cooldown | 48s |
| Charge Delay | -1s |
| Aura Linger Duration | 1 |
| Channel Move Speed | -1m |
| Health Restored | 30/s |
| Max Health Restored | 0%/s |
| Movement Speed Bonus | 0m |
| Move Speed Duration | 0s |
| No Channel | 0 |
| Friendly Heal Radius | 8mm |
Singularity
Create a singularity in your hands, dealing spirit damage over time, applying stun, and pulling in nearby enemies.
| Stat | Value |
|---|---|
| Cast Delay | 0.2s |
| Cast Range | 0m |
| Channel Duration | 2.75s |
| Charges | 0 |
| Cooldown | 250s |
| Charge Delay | -1s |
| Camera Distance | 400 |
| Channel Move Speed | 0m |
| Damage Per Second | 75 |
| Max Health as Damage | 0% |
| Speed | 200 |
| Tick Rate | 0.25 |
| Toss Angle | 45 |
| Toss Speed | 350 |
| Singularity Radius | 7mm |
Most-built items on Dynamo
Weighted by the number of matches behind each build that includes them.
Dynamo matchups
Hardest opponents: Victor (44.8%), Graves (46.3%), Seven (46.4%), Paige (47.0%), Kelvin (48.6%)
What Valve has been arguing with
The stats that have moved most across patches. Nobody else publishes these — they need per-patch history to draw.
Sprint Speed
Modifier Value Base Health From Level
Modifier Value Bullet Armor Damage Resist
Patch history
The 40 most recent recorded changes to Dynamo and their signature abilities, newest first. This is what "nerfed last patch" actually meant.
| Patch | Stat | Change |
|---|---|---|
| 2026-07-28 | Air Dash Duration | 0.490.51+4.1% |
| 2026-07-28 | Ground Dash Duration | 0.70.72+2.9% |
| 2026-06-30 | Required Gold | 5,4004,600-14.8% |
| 2026-06-30 | Required Gold | 6,2005,300-14.5% |
| 2026-06-30 | Required Gold | 7,1006,000-15.5% |
| 2026-06-30 | Required Gold | 8,0006,800-15.0% |
| 2026-06-30 | Required Gold | 9,0007,600-15.6% |
| 2026-06-30 | Required Gold | 10,0008,400-16.0% |
| 2026-06-30 | Required Gold | 11,0009,200-16.4% |
| 2026-06-30 | Required Gold | 12,00010,100-15.8% |
| 2026-06-30 | Required Gold | 13,20011,000-16.7% |
| 2026-06-30 | Required Gold | 14,50011,900-17.9% |
| 2026-06-30 | Required Gold | 300200-33.3% |
| 2026-06-30 | Required Gold | 16,00012,800-20.0% |
| 2026-06-30 | Required Gold | 17,50013,800-21.1% |
| 2026-06-30 | Required Gold | 19,00014,900-21.6% |
| 2026-06-30 | Required Gold | 20,50016,100-21.5% |
| 2026-06-30 | Required Gold | 22,00017,400-20.9% |
| 2026-06-30 | Required Gold | 23,50018,900-19.6% |
| 2026-06-30 | Required Gold | 25,00020,600-17.6% |
| 2026-06-30 | Required Gold | 26,50022,500-15.1% |
| 2026-06-30 | Required Gold | 28,00024,600-12.1% |
| 2026-06-30 | Required Gold | 29,50026,900-8.8% |
| 2026-06-30 | Required Gold | 600500-16.7% |
| 2026-06-30 | Required Gold | 31,00029,400-5.2% |
| 2026-06-30 | Required Gold | 32,50032,100-1.2% |
| 2026-06-30 | Required Gold | 34,00035,000+2.9% |
| 2026-06-30 | Required Gold | 35,50038,100+7.3% |
| 2026-06-30 | Required Gold | 37,00041,400+11.9% |
| 2026-06-30 | Required Gold | 38,50044,900+16.6% |
| 2026-06-30 | Required Gold | 40,00048,600+21.5% |
| 2026-06-30 | Required Gold | 1,5001,400-6.7% |
| 2026-06-30 | Required Gold | 2,2002,000-9.1% |
| 2026-06-30 | Bonus Currencies | changed |
| 2026-06-30 | Required Gold | 3,0002,600-13.3% |
| 2026-06-30 | Bonus Currencies | changed |
| 2026-06-30 | Required Gold | 3,8003,200-15.8% |
| 2026-06-30 | Required Gold | 4,6003,900-15.2% |
| 2026-06-30 | Modifier Value Base Health From Level | 6461-4.7%nerf |
| 2026-06-03 | Weapon | changed |