# Deadlock Dynamo Guide: Build, Abilities & Tips (Oct 2026)

> A current Dynamo guide for Deadlock's City Never Sleeps patch: every ability and upgrade with wiki-checked numbers, the Trophy Collector and Refresher build by phase, Quantum Entanglement tricks and how enemies counter Singularity.

- **Game:** Deadlock
- **Category:** Hero Guides
- **Author:** ItzMaze (https://guides-factory.com/authors/itzmaze)
- **Difficulty:** Intermediate
- **Reading time:** 17 min
- **Published:** 2026-10-19
- **Updated:** 2026-10-19
- **Tags:** Hero Guide, dynamo, item-builds, support
- **Adapted from:** [HOW TO CARRY EVERY GAME AS DYNAMO | DEADLOCK  DYNAMO BUILD GUIDE | NEW URN PATCH](https://www.youtube.com/watch?v=aHp9TBa8Q4M)
- **Canonical URL:** https://guides-factory.com/guides/deadlock-dynamo-guide

---

## 🎯 The core idea

> Dynamo is Deadlock's teamfight-winning support. Take one point in Kinetic Pulse for the second charge, then max Rejuvenating Aurora so you can heal through the lane, use Quantum Entanglement to dodge deadly abilities and pull allies to safety, and build ability range, duration and Refresher so a single Singularity stuns and pulls a whole team, twice per fight when it matters.

<ul class="legend"><li><span class="badge free">free</span> costs nothing</li>
<li><span class="badge cheap">cheap</span> small cost</li>
<li><span class="badge setup">setup</span> needs preparation</li>
<li><span class="badge grind">grind</span> pays off slowly</li>
<li><span class="badge skip">skip</span> the thing to stop doing</li></ul>

## Who Dynamo is in October 2026

![Dynamo casting Singularity mid-match in Deadlock, with the Singularity label on screen](https://api.guides-factory.com/media/uploads/2026/10/final_0520_NNMWwRO.webp)

Professor Dynamo is a support who heals allies, teleports them into or out of danger, knocks enemies into the air and then turns into a black hole that decides teamfights. The wiki tags him as Teamplay, Initiator and Clutch, and his base numbers fit a support who doesn't want to take long trades: 880 health, 1.75 health regen, 6.7 m/s move speed and 3 stamina. His gun, the Vonnegun, is a medium-range projectile weapon with 20 ammo, 12.6 damage per bullet and about 48 damage per second. Damage falloff starts at 20 m and ends at 58 m, so you can poke from a safe distance.

This deadlock dynamo guide uses Leafar_ODK's video "How to Carry Every Game as Dynamo" (uploaded May 30, 2026) for the ability tricks and the build he shows on screen. That video came out before the June 30 update (Soul Urn rework, the new Unstable Rift objective and longer ultimate cooldowns for every hero), the September 16 balance patch and the September 29 City Never Sleeps map rework. We searched for a newer Dynamo guide and the only post-rework Dynamo video we found was a showcase of a temporary item gimmick, not a guide. So every ability and item number below is checked against the current deadlock.wiki, and the parts that changed since the video are marked.

Is Dynamo a dynamo support build hero or a dynamo carry? He's a support whose ultimate can carry. The video's build gives you a lot of souls through Trophy Collector, but your damage comes from where you land Singularity, not from your gun.

## Kinetic Pulse and Rejuvenating Aurora: skill order for the lane

![Rejuvenating Aurora tooltip in the sandbox showing heal per second, channel duration and upgrades](https://api.guides-factory.com/media/uploads/2026/10/final_0082.webp)

**Kinetic Pulse (1)** sends an energy wave along the ground. It deals 115 spirit damage, knocks enemies up for 1 s, travels 16 m and is 5.5 m wide, with a 26 s cooldown. There's a 0.42 s windup and enemies can double-jump over it, so throw it when they've already used their jumps or at their feet in a narrow lane.

**Rejuvenating Aurora (3)** is a 5 s channel that heals you and allies within 8 m for 30 health per second, on a 48 s cooldown. The video calls it "Regenerating Aura"; the in-game name is Rejuvenating Aurora. The video's warning is right: until the tier 3 upgrade you can't shoot, cast other abilities or slide while channeling. The wiki adds that you can still dash and melee without breaking the channel. That's useful at a Sinner's Sacrifice: you can melee it and heal the self-damage at the same time.

The dynamo skill order from the video: put your first point into Kinetic Pulse and unlock its tier 1 upgrade (+1 charge, so two stomps), then pour points into Aurora. Aurora's upgrades are the main dynamo laning tool:

| Ability | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|
| Kinetic Pulse | +1 charge | hit enemies get −15% bullet resist and −24% move speed for 4 s | +135 damage and +20 m range |
| Quantum Entanglement | +6 m cast range | −6 s cooldown | non-ult debuffs on you last 50% shorter, refunds 1 charge |
| Rejuvenating Aurora | +4 m/s move speed while channeling | −20 s cooldown, +1 s duration | full movement and ability use, plus 2.5% max health healed per second |
| Singularity | +2 m radius | +0.75 s channel | +6% of max health as damage |

These are all of Dynamo's ability upgrades. The wiki doesn't recommend a skill order. Ours, which follows the video and works around the 250 s ultimate: Pulse T1, Aurora T1 and T2, Singularity T1 as soon as you have it, Entanglement T1 and T2, Singularity T2, Aurora T3, then the remaining tier 3s. Aurora T3 is the big power spike because it removes the "stand still and channel" weakness.

## Arcane Surge: your first item and a free buff for every cast

![Dynamo channeling an Arcane Surge boosted Rejuvenating Aurora with the Ability Surged prompt](https://api.guides-factory.com/media/uploads/2026/10/final_0122.webp)

<span class="badge cheap">cheap</span> The video buys Arcane Surge (1,600 souls, built from Extra Stamina) first, and it's still the right first item for Dynamo. After you dash-jump, the next ability you cast within 7 s gets +12% range, +15% duration and +20 spirit power. The wiki lists Rejuvenating Aurora and Singularity among the abilities this works best with. It has no cooldown, so every dash-jump into an Aurora is a bigger, longer heal, and every dash-jump into Singularity is a wider, longer black hole. Arcane Surge also gives +1 stamina, which you'll use to chain dashes with Quantum Entanglement.

If you're still losing the trade, the video adds Healing Booster (1,600 souls, +20% outgoing healing). It later upgrades into Healing Tempo.

## Quantum Entanglement: become untargetable on demand

![Quantum Entanglement tooltip showing 10 m cast range, 1.4 s duration and its three upgrades](https://api.guides-factory.com/media/uploads/2026/10/final_0170_H4Ffvak.webp)

**Quantum Entanglement (2)** teleports you to a spot up to 10 m away, and you're untargetable for 1.4 s while traveling. It restores a stamina bar and has a 20 s cooldown. The video calls it one of the strongest abilities in the game, and its main trick still works: time it just before a big, telegraphed hit lands and you take nothing. The video demonstrates this against Bebop's Sticky Bomb, and the wiki gives Infernus' Concussive Combustion as the textbook example. The video also names Lash's ultimate as something you can dodge this way.

One correction to the video: it was recorded when the tier 3 upgrade dispelled non-ult debuffs. Since the May 22, 2026 patch, tier 3 instead makes non-ult debuffs on you 50% shorter and refunds one charge of your charged abilities, which means an extra Kinetic Pulse.

## Saving teammates with the alternate cast

![Dynamo next to a wall with an ally silhouette behind it, setting up an Entanglement pull through the wall](https://api.guides-factory.com/media/uploads/2026/10/final_0232_sd2D5w9.webp)

<span class="badge free">free</span> The alternate cast brings nearby allies with you. The wiki puts the ally range at 13 m, and Ability Range items don't increase that 13 m. Allies you bring get a stamina bar back, and at tier 3 they also get half a charge back on their charged abilities.

The trick the video likes most is pulling a friend through a wall. The wiki explains why it works: if the wall would block line of sight between the destination and where your teammate would end up, Entanglement brings them to your destination instead. So an ally behind a wall or under a roof still comes with you as long as they're within 13 m. Use it to rescue a teammate who's about to take a Bebop bomb or an Infernus ultimate, or to bring a whole group into a fight at once.

One detail for coordinated plays: if you target the ground, everyone ends up bunched on the same spot. If you target a point in the air, only you go to that exact spot and your allies keep their positions relative to you.

## Dash resets and Warp Stone for escapes

![Warp Stone tooltip in the sandbox, the teleport item paired with Entanglement dash resets](https://api.guides-factory.com/media/uploads/2026/10/final_0205.webp)

<span class="badge setup">setup</span> Entanglement resets your air dashes, air jumps and down dashes when you cast it. The video's escape: slide, dash, cast Entanglement mid-air, then dash again right away. That's two air dashes back to back. Add Warp Stone, which the video buys every game: it costs 3,200 souls, teleports you 11 m forward and gives you +30% bullet resist for 6 s, on a 16 s cooldown. With it you can get far away from a fight, or arrive at one with no warning.

Watch out for Slowing Hex. The wiki notes it disables both Quantum Entanglement and Warp Stone, since it silences movement abilities and items. A Dynamo who's been hexed has lost both escapes.

## Singularity: the ult that wins fights

![Dynamo's Singularity black hole pulling a row of target dummies in the sandbox](https://api.guides-factory.com/media/uploads/2026/10/final_0278.webp)

**Singularity (4)** is a 2.75 s channel: Dynamo creates a black hole in his hands. Enemies within 7 m are stunned, pulled in and take 75 spirit damage per second. The wiki notes the pull never stops while the channel lasts, so enemies caught in it can't be moved out except by instant displacement such as Paradox's swap. With tier 1 the radius is 9 m, tier 2 extends the channel to 3.5 s, and tier 3 adds damage equal to 6% of each enemy's max health.

The video's Singularity lasts "five entire seconds". That isn't the base number: it comes from stacking Arcane Surge, Duration Extender, Superior Duration and Diviner's Kevlar, so treat 5 s as what that build gets, not the default.

Cooldown has changed twice since the video. The June 30 update raised every ultimate's cooldown, taking Singularity from 230 s to 265 s, and the July 28 patch brought it down to 250 s, which is the current value on the wiki. That makes each ult worth more, so tell your team when it's up. The video's combo still works: dash-jump to trigger Arcane Surge, Warp Stone into the enemy team, then Singularity.

## Dynamo build by phase (October 2026)

![Leafar_ODK's Dynamo build in the build browser with laning, post-laning, end game and situational items](https://api.guides-factory.com/media/uploads/2026/10/final_0042_t028VCY.webp)

Here's the best dynamo build for deadlock as of October 2026. It's the video's build ("The Biggest The Largest"), shown in its build browser, with current wiki prices and stats. Every item still exists, and the dynamo items list hasn't needed replacing, but some numbers have changed since May 30:

| Phase | Item | Cost | Why Dynamo wants it |
|---|---|---|---|
| Laning | Extra Stamina → Arcane Surge | 800 → 1,600 | bigger, longer Aurora and Singularity after a dash-jump |
| Laning | Sprint Boots → Trophy Collector | 800 → 1,600 | stacking range, sprint and soul income from kills and assists |
| Laning | Extra Regen → Healing Booster | 800 → 1,600 | +20% healing, builds into Healing Tempo |
| Laning | Duration Extender, Mystic Expansion, Compress Cooldown (imbues) | 1,600 / 800 / 1,600 | imbue them on Singularity for +22% duration, +20% range and −18% cooldown on your ult |
| Mid game | Warp Stone | 3,200 | engage and escape, +30% bullet resist |
| Mid game | Superior Duration | 3,200 | +28% ability duration, +8% bullet resist |
| Mid game | Superior Cooldown | 3,200 | +20% ability cooldown reduction |
| Mid game | Greater Expansion | 3,200 | +30% ability range, +10% spirit resist |
| Late game | Refresher | 6,400 | a second Singularity in the same fight |
| Late game | Diviner's Kevlar | 6,400 | +15% duration, +10% ult cooldown reduction, 1,000 barrier on ult cast |
| Late game | Transcendent Cooldown | 6,400 | +25% ability and item cooldown reduction |
| Late game | Healing Tempo, Spirit Burn, Mystic Reverb, Ballistic Enchantment | 6,400 / 6,400 / 6,400 / 3,200 | buy in any order, depending on the game |

What changed since the video: Diviner's Kevlar gained +10% ultimate cooldown reduction on September 16, which makes it an even better buy for Dynamo. Trophy Collector dropped from 18 to 16 souls per minute per stack in the same patch. Spirit Burn now explodes on only the main target instead of everyone within 12 m (July 28). Ballistic Enchantment's buff now lasts 20 s instead of 14 s. If you want a gun-focused dynamo carry build instead, that's a different game plan and outside what the video shows.

## Refresher and Trophy Collector: the dynamo late game build

![Refresher tooltip in Dynamo's build browser, the late-game item that resets Singularity](https://api.guides-factory.com/media/uploads/2026/10/final_0060_oOzHDkY.webp)

<span class="badge grind">grind</span> The build is designed around two items. **Trophy Collector** is a Tier 2 item (1,600 souls) that gains a stack every time you get a kill or an assist. Each stack gives +0.15 m/s sprint speed, +0.75% ability range and 16 souls per minute, up to 16 stacks, and the stacks stay through death. As a support you get assists in almost every fight, which is why the video can roam the map, get value everywhere and still keep up in souls. The catch since May 1 is −15% weapon damage against NPCs, so let your carries take the troopers.

**Refresher** (6,400 souls, 300 s cooldown) resets all your ability cooldowns and restores your charges. There's a 0.6 s delay, and the wiki says anything you cast during that delay also gets reset. For Dynamo it means a second Singularity: win the fight with the first, then refresh and use the second to secure the Soul Urn or the Mid-Boss. It's the core of the dynamo late game build, and the build note in the video ranks Refresher and Kevlar first among the end-game items.

## Laning, crates and farming on the new map

![Dynamo next to breakable crates in a corridor, farming souls between lanes](https://api.guides-factory.com/media/uploads/2026/10/final_0705.webp)

<span class="badge free">free</span> In lane, bring the enemy down with your gun and Kinetic Pulse, then channel Aurora between trades instead of going back to base. The video's other main dynamo tips: break crates whenever you walk past them. Its example was an 800-soul swing from jungle crates, and its point was that any hero who's behind in souls is usually skipping breakables. The September 29 City Never Sleeps rework added new breakables and more buffs from breakables and Sinner's Sacrifices, so that advice matters even more now. Neutral camps were renamed Haunts and reworked in the same update. Haunts give souls to every player who damaged them, so Dynamo can tag a camp while a teammate clears it.

All of the video's gameplay is on the old map, so its routes and the locations in its clips no longer apply. Learn the new lanes and Haunt camps before you copy any roaming paths.

## Teamfights, Soul Urn and Unstable Rift

![Dynamo going invulnerable with Quantum Entanglement during a street fight](https://api.guides-factory.com/media/uploads/2026/10/final_0380_2Y4jQC0.webp)

<span class="badge setup">setup</span> Your job in a fight is to start it or save it. Wait until the enemy carry is committed, then dash-jump, Warp Stone and Singularity. Keep Entanglement ready to take away an enemy ultimate. The video's main teamfight advice: announce your Singularity and Refresher cooldowns so your team doesn't take fights without them.

The objectives changed since the video. Per the wiki, the Soul Urn spawns at 10 minutes and every 5 minutes after, alternating between the Yellow and Green lane bridges. Any stun forces the carrier to drop it, so Singularity is a guaranteed urn stop. The Unstable Rift (added June 30) first appears around 11 minutes and every 7 minutes after on a random side lane bridge. It's a 20 m capture point that takes 12 s to claim and shows everyone standing in it on the minimap. A Singularity on that point, followed by an Aurora heal, is often the whole fight.

## Pushing the Patron with your ultimate

![Dynamo's team pushing into the enemy base against the Hidden King late in the match](https://api.guides-factory.com/media/uploads/2026/10/final_1058.webp)

<span class="badge free">free</span> At the end of the video's game, the team pushes into the enemy base with Singularity ready. Late in a match, one wide Singularity on a group defending their base can end the game. Push only when your ult (or Refresher) is ready, Aurora your team between waves, and keep Entanglement for the teammate who gets caught going in.

## Dynamo counters and how to play around them

![Dynamo in a close-range teamfight as enemies try to escape his abilities](https://api.guides-factory.com/media/uploads/2026/10/final_0525_0bLYiTi.webp)

<span class="badge skip">skip</span> Don't cast Singularity on a target that has Unstoppable available. The wiki lists Singularity's stun as suppressed by Unstoppable (6,400 souls, 5.5 s duration, 60 s cooldown). It also notes that if Unstoppable runs out while Singularity is still channeling, the hero does get pulled in, so a longer Singularity can outlast it. Counterspell (3,200 souls) lets a well-timed parry block the effects of an enemy ability, and Divine Barrier removes the Kinetic Pulse debuffs. Paradox's swap is the one thing the wiki says can pull a hero out of the black hole.

If you're playing against Dynamo, these are the most reliable dynamo counter options:

- **Unstoppable or Counterspell** on your most important carry, saved for his ultimate.
- **Slowing Hex** (1,600 souls, 29 s cooldown since September 16) to shut down his Entanglement and Warp Stone escapes.
- **Healbane** (−35% incoming healing on spirit damage) or other anti-heal, since the wiki notes Aurora is reduced by healing reduction.
- **Spreading out** during fights so a 7 to 9 m Singularity catches one hero instead of five.

## How this guide was fact-checked

Ability numbers, ability upgrades, item costs and stats, and patch dates come from deadlock.wiki (the Dynamo page, Dynamo/Update history, the item pages, Soul Urn, Unstable Rift, Haunts and the Updates list), checked on October 19, 2026. Dynamo has had no changes since July 28, 2026, according to his update history.

From the video (Leafar_ODK, May 30, 2026), as shown on screen: the build in the build browser, the skill order, Entanglement's dodge and through-wall tricks, the dash-reset escape and the advice to break crates. The 5-second Singularity and the 800-soul crate example are the video's own figures.

Corrections made: the ability is Rejuvenating Aurora, not "Regenerating Aura". Aurora heals 30/s now, up from 25/s (June 30). Singularity's cooldown is 250 s now, up from 230 s (June 30 to 265 s, July 28 to 250 s). Entanglement's tier 3 no longer dispels debuffs; it shortens them by 50% (May 22). Trophy Collector gives 16 souls per minute per stack, not 18 (September 16). Diviner's Kevlar now has +10% ult cooldown reduction (September 16). Spirit Burn now hits only one target (July 28). The Broker's corrupted items, seen in some post-rework Dynamo videos, were only in standard matches from September 29 to October 2, 2026, so they aren't part of this build.

## What this guide doesn't answer

- **Gun-focused Dynamo builds:** a separate playstyle with different items. The video and this guide cover the ability build.
- **Exact routes on the City Never Sleeps map:** the video predates the rework, and we don't publish routes we couldn't verify.
- **Matchup-by-matchup lane advice:** there are too many heroes, and new ones keep arriving (several in October alone), for a reliable table.
- **Street Brawl:** that mode drafts items and weakens Aurora's tier 3 (1.7% max health per second instead of 2.5%), so this build doesn't apply there.
- **Hero tier placement:** that's covered in our Deadlock tier list, not here.

---

## FAQ

### What is the best Dynamo build in Deadlock right now?

Start with Arcane Surge, Trophy Collector and Healing Booster, plus Duration Extender, Mystic Expansion and Compress Cooldown imbued on Singularity. Mid game, add Warp Stone, Superior Duration, Superior Cooldown and Greater Expansion. Late game, buy Refresher and Diviner's Kevlar first, then Transcendent Cooldown and Healing Tempo. Since September 16, 2026, Diviner's Kevlar also gives +10% ultimate cooldown reduction.

### What is Dynamo's skill order?

Put the first point in Kinetic Pulse and take its tier 1 upgrade for a second charge, then level Rejuvenating Aurora for lane sustain. After that, upgrade Singularity whenever you can, then Quantum Entanglement tiers 1 and 2. Aurora tier 3 is the biggest spike: you can move and cast while healing, and it heals an extra 2.5% of max health per second.

### How long is Dynamo's Singularity cooldown and how long does it last?

The current wiki lists Singularity at a 250 s cooldown (the June 30, 2026 global ultimate change raised it to 265 s, then July 28 lowered it to 250 s). The base channel is 2.75 s with a 7 m radius, tier 2 extends it to 3.5 s, and duration items such as Superior Duration and Diviner's Kevlar extend it further.

### How do you save teammates with Quantum Entanglement?

Use the alternate cast to bring allies within 13 m with you. All of you are untargetable for 1.4 s, so you can dodge a Bebop bomb or an Infernus ultimate. If a wall would break line of sight, Entanglement brings the ally to your destination anyway, which is how you pull teammates through walls and roofs.

### How do you counter Dynamo in Deadlock?

Save Unstoppable or Counterspell for his Singularity: Unstoppable suppresses the stun, and a well-timed Counterspell parry blocks ability effects. Slowing Hex shuts down his Entanglement and Warp Stone escapes, and anti-heal such as Healbane reduces Rejuvenating Aurora. Spread out in fights so one Singularity can't catch your whole team.

