Competitive:Gold Dynamo Roller

Unofficial

Gear abilities
Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here.

Splatoon 2
Like the original Dynamo Roller, the Gold Dynamo Roller takes a long amount of time and practice to learn and get used to but can be an intimidating and dominating force when wielded by an expert. Compared to both the Vanilla and Kensa variants, its kit allows its user to maintain control of highly contested areas of a stage, such as a Splat Zone.

Use
While the turfing ability and kit of the Gold Dynamo Roller suggests it to be a support weapon, its long range allows it to find success as an anchor as well: Because of the Gold Dynamo Roller's low mobility and long lag between swings, it is less effective in pursuing opponents and better used to suppress their movement and punish overconfident opponents who overextend. Spacing and positioning are critical, so learn its various effective ranges to use it effectively: The Splat Bomb, a versatile sub weapon in many kits, is the Gold Dynamo Roller user's quickest option in close- to medium-ranged combat: Ink Armor enables its user's team to either initiate a push, to recapture a Splat Zone for example, or maintain one, such as while locking out the opponent.
 * Its heavy damage enables it – sometimes with the help from Main Power Up – to destroy certain protective special weapons in one hit, such as Ink Armor and Baller.
 * The long range of its swings – particularly the vertical swing – can reach over some obstacles, poke at and pressure opponents, even swat opposing Inkjet pilots in midair!
 * It can turf large areas with the horizontal flick and long swaths with the vertical one to create paths to swim along, all while quickly building up the special gauge.
 * Without the benefit of Main Power Up, the longer-reaching vertical swing has…
 * …a lethal range – the maximum range at which at least 100 HP of damage is inflicted – of 130 DU, exceeding most short-ranged weapons, such as the Splattershot and the N-ZAP '85 (116.99 DU ).
 * …a two-hit range – the maximum range at which at least 50 HP of damage is delivered – of about 200 DU, which is much longer than that of the Splattershot Pro, the H-3 Nozzlenose, and the Dualie Squelchers (all 160.396 DU ) and just longer than that of the Bamboozler 14 Mk I (195.64 DU ).
 * …a maximum range of about 240 DU, exceeding that of the Heavy Splatling (178.05-218.37 DU ) and the Ballpoint Splatling (225.04-237.094 DU ).
 * While not as long-ranged, the horizontal swing has…
 * …a lethal range of 110 DU, nearly matching that of the Splash-o-matic (110.03 DU ).
 * …a two-hit range of about 165 DU, longer than that of the L-3 Nozzlenose (141.36 DU ) and the Mini Splatling (130.1-154.1 DU ).
 * …a maximum range of about 185 DU, which is just shy of the burst fire mode of the Squeezer (187.39 DU ).
 * By increasing the damage output of both swings, Main Power Up can slightly increase these various ranges.
 * Because most other weapons outdraw the Gold Dynamo Roller, it is usually best to remain a distance around the two-hit range from an opponent and only exploit the lethal damage should they come within the lethal range.
 * If an opponent gets too close, either dropping a Splat Bomb at your feet or rolling it like a bowling ball can provide time and space to escape.
 * It can also be used for poking at and zoning out opponents during the neutral phase, stalling an opponent's push, or denying opponents safe access to important areas of the stage, such as the Tower, that might not be easy to fire at with the main weapon.
 * It can damage or destroy an opponent's brella shield, Splash Wall, or Baller or the Rainmaker shield, while detonating on contact.
 * Any opponents caught within the Splat Bomb's explosion will get damaged or splatted.
 * The Splat Bomb will also inflate or pop a teammate's bubbles but deflate or diffuse an opponent's bubbles.
 * An opponent's Splashdown or Booyah Bomb will defuse any Splat Bombs it comes in contact with, so hold off throwing them until after the special weapon finishes.
 * Time the activation of Ink Armor carefully so that you and your teammates receive its protection before engaging the opponent.
 * Try to activate Ink Armor when most or all teammates are active. Slayers, who risk getting splatted more often, benefit from Ink Armor more than anchors do.
 * Upon activation, Ink Armor will protect its user and their teammates except for those either carrying the Rainmaker or using either Baller or Booyah Bomb.
 * Also, players protected by Ink Armor lose it upon gaining possession of the Rainmaker.
 * A support player, such as a Gold Dynamo Roller user in some compositions, is often expected to carry the Rainmaker while their slayer teammates provide protection up front while turfing a path of ink. Therefore, while Ink Armor will not protect the Rainmaker carrier, it will still benefit their teammates, so cast Ink Armor just before picking up the Rainmaker whenever possible.
 * Specials are also free ink refills; with how much ink the Gold Dynamo Roller uses, Ink Armor could also be used to quickly obtain a full ink tank when needed.

Synergy
The Gold Dynamo Roller has great range and thorough turfing but is lacks mobility while moving or firing and has trouble leading pushes and pursuing opponents. Be sure to include some mobile, shorter-ranged weapons in the team composition. Otherwise, a team with too many longer-ranged weapons will have some glaring drawbacks: Multiple Ink Armors used by the same team do not stack. Therefore, it would be redundant for a team to have more than two Ink Armor users.
 * The lack of mobility will make it difficult for such a team to mount a push.
 * The reduced ability to battle in close range will make the team vulnerable to a well-timed flank or a well-positioned shark.
 * In general, when two Ink Armor-based weapons are on a team, the user of the more aggressive weapon should activate Ink Armor first, freeing them to engage the opponent without potentially losing both a potential Ink Armor and special gauge progress. Because the Gold Dynamo Roller user is often the furthest back member of their team, if another, more mobile Ink Armor-based weapon user fills their special gauge first, the Dynamo user should wait for the latter to activate Ink Armor first then follow up with their Ink Armor as the first one wears off.

Countermeasures

 * An opponent wielding a Gold Dynamo Roller is a slow moving, slow firing target that is easy for a charger or long-ranged splatling user to pick off.
 * The Gold Dynamo Roller has great range and great damage, but it takes time to wind up a swing.
 * Any weapon that can splat the player while they are winding up a swing will work, such as a dualies or a splatling. However, watch out for any Splat Bombs they might drop in self-defense.
 * Keep an eye on the HUD to know when the opponent's Gold Dynamo Roller user has Ink Armor ready to use, and both watch and listen for when it is activated.
 * The best way to prevent the opponent from using armor is to splat the opponent with the Gold Dynamo Roller (or any other Ink Armor-equipped weapon). If a charger or long-ranged splatling user can safely get within range of the opposing Gold Dynamo Roller user and exploit their low mobility during the long firing lag, they can take away their opponents' source of Ink Armor.
 * Fight fire with fire by having and using Ink Armor to counter the opposing Gold Dynamo Roller user's Armor. Skirmishes between armored teams will depend on when each Ink Armor was activated, the players' skill and positioning, turf control, and the availability of other specials.
 * Ink Armor can negate up to 30 HP of damage, so there are a few main and sub weapons that can remove an opponent's Ink Armor in one hit:
 * For example, all variants of the Splattershot, the Splattershot Pro, and the Splat Dualies all inflict at least 30 HP of damage per shot and fire relatively rapidly. All variants of the Splash-o-matic and the Dualie Squelchers can also accomplish this with enough Main Power Up.
 * Object Shredder triples damage inflicted onto armored opponents, allowing weapons that cannot otherwise inflict 30 HP of damage to break an opponent's Ink Armor in one hit. Combining Object Shredder with Ink Storm can nearly neutralize armored pushes by the opponent.
 * The splash damage of most bombs will destroy the Ink Armor of opponents who have no Bomb Defense Up DX equipped.
 * Otherwise, focus fire on armored opponents for longer than usual - preferably while ganging up on one opponent at a time - to compensate for their armor.

Gear abilities
Gear abilities provide different effects in battle that benefit the player with their equipped weapon. This is a guide to gear abilities in relation to the weapon. Strategy, synergy, viability, and purpose may be written here. Bomb Defense Up DX will not only reduce the damage taken from opposing sub and special weapons that are not one-hit-splat but will also reduce the duration of the tracking effects of certain opponent's sub and special weapons, such as Point Sensors and Ink Mines, allowing the user of this ability to evade detection more easily.
 * Just three ability points - one sub - has a lot of utility. This includes, but is not limited to:
 * Ink Armor will not break due to splash damage from bombs and other explosives that do 30 damage.
 * Two near-misses from Inkjet, two bumps from a Baller, and splash damage from two bubbles from Bubble Blower will not splat the user.
 * Getting hit by splash damage from a bomb will not make the user visible on the map.

Due to the Dynamo's high ink consumption, Ink Saver (Main) is used to obtain more flicks. This weapon also gets a bigger boost from this ability compared to other weapons.
 * Three ability points, or one sub, gives an extra flick.
 * Ten ability points, or one main, gives two extra flicks.
 * Nineteen ability points, or a pure, gives three extra flicks. However, it might be better to use Last-Ditch Effort to obtain this rather than investing a third of your gear slots to this ability.

Main Power Up increases damage to rollers, making the weapon more consistent at splatting.

Last-Ditch Effort is a Headgear-exclusive ability that, under specific conditions, grants its user 1 to 24 ability points each of the following abilities: These abilities only begin to take effect under either of the following conditions: The Gold Dynamo Roller can greatly benefit from both the overall reduced ink consumption and quicker ink recovery, allowing its user to more freely use either the main weapon or Splat Bombs during either a crucial defensive stand or a late attempt to reclaim the lead.
 * There are at most 30 seconds remaining on the game clock, or Overtime has begun in a Ranked Battle, at which the maximum 24 ability points will be granted for each of the above abilities.
 * In a Ranked Battle, the opposing team's countdown has at most 50 points remaining. The effects of Last-Ditch Effort increase as the opposing team's countdown decreases from 50 to 30 points remaining, starting with 1 ability point for each ability and maxing out to 24 ability points.

Due to being a heavyweight weapon, the Dynamo inherently swims slower than other weapons. Swim Speed Up enables its user to more quickly close the distance towards an opponent, more quickly respond to an opponents' push, or even escape unfavorable situations.
 * Just three ability points, or one sub, will increase the Dynamo's swim speed to 1.88 units per frame - which is roughly the same as a middleweight weapon without any Swim Speed Up, at 1.92 units per frame.
 * Nine ability points, or three subs, will allow the user to swim just slightly faster than a lightweight weapon without any Swim Speed Up at 2.02 units per frame.

This will allow you to charge up your special more and and allows for extra Ink Armors, allowing you and your teammates to take hits often.

Super Jumping to a teammate after respawning carries the risk of getting splatted upon landing, due to the appearance of a Super Jump indicator. When equipped, Stealth Jump better covers this indicator from long distance opponents, allowing its user to more safely return to the front lines and maintain pressure on the opponent.