Dynamo Roller: Difference between revisions

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m (Removed Gold from S3 infobox, as it hasn't been released yet and is missing image)
(Added data section for splatoon 3)
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* {{RotMMission|05|09}} [[Low Viz, High Risk]]
* {{RotMMission|05|09}} [[Low Viz, High Risk]]
* {{RotMMission|05|12}} [[You'll Go Far If You Shoot Far]]
* {{RotMMission|05|12}} [[You'll Go Far If You Shoot Far]]
=== Data ===
<section begin=data3 />
{{Roller data s3
| BodyParam $type = spl__BulletRollerBodyParam
| CollisionParam KnockBackOpponent AccelMax = 800.0
| CollisionParam KnockBackOpponent AccelMin = 420.0
| CollisionParam KnockBackOpponent MyVelocityRate = 30.0
| CollisionParam KnockBackOpponent OpponentVelocityRate = 4800.0
| CollisionParam KnockBackRollerPlayerDamageOff AccelMax = 280.0
| CollisionParam KnockBackRollerPlayerDamageOff AccelMin = 280.0
| CollisionParam KnockBackRollerPlayerDamageOff MyVelocityRate = 4800.0
| CollisionParam KnockBackRollerPlayerDamageOff OpponentVelocityRate = 30.0
| CollisionParam KnockBackRollerPlayerDamageOn AccelMax = 550.0
| CollisionParam KnockBackRollerPlayerDamageOn AccelMin = 410.0
| CollisionParam KnockBackRollerPlayerDamageOn MyVelocityRate = 4800.0
| CollisionParam KnockBackRollerPlayerDamageOn OpponentVelocityRate = 30.0
| WidthHalf = 1.4
| Damage = 1250
| SpeedMax = 0.108
| WidthHalfMax = 3.4
| CheckLength = 1.3
| Radius = 0.75
| BulletAdditionMovePlayerSplashNearestParam $type = spl__SpawnBulletAdditionMovePlayerParam
| XRate = 0.3
| YPlusRate = 0.0
| BulletAdditionMovePlayerSplashNearestParam ZRate = 0.3
| KnockBackByCanopyParam $type = spl__BulletRollerBodyKnockBackByCanopyParam
| KnockBackByCanopyParam KnockBackRollerPlayerDamageOff AccelMax = 750.0
| KnockBackByCanopyParam KnockBackRollerPlayerDamageOff AccelMin = 700.0
| KnockBackByCanopyParam KnockBackRollerPlayerDamageOff MyVelocityRate = 4800.0
| KnockBackByCanopyParam KnockBackRollerPlayerDamageOff OpponentVelocityRate = 2000.0
| KnockBackByCanopyParam KnockBackRollerPlayerDamageOn AccelMax = 750.0
| KnockBackByCanopyParam KnockBackRollerPlayerDamageOn AccelMin = 700.0
| KnockBackByCanopyParam KnockBackRollerPlayerDamageOn MyVelocityRate = 4800.0
| KnockBackByCanopyParam KnockBackRollerPlayerDamageOn OpponentVelocityRate = 2000.0
| MainEffectiveRangeUpParam $type = spl__PlayerGearSkillParam_MainEffectiveRangeUp
| High = 1.57
| Mid = 0.89
| MainWeaponSetting $type = spl__PlayerGearSkillParam_MainWeaponSetting
| Overwrite_ConsumeRt_Main_High = 0.5
| Overwrite_ConsumeRt_Main_Mid = 0.7
| WeaponSpeedType = Slow
| WeaponRollParam $type = spl__WeaponRollerRollParam
| DashFrame = 90
| InkConsumeMaxPerFrame = 0.001
| InkConsumeMinPerFrame = 0.0002
| InkRecoverStop = 20
| SpeedDash = 0.108
| SpeedDashTurnBreak = 0.088
| SpeedInkConsumeMax = 0.108
| SpeedInkConsumeMin = 0.02
| SpeedNormal = 0.088
| spl__SpawnBulletAdditionMovePlayerParam $type = spl__SpawnBulletAdditionMovePlayerParam
| spl__SpawnBulletAdditionMovePlayerParam ZRate = 2.0
}}
==== Horizontal swing (from ground) ====
{{Roller data s3
| WeaponWideSwingParam $type = spl__WeaponRollerSwingParam
| WidthScale = 2.0
| InkConsume = 0.18
| InkConsumeRateDepletion = 0.5
| InkRecoverStop = 65
| SwingFrame = 45
| SwingMoveSpeed = 0.024
| WideSwingUnitGroupParam $type = spl__BulletRollerInkWideSwingUnitGroupParam
| DamageRejectEndFrame = 55
| DamageRejectRate = 0.5
| DamageRejectStartFrame = 30
| Inside DamageHighDistance = 10.77
| Inside DamageHighValue = 1000
| Inside DamageLowDistance = 16.49
| Inside DamageLowValue = 500
| Inside DamageMaxDistance = 7.2
| Inside DamageMaxValue = 1800
| Inside DamageMinDistance = 17.4
| Inside DamageMinValue = 400
| Inside Degree = 12.0
| Inside DepletionDamageRate = 0.25
| Inside FinalDamageMinValue = 400
| InsideDistanceXZ = 1.2
| Outside DamageHighDistance = 3.38
| Outside DamageHighValue = 1000
| Outside DamageLowDistance = 9.91
| Outside DamageLowValue = 500
| Outside DamageMaxDistance = 0.2
| Outside DamageMaxValue = 1200
| Outside DamageMinDistance = 12.2
| Outside DamageMinValue = 400
| DamageRate = 1.0
| Outside Degree = 20.0
| Outside DepletionDamageRate = 0.25
| Outside FinalDamageMinValue = 400
| MaxHeight = 0.2
| X = 0.0
| Y = -2.0
| Z = 0.5
| PaintDepthScale = 1.5
| PaintWidthHalf = 1.5
| 0_BulletNum = 16
| DepletionBulletNum = 3
| DepletionSpeedRate = 0.5
| 0_SpawnPositionOffsetHeight = 0.0
| 0_SpawnPositionRandomCube = 0.1
| 0_SpawnPositionWidth = 0.8
| 0_SpawnSpeedBase = 1.2
| 0_SpawnSpeedRandom = 0.52
| 0_SpawnWideDegree = 18.0
| 0_SwerveRateBySpeed = 0.05
| 0_UnitParam ChangeFrameForField = 2
| 0_UnitParam ChangeFrameForPlayer = 5
| UnitParam DepletionRate = 0.5
| 0_UnitParam EndRadiusForField = 0.8
| 0_UnitParam EndRadiusForPlayer = 1.2
| 0_UnitParam FriendThroughFrameForPlayer = 3
| 0_UnitParam InitRadiusForField = 0.1
| 0_UnitParam InitRadiusForPlayer = 0.1
| 0_UnitParam EndRadius = 0.55
| 0_UnitParam InitRadius = 0.55
| 0_UnitParam FreeAirResist = 0.1
| 0_UnitParam FreeGravity = 0.04
| 0_UnitParam GoStraightToBrakeStateFrame = 9
| 0_UnitParam SpawnSpeed = 0.0
| 0_UnitParam ChangeFrameWidthRate = 0.7
| 0_UnitParam ChangeWidthEndFrame = 60
| 0_UnitParam ChangeWidthStartFrame = 25
| 0_UnitParam DegreeUseDepthScaleMin = 50.0
| 0_UnitParam DepletionDepthWidthRate = 0.5
| 0_UnitParam DepthScaleMaxBreakFree = 2.4
| 0_UnitParam DepthScaleMaxStraight = 2.4
| 0_UnitParam DepthScaleMinBreakFree = 1.2
| 0_UnitParam DistanceFar = 20.0
| 0_UnitParam HeightUseDepthScaleMaxBreakFree = 1.5
| 0_UnitParam HeightUseDepthScaleMinBreakFree = 10.0
| 0_UnitParam WidthHalfFar = 1.95
| 0_UnitParam WidthHalfNear = 2.1
| 0_UnitParam PaintRadiusFall = 0.8
| 0_UnitParam PaintRadiusGround = 0.5
| 0_UnitParam FallPeriodFirstFrameMax = 80
| 0_UnitParam FallPeriodFirstFrameMin = 60
| 0_UnitParam FallPeriodLastFrameMax = 35
| 0_UnitParam FallPeriodLastFrameMin = 20
| 0_UnitParam FallPeriodSecondFrame = 5
| 0_UnitParam FallPeriodSecondTargetSpeed = 0.08
| 1_BulletNum = 2
| 1_DepletionSpeedRate = 0.5
| 1_SpawnPositionOffsetHeight = 0.0
| 1_SpawnPositionRandomCube = 0.1
| 1_SpawnPositionWidth = 0.4
| 1_SpawnSpeedBase = 0.5
| 1_SpawnSpeedRandom = 0.1
| 1_SpawnWideDegree = 4.0
| 1_SwerveRateBySpeed = 0.0
| UnitDamageRate = 0.0
| 1_UnitParam ChangeFrameForField = 2
| 1_UnitParam ChangeFrameForPlayer = 3
| 1_UnitParam DepletionRate = 0.5
| 1_UnitParam EndRadiusForField = 0.6
| 1_UnitParam EndRadiusForPlayer = 0.6
| 1_UnitParam FriendThroughFrameForPlayer = 3
| 1_UnitParam InitRadiusForField = 0.1
| 1_UnitParam InitRadiusForPlayer = 0.1
| 1_UnitParam EndRadius = 0.55
| 1_UnitParam InitRadius = 0.3
| 1_UnitParam FreeAirResist = 0.1
| 1_UnitParam FreeGravity = 0.04
| 1_UnitParam GoStraightToBrakeStateFrame = 8
| 1_UnitParam SpawnSpeed = 0.0
| 1_UnitParam ChangeFrameWidthRate = 0.7
| 1_UnitParam ChangeWidthEndFrame = 60
| 1_UnitParam ChangeWidthStartFrame = 25
| 1_UnitParam DegreeUseDepthScaleMin = 50.0
| 1_UnitParam DepletionDepthWidthRate = 0.5
| 1_UnitParam DepthScaleMaxBreakFree = 2.4
| 1_UnitParam DepthScaleMaxStraight = 2.4
| 1_UnitParam DepthScaleMinBreakFree = 1.2
| 1_UnitParam DistanceFar = 20.0
| 1_UnitParam HeightUseDepthScaleMaxBreakFree = 1.5
| 1_UnitParam HeightUseDepthScaleMinBreakFree = 10.0
| 1_UnitParam WidthHalfFar = 1.5
| 1_UnitParam WidthHalfNear = 1.8
| 1_UnitParam PaintRadiusFall = 0.6
| 1_UnitParam PaintRadiusGround = 0.35
| PaintRadiusShock = 1.2
| 1_UnitParam FallPeriodFirstFrameMax = 70
| 1_UnitParam FallPeriodFirstFrameMin = 50
| FallPeriodFirstTargetSpeed = 0.05
| 1_UnitParam FallPeriodLastFrameMax = 35
| 1_UnitParam FallPeriodLastFrameMin = 20
| 1_UnitParam FallPeriodSecondFrame = 5
| 1_UnitParam FallPeriodSecondTargetSpeed = 0.08
}}
==== Vertical swing (from air) ====
{{Roller data s3
| VerticalSwingUnitGroupParam $type = spl__BulletRollerInkVerticalSwingUnitGroupParam
| DamageRejectEndFrame = 65
| DamageRejectRate = 0.5
| DamageRejectStartFrame = 40
| Inside DamageHighDistance = 12.87
| Inside DamageHighValue = 1000
| Inside DamageLowDistance = 19.53
| Inside DamageLowValue = 500
| Inside DamageMaxDistance = 8.2
| Inside DamageMaxValue = 1800
| Inside DamageMinDistance = 20.6
| Inside DamageMinValue = 400
| Inside Degree = 5.0
| Inside DepletionDamageRate = 0.5
| Inside FinalDamageMinValue = 400
| Outside DamageHighDistance = 12.87
| Outside DamageHighValue = 1000
| Outside DamageLowDistance = 19.53
| Outside DamageLowValue = 500
| Outside DamageMaxDistance = 8.2
| Outside DamageMaxValue = 1800
| Outside DamageMinDistance = 20.6
| Outside DamageMinValue = 400
| DamageRate = 1.0
| Outside Degree = 20.0
| Outside FinalDamageMinValue = 400
| SpawnSplashBetweenLength = 5.2
| SpawnSplashFirstLength = 1.5
| SpawnSplashNum = 6
| MaxHeight = 0.2
| X = 0.0
| Y = -2.0
| Z = 0.5
| PaintDepthScale = 1.5
| PaintWidthHalf = 1.5
| DepthScaleMax = 3.0
| DepthScaleMin = 3.0
| WidthHalf = 1.8
| WidthHalfNearest = 1.8
| 0_DepletionSpeedRate = 0.7
| 0_FourPetalsCenterRadiusRate = 0.4286
| 0_FourPetalsPetalRadiusRate = 0.3333
| 0_SpawnPositionOffsetHeight = 1.0
| 0_SpawnRotateXDegreeBase = 7.5
| 0_SpawnRotateYDegree = 0.0
| 0_SpawnSpeedBase = 2.0289
| 0_UnitParam ChangeFrameForField = 4
| 0_UnitParam ChangeFrameForPlayer = 6
| 0_UnitParam DepletionRate = 0.5
| 0_UnitParam EndRadiusForField = 1.05
| 0_UnitParam EndRadiusForPlayer = 1.05
| 0_UnitParam FriendThroughFrameForPlayer = 3
| 0_UnitParam InitRadiusForField = 0.1
| 0_UnitParam InitRadiusForPlayer = 0.1
| 0_UnitParam EndRadius = 0.52
| 0_UnitParam InitRadius = 0.52
| 0_UnitParam FreeAirResist = 0.1
| 0_UnitParam FreeGravity = 0.04
| 0_UnitParam GoStraightToBrakeStateFrame = 9
| 0_UnitParam SpawnSpeed = 0.0
| 0_UnitParam ChangeFrameWidthRate = 0.6
| 0_UnitParam ChangeWidthEndFrame = 65
| 0_UnitParam ChangeWidthStartFrame = 40
| 0_UnitParam DegreeUseDepthScaleMin = 50.0
| 0_UnitParam DepletionDepthWidthRate = 0.5
| 0_UnitParam DepthScaleMaxBreakFree = 1.6
| 0_UnitParam DepthScaleMaxStraight = 1.6
| 0_UnitParam DepthScaleMinBreakFree = 1.2
| 0_UnitParam DistanceFar = 30.0
| 0_UnitParam DistanceNear = 10.0
| 0_UnitParam HeightUseDepthScaleMaxBreakFree = 1.5
| 0_UnitParam HeightUseDepthScaleMinBreakFree = 10.0
| 0_UnitParam WidthHalfFar = 4.0
| 0_UnitParam WidthHalfNear = 3.8
| FallPeriodFirstSecondTargetAlp = 1.0
| 0_UnitParam PaintRadiusFall = 0.8
| 0_UnitParam PaintRadiusGround = 0.8
| 0_UnitParam PaintRadiusShock = 1.6
| 0_UnitParam FallPeriodFirstFrameMax = 80
| 0_UnitParam FallPeriodFirstFrameMin = 60
| 0_UnitParam FallPeriodFirstTargetSpeed = 0.08
| 0_UnitParam FallPeriodLastFrameMax = 35
| 0_UnitParam FallPeriodLastFrameMin = 20
| 0_UnitParam FallPeriodSecondFrame = 5
| 0_UnitParam FallPeriodSecondTargetSpeed = 0.1
| 1_AfterOffsetSpawnRotateXDegree = -2.5
| 1_AfterOffsetSpawnSpeed = -0.2
| 1_BulletNum = 2
| DepletionBulletNum = 2
| DepletionSpeedRate = 0.7
| 1_FourPetalsCenterRadiusRate = 0.4286
| 1_FourPetalsPetalRadiusRate = 0.3333
| 1_SpawnPositionHeight = 0.25
| 1_SpawnPositionOffsetHeight = 0.25
| 1_SpawnRotateXDegreeBase = 5.0
| 1_SpawnRotateYDegree = 0.0
| 1_SpawnSpeedBase = 1.8289
| SpawnWideDegree = 0.0
| 1_UnitParam ChangeFrameForField = 4
| 1_UnitParam ChangeFrameForPlayer = 6
| 1_UnitParam DepletionRate = 0.5
| 1_UnitParam EndRadiusForField = 1.05
| 1_UnitParam EndRadiusForPlayer = 1.05
| 1_UnitParam FriendThroughFrameForPlayer = 3
| 1_UnitParam InitRadiusForField = 0.1
| 1_UnitParam InitRadiusForPlayer = 0.1
| 1_UnitParam EndRadius = 0.52
| 1_UnitParam InitRadius = 0.52
| 1_UnitParam FreeAirResist = 0.1
| 1_UnitParam FreeGravity = 0.04
| 1_UnitParam GoStraightToBrakeStateFrame = 9
| 1_UnitParam SpawnSpeed = 0.0
| 1_UnitParam ChangeFrameWidthRate = 0.6
| 1_UnitParam ChangeWidthEndFrame = 65
| 1_UnitParam ChangeWidthStartFrame = 40
| 1_UnitParam DegreeUseDepthScaleMax = 10.0
| 1_UnitParam DegreeUseDepthScaleMin = 50.0
| 1_UnitParam DepletionDepthWidthRate = 0.5
| 1_UnitParam DepthScaleMaxBreakFree = 2.4
| 1_UnitParam DepthScaleMaxStraight = 2.4
| 1_UnitParam DepthScaleMinBreakFree = 1.2
| 1_UnitParam DepthScaleMinStraight = 1.0
| 1_UnitParam DistanceFar = 30.0
| 1_UnitParam DistanceNear = 10.0
| 1_UnitParam HeightUseDepthScaleMaxBreakFree = 1.5
| 1_UnitParam HeightUseDepthScaleMinBreakFree = 10.0
| 1_UnitParam WidthHalfFar = 2.3
| 1_UnitParam WidthHalfNear = 2.0
| 1_UnitParam PaintRadiusFall = 0.8
| 1_UnitParam PaintRadiusGround = 0.8
| 1_UnitParam PaintRadiusShock = 1.6
| 1_UnitParam FallPeriodFirstFrameMax = 80
| 1_UnitParam FallPeriodFirstFrameMin = 60
| 1_UnitParam FallPeriodFirstTargetSpeed = 0.08
| 1_UnitParam FallPeriodLastFrameMax = 35
| 1_UnitParam FallPeriodLastFrameMin = 20
| 1_UnitParam FallPeriodSecondFrame = 5
| 1_UnitParam FallPeriodSecondTargetSpeed = 0.1
| 2_AfterOffsetSpawnRotateXDegree = -2.5
| 2_AfterOffsetSpawnSpeed = -0.2
| 2_BulletNum = 2
| 2_DepletionBulletNum = 0
| 2_DepletionSpeedRate = 0.7
| 2_SpawnPositionHeight = 0.25
| 2_SpawnPositionOffsetHeight = -0.75
| 2_SpawnRotateYDegree = 0.0
| 2_SpawnSpeedBase = 1.4289
| 2_UnitParam ChangeFrameForField = 3
| 2_UnitParam ChangeFrameForPlayer = 5
| 2_UnitParam DepletionRate = 0.5
| 2_UnitParam EndRadiusForField = 0.7
| 2_UnitParam EndRadiusForPlayer = 0.9
| 2_UnitParam FriendThroughFrameForPlayer = 3
| 2_UnitParam InitRadiusForField = 0.1
| 2_UnitParam InitRadiusForPlayer = 0.1
| 2_UnitParam EndRadius = 0.52
| 2_UnitParam InitRadius = 0.52
| 2_UnitParam FreeAirResist = 0.1
| 2_UnitParam FreeGravity = 0.04
| 2_UnitParam GoStraightToBrakeStateFrame = 9
| 2_UnitParam SpawnSpeed = 0.0
| 2_UnitParam ChangeFrameWidthRate = 0.6
| 2_UnitParam ChangeWidthEndFrame = 65
| 2_UnitParam ChangeWidthStartFrame = 40
| 2_UnitParam DegreeUseDepthScaleMax = 10.0
| 2_UnitParam DegreeUseDepthScaleMin = 50.0
| 2_UnitParam DepletionDepthWidthRate = 0.5
| 2_UnitParam DepthScaleMaxBreakFree = 2.4
| 2_UnitParam DepthScaleMaxStraight = 2.4
| 2_UnitParam DepthScaleMinBreakFree = 1.2
| 2_UnitParam DepthScaleMinStraight = 1.0
| 2_UnitParam DistanceFar = 30.0
| 2_UnitParam DistanceNear = 10.0
| 2_UnitParam HeightUseDepthScaleMaxBreakFree = 1.5
| 2_UnitParam HeightUseDepthScaleMinBreakFree = 10.0
| 2_UnitParam WidthHalfFar = 2.3
| 2_UnitParam WidthHalfNear = 2.0
| 2_UnitParam PaintRadiusFall = 0.8
| 2_UnitParam PaintRadiusGround = 0.8
| 2_UnitParam PaintRadiusShock = 1.6
| 2_UnitParam FallPeriodFirstFrameMax = 80
| 2_UnitParam FallPeriodFirstFrameMin = 60
| 2_UnitParam FallPeriodFirstTargetSpeed = 0.08
| 2_UnitParam FallPeriodLastFrameMax = 35
| 2_UnitParam FallPeriodLastFrameMin = 20
| 2_UnitParam FallPeriodSecondFrame = 5
| 2_UnitParam FallPeriodSecondTargetSpeed = 0.1
| WeaponVerticalSwingParam $type = spl__WeaponRollerSwingParam
| InkConsume = 0.18
| InkConsumeRateDepletion = 0.5
| InkRecoverStop = 80
| SwingFrame = 55
| SwingMoveSpeed = 0.024
}}<ref>[https://leanny.github.io/splat3/parameters.html ''Splatoon 3'' - Parameter Database]</ref><ref>[https://leanny.github.io/splat3/database.html ''Splatoon 3'' - Weapon and Gear Database]</ref><section end=data3 />


=== Version history ===
=== Version history ===

Revision as of 22:43, 21 April 2023

Splatoon "S" icon.svg
Splatoon 2 "2" icon.svg
Splatoon 3 "3" icon.svg

The Dynamo Roller is a main weapon in the Splatoon series.

The Dynamo Roller can cover turf while in motion and can fling a large amount of ink at medium range. Compared to the Splat Roller, this roller is much slower but covers a larger area while rolling and throwing ink. It has the greatest range of all the roller class weapons, but sacrifices speed; it rolls slowly when pushed, and it takes over a second to fling ink. The slow ink-flinging windup animation leaves the player vulnerable when attacking, as no other actions may be performed while preparing the fling, and it is not possible to cancel a fling once initiated. The Dynamo Roller's mobility is low, so speed is impaired when it is equipped, even when not attacking with the weapon.

Appearance

The Dynamo Roller has a metal handle that is a light bronze color in Splatoon or duller bronze in Splatoon 2 and black. The middle of the handle is shaped a bit like a vase and has two short, straight tubes running in front of and behind it. These tubes change color to match the user's ink. The roller part, like all rollers', changes color to match the user's ink. When out of ink, it displays a polka dot pattern. On both sides of the roller are silver-colored metal attachments that connect to each other via a bronze-colored stick of metal. The left attachment connects the roller to the handle.

Splatoon

Dynamo Roller

Dynamo Roller

Basic information
Category Main
Class Roller
Sub S Weapon Sub Sprinkler.png Sprinkler
Special S Weapon Special Echolocator.png Echolocator
Special points
Special depletion Special gauge 75%
Range
72 / 100
Damage
Impact
Fire rate
Charge speed
Ink speed
30 / 100
Mobility
Durability
Handling
18 / 100
Obtainable at
Level 15
Cost Cash 10,000
Requirement S Icon Sunken Scroll.png Octobot King
Added in
Specifications
Weight
Base damage 25–125 (Splash)
160 (Roll)
Base duration
Ink consumption 20% (Splash)
0.1% per frame (Roll)
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variants Gold Dynamo Roller Gold Dynamo Roller
Tempered Dynamo Roller Tempered Dynamo Roller

The Dynamo Roller comes with Sprinkler and Echolocator. It can only be purchased after collecting the Sunken Scroll from the Octo Valley mission Enter the Octobot King!, and after reaching level fifteen.

Data

Template:Roller data s[1]

Version history

Version Adjustments
2.2.0
  • Amount of time needed before the ink begins filling after swinging the roller increased.
  • Players can only splat their opponents in one hit if they hit with the center of the roller.
  • Opponents cannot be splatted in one hit when the player is out of ink.
  • Calculation method for damage when the roller is repeatedly swung modified.
2.7.0
  • Special gauge loss: 50% → up to 75%
  • Swim speed decreased by about 10%.
2.9.0
  • When using the ink fling attack, decreased the central zone in which it was possible to splat an opponent with a single attack by 18%.
  • Increased damage dealt when flinging ink to attack the barrier around the Rainmaker in Rainmaker mode by 12%.
  • Time taken to begin recovering ink after ink fling attack: 1.17 seconds → 1.33 seconds

Quotes

S Sheldon Artwork.png
Sheldon's Introduction

The Dynamo Roller is a roller I designed myself upon using my granddad's blueprints! It wound up with incredible power, but the dynamo motor does weigh it down a bit... oh, well. Anyway, ink turf with the Sprinkler and track enemies with the Echolocator, and you'll be winning in no time!(NA)[a]

Using the blueprints as a starting point, Sheldon has rigged up a motor to the roller base. Cumbersome to use, but delivers a powerful burst of ink when swung.
— In-Game Description
Notes
  1. North America

Gallery

Demonstration

Splatoon 2

Dynamo Roller
S2 Weapon Main Dynamo Roller.png
Basic information
Category Main
Class Roller
Sub S2 Weapon Sub Ink Mine.png Ink Mine
Special S2 Weapon Special Sting Ray.png Sting Ray
Special points 180p
Special depletion
Range
76 / 100
Damage
Impact
Fire rate
Charge speed
Ink speed
25 / 100
Mobility
Durability
Handling
20 / 100
Obtainable at
Level 20
Cost Cash 24,500
Requirement
Added in
Specifications
Weight
Base damage 40–180 (Ground)
40–180 (Midair)
125 (Roll)
Base duration
Ink consumption 18% (Splash)
0.1% per frame (Roll)
Base range
Rate of fire
Muzzle velocity
Base accuracy

MPU effect
SPU effect
SPU effect
Other variants Gold Dynamo Roller Gold Dynamo Roller
Kensa Dynamo Roller Kensa Dynamo Roller

The Dynamo Roller returns in Splatoon 2, with minor appearance changes but significant performance changes. It comes with Ink Mines and Sting Ray. Jumping before flinging ink performs a long-ranged vertical swing. The vertical swing paints a long path of ink and damages distant opponents. If it hits, the vertical fling can splat a Steelhead in only one shot.

It appears in two Octo Expansion Stations:

Data

Template:Roller data s2

Horizontal swing (from ground)

Template:Roller data s2

Vertical swing (while jumping)

Template:Roller data s2[2][3]

Version history

Version Adjustments
Base game
  • Splash attacks in midair changed to slower vertical swings that are narrow and have increased range.
  • Ink consumption per flick: 20.0% → 18.0%
  • Ground splash range decreased by about 8%.
  • Ground splash damage: 25–125 → 35–150
  • Roll damage: 160 → 125
  • Movement speed while rolling increased: 0.98 → 1.08
  • When rolling you need to accelerate to max rolling speed : 0.88 → 1.08
1.2.0
  • Extended range for dealing maximum damage to an opponent by 14%
1.4.0
  • Increased width of ink path when using ZR to ink the ground continuously and moving at maximum speed by roughly 13%.
  • Slightly increased the width of ink coverage when using a horizontal swing from a location higher than the surrounding area.
  • Increased damage dealt to opposing Ballers with either a vertical or horizontal swing by roughly 60%.
  • Decreased the knock back distance when coming into contact with a roller that has run out of ink or is in mid-air.
  • Fixed an issue causing the aiming reticule to display outside the center of the screen when moving the camera and using a roller or brella-type weapon.
  • In Rainmaker mode, equipping weapons such as the E-liter 4K and Dynamo Roller will no longer lower movement and swim speed while holding the Rainmaker.
2.2.0
  • Horizontal fling and vertical fling maximum damage: 150.0 → 180.0
  • Horizontal fling indirect hit damage range expanded, the area where the damage is above 50.0 was widened by 21%
  • Vertical fling indirect hit damage range expanded, the area where the damage is above 50.0 was lengthened by 11%
3.0.0
  • Increased number of ink droplets generated by a horizontal swing, making the coverage on the area inked more consistent.
  • Increased spread of ink droplets generated by a horizontal swing.
3.2.0
  • Decreased ink consumption when inking the ground with the roller while moving at top speed by roughly 33%.
4.1.0
  • Will now also ink turf closer to the player in addition to previous ink coverage when performing a horizontal swing.

Quotes

S2 Sheldon Artwork.png
Sheldon's Introduction

The Dynamo Roller is a roller I designed myself using a power generator for high strength and long range! The motor does weigh it down a smidge, but the Ink Mines wait until someone gets too close before splashing ink everywhere! And the Sting Ray can take down enemies from a comfortable distance! The set appeals to those too stubborn to give up inked turf.

Gallery

Demonstration

Splatoon 3

Dynamo Roller

Dynamo Roller

Basic information
Category Main
Class S3 Icon Roller.png Roller
Sub S3 Weapon Sub Sprinkler Flat.png Sprinkler
Special S3 Weapon Special Tacticooler.png Tacticooler
Special points 190p
Special depletion
Range
76 / 100
Damage
Impact
Fire rate
Charge speed
Ink speed
25 / 100
Mobility
Durability
Handling
20 / 100
Obtainable at
Level 12
Cost
Requirement
Added in
Weight
Base damage
Base duration
Ink consumption
Base range
Rate of fire
Muzzle velocity
Base accuracy
MPU effect
SPU effect
SPU effect
Other variant

The Dynamo Roller returns in Splatoon 3 with a new design and has Sprinklers and Tacticooler as its kit.

It appears in 2 missions in Alterna:

Data

Template:Roller data s3

Horizontal swing (from ground)

Template:Roller data s3

Vertical swing (from air)

Template:Roller data s3[4][5]

Version history

Version Adjustments
2.1.0
  • The damage-rate reduction caused by distance has been adjusted. You can now cause 50.0 damage / 100.0 damage from farther away than before.

Quotes

S3 Sheldon Artwork.png
Sheldon's Introduction

The Dynamo Roller is a roller I designed myself using a power generator for high strength and long range! Now, I wasn't able to reduce the weight on the motor as much as I would have liked, but this thing can REALLY spill some ink, if I do say so myself. Pair it with the Sprinkler sub, and you can push forward to apply max pressure to the other team. And what will your team be doing, you ask? Why, relaxing and enjoying sweet, sugary sips from your Tacticooler, of course. You'll be the most popular teammate around!

For the advanced user, behold the Dynamo Roller! This heavyweight weapon swings more slowly than other rollers but offers more inkpower. Horizontal and vertical swings practically blanket the area with ink, making it a truly formidable flinger! And roller. It's still a roller.
— @SplatoonNA on Twitter[6]

Badges

Main article: Badge#Weapon freshness

Reaching certain Freshness levels with the Dynamo Roller will reward the player with special badges that they can use on their Splashtag.

Dynamo Roller Badges
S3 Badge Dynamo Roller 4.png 4★ Dynamo Roller User
S3 Badge Dynamo Roller 5.png 5★ Dynamo Roller User

Gallery

Strategy

For competitive tips about the Dynamo Roller

Click to view the strategy for Dynamo Roller. View the strategy page.

Trivia

  • In Splatoon 2, this weapon is tied with the Clash Blaster and Squeezer for the lowest special points for Sting Ray in the game with 180p.
  • Against Salmonids, the Dynamo Roller has the highest DPS (Damage Per Second) at 3000 when rolling.
  • The horizontal swing of the Dynamo Roller will fill more of the special gauge than its vertical swing.
  • The range of the Dynamo Roller's vertical swing surpasses the range of both the Squiffer and Bamboozler series, the Squiffers by a good deal, and the Bamboozlers by a few frames.
  • The Dynamo Roller was one of the weapons available to use in the Splatoon 3 Splatfest World Premiere.
  • In Splatoon 3, the Dynamo Roller no longer has a unique roller cover when out of ink, instead reusing the one from the Splat Roller.
  • In Splatoon 3, it shares its set with the Snipewriter 5H, both having Sprinkler and Tacticooler.

Etymology

Dynamo Roller is derived from Dynamo and Roller. Dynamo is a type of electrical generator, which the Dynamo Roller seems partly based on.

Names in other languages

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References