Competitive:Dynamo Roller: Difference between revisions

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Editor note:
Editor note:
This guide is for all abilities, to avoid conflict and to be more useful for everyone.
This guide is for all abilities, to avoid conflict and to be more useful for everyone.
Please do not remove any ability that was added. You may add reasoning for why other abilities are more strategically desirable. If an opinion is questionable, discuss its content on the talk page.  
Please do not remove any ability that was added. You may add reasoning for why other abilities are more strategically desirable. If an opinion is questionable, discuss its content on the talk page.
If you believe that an ability is particularly good, it would be best if you added a citation to support your opinion. Citations to Top 500 or tournament winning players are best.
If you believe that an ability is particularly good, it would be best if you added a citation to support your opinion. Citations to Top 500 or tournament winning players are best.
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; {{Ability|S2|Ink Saver (Main)}}
; {{Ability|S2|Ink Saver (Main)}}


The Dynamo has high ink consumption, so Ink Saver (Main) will allow you more swings.
The Dynamo has high ink consumption, so Ink Saver (Main) will allow for more swings.


; {{Ability|S2|Main Power Up}}
; {{Ability|S2|Main Power Up}}
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; {{Ability|S2|Special Charge Up}}
; {{Ability|S2|Special Charge Up}}


Special Charge Up allows you to charge your Sting Ray faster.
Special Charge Up allows to charge Sting Ray faster.


; {{Ability|S2|Swim Speed Up}}
; {{Ability|S2|Swim Speed Up}}


Allows for faster escape from enemies.
Allows for faster escape from enemies.
====Undesirable abilities====
====Undesirable abilities====



Revision as of 18:49, 17 February 2021

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Unofficial!
This article discusses content that is not part of the official Splatoon series but is part of the community or competitive gaming space.
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For information about the Dynamo Roller, see Dynamo Roller.


Splatoon 2

Dynamo Roller

Dynamo Roller

Abbreviations Dynamo Roller, Dynamo
Sub S2 Weapon Sub Ink Mine.png Ink Mine
Special S2 Weapon Special Sting Ray.png Sting Ray
Base damage 40–180 (Ground)
40–180 (Midair)
125 (Roll)
Base duration
Ink consumption 18% (Splash)
0.1% per frame (Roll)
Special points 180p
Special depletion
Role Support/Anchor
Strengths Turfing, Range, Splatting, Strong kit, Survivability
Weaknesses Slow, High Ink Consumption, Inconsistent, Low Mobility
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Use

Synergy

A charger can help splat players trying to sneak up on you.

Countermeasures

Use a weapon with good movement speed such as a N'ZAP '89 to sneak behind a Dynamo and splat it.

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.

S2 Ability Ink Saver (Main).png Ink Saver (Main)

The Dynamo has high ink consumption, so Ink Saver (Main) will allow for more swings.

S2 Ability Main Power Up.png Main Power Up

Main Power Up makes the Dynamo more consistent at splatting.

S2 Ability Special Charge Up.png Special Charge Up

Special Charge Up allows to charge Sting Ray faster.

S2 Ability Swim Speed Up.png Swim Speed Up

Allows for faster escape from enemies.

Undesirable abilities

S2 Ability Ninja Squid.png Ninja Squid

Slows the player down even more while swimming, allowing enemies to catch up to escaping Dynamos.

References