Competitive:Dynamo Roller
- For information about the Dynamo Roller, see Dynamo Roller.
Splatoon 2
Abbreviations | Dynamo Roller, Dynamo |
Sub | Ink Mine |
Special | Sting Ray |
Base damage | 40–180 (Ground) 40–180 (Midair) 125 (Roll) |
Ink consumption | 18% (Splash) 0.1% per frame (Roll) |
Special points | 180p |
Role | Support/Anchor/Flank |
Strengths | Turfing, Range, Splatting, Strong kit, Survivability |
Weaknesses | Slow, High Ink Consumption, Inconsistent |
Use
Synergy
Countermeasures
One counter to this weapon is using any high movement weapon to go around and splat the Dynamo user easily. It won't work 100% of the time because the Dynamo Roller is slightly protected by his/her team mainly by a Charger or a Shooter. Get behind of the team to take care of the Dynamo player and allow your team to push in when you got him/her.
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.
The Dynamo consumes a lot of ink every swing. Adding Ink Saver Main reduces the amount of ink consumed by each swing and allows for an additional swing.
Main Power Up increases damage to Rollers. Adding it makes the weapon more consistent at splatting.
This will allow you to charge up your special more and and allows for extra sting rays, on certain game modes this can be great as it can completely stop a push.
References
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