Competitive:Dynamo Roller

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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/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.

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

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.

S2 Ability Main Power Up.png Main Power Up

Main Power Up increases damage to Rollers. Adding it makes the weapon more consistent at splatting.

S2 Ability Special Charge Up.png Special Charge Up

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