Competitive:Dynamo Roller

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Unofficial!
This article discusses content that is not part of the official Splatoon series canon 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