Competitive:Dynamo Roller
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Splatoon 2
Dynamo Roller
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 |
Strengths | Turfing, Range, Splatting, Strong kit, Survivability |
Weaknesses | Slow, High Ink Consumption, Inconsistent, Low Mobility |
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.
The Dynamo has high ink consumption, so Ink Saver (Main) will allow for more swings.
Main Power Up makes the Dynamo more consistent at splatting.
Special Charge Up allows to charge Sting Ray faster.
Allows for faster escape from enemies.
Undesirable abilities
Slows the player down even more while swimming, allowing enemies to catch up to escaping Dynamos.
References
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