Dynamo
Locks down the enemy team
Dynamo keeps himself and his allies healthy while waiting for his moment. Few things can warp a team fight more than a well-coordinated use of Singularity.
Builds
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Check out Dynamo buildsWeapon
dps
52
bullet Damage
13
ammo
18
bullets Per Second
4
light Melee
63
heavy Melee
116
Vitality
max Health
650
health Regen
2
bullet Resistance
0
spirit Resistance
0
movement Speed
6.5
sprint Speed
0
stamina
3
Abilities
Kinetic Pulse
Release an energy pulse that knocks enemies up into the air.
Cooldown
26s
- 100 damage
- 15m stomp range
- 5m ability width
- Level 1: Hit enemies are fire rate and movement slowed by 35% for 4s
- Level 2: Dynamo deals 30% more Weapon Damage to hit enemies for 8s
- Level 5: +125 damage
Quantum Entanglement
Dynamo briefly disappears into the void and then reappears a short distance away. On reappearing, your weapon is reloaded and has a fire rate bonus for the next clip (Max 8s). Can be cast to also bring nearby allies and give them half fire rate bonus.
Cooldown
12.5s
Range
9m
- 1.4s void time
- 9m ally distance
- 25% fire rate bonus
- Level 1: +4m cast range
- Level 2: +25% fire rate bonus
- Level 5: On reappearing, +120% base ammo
Rejuvenating Aurora
While channeling, restore health over time to you and any allies nearby. Dashing does not break channel.
Cooldown
48s
- 32/s health restored
- 5s channel duration
- 8m friendly heal radius
- Level 1: Gain +4m/s movespeed bonus for 8 seconds if Aurora is fully channeled. Gained instantly with 5AP Upgrade.
- Level 2: -14 second cooldown
- Level 5: Full move and ability use while channeling and additionally heals +4% max health per second
Singularity
Create a singularity in your hands that pulls in nearby enemies and damages them. Once it's finished, enemies get knocked into the air.
Cooldown
191s
- 2.75s channel duration
- 60 DPS
- 7m singularity radius
- Level 1: +2 meter Singularity radius
- Level 2: +0.75 second duration
- Level 5: Singularity takes 3.8% of enemies' max health each second