Build file · 28 Oct to 4 Nov

Dynamo build and item order

What Dynamo players buy, what a long game ends with, what changes against each enemy, and the in-game builds they pick.

Matches

268.2k

last 7 days

Finished build

≈11 items

42k souls held in items at the end

Build type

Caster

61% of item souls in spirit

Games past 35 min

57%

the finished build is read from these

The Dynamo build in brief

Most Dynamo players open with Extra Charge and Sprint Boots, then pick up Rapid Recharge (around 18 minutes, 66% of games) and Superior Cooldown (around 23 minutes, 70% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Rapid Recharge (47%), Superior Cooldown (26%) and Warp Stone (24%).

In games past 35 minutes, a finished Dynamo carries about 11 items, 41.6k souls, 61% of them spirit; most end with Greater Expansion (83%), Rapid Recharge (76%) and Superior Duration (67%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (38% of games); the late-game duel sets it against Tankbuster (18% of games).

In long games, players pick Recharging Rush or Arcane Surge: of those who buy either, 8% buy both.

The clearest change by opponent: against Vindicta, Dynamo players buy Knockdown at about ×3.04 the usual rate (25,191 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "Dynamo - Tank-DPS [50% WR] [tracklock.gg]" by Tracklock, picked in 21,641 games (51% won).

SpiritWeaponVitality
Caster61% of item souls in spiritWeapon 7% · vitality 33% · spirit 61%. The diamond is the average hero.7 days · games over 35 min (57%)

The finished build 7 days · games over 35 min (57%)

AgainstPick up to 6 enemies to see what players change. Enemies that move the finished build come first.

What Dynamo games of 35 minutes or more end with, slot by slot: the share of those games still holding each item at the end, and when it's bought. Pick an item for its upgrade chain and numbers.

  • usually empty
  • usually empty
  • usually empty
  • usually empty
  • usually empty

Games over 35 minutes end with about 11 items, so 5 sockets read “usually empty”. Solid frames: held at the end of at least half of those games; dashed: fewer. Flex slots take any slot type, and each flex item keeps its own slot colour. From 149,645 long games (57% of Dynamo games).

Show as table
The finished Dynamo build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponHeadhunter34%37%8%~14:543,200
VitalityWarp Stone45%46%2%~21:243,200
VitalityTrophy Collector42%50%15%~9:281,600
VitalityUnstoppable30%31%2%~33:186,400
SpiritGreater Expansion83%84%1%~25:073,200
SpiritRapid Recharge76%77%1%~19:083,200
SpiritSuperior Duration67%67%1%~26:293,200
SpiritTranscendent Cooldown65%66%1%~32:286,400
Flex (spirit)Refresher61%61%0%~31:186,400
Flex (spirit)Tankbuster47%48%2%~22:533,200
Flex (spirit)Arcane Surge33%36%10%~11:221,600
Weapon, alternateRecharging Rush30%37%19%~15:031,600
Vitality, alternateSpirit Resilience29%30%4%~28:563,200
Vitality, alternateHealing Tempo22%22%1%~34:296,400
Vitality, alternateEnchanter's Emblem21%27%24%~16:241,600
Spirit, alternateBoundless Spirit28%28%1%~33:166,400
Spirit, alternateMystic Reverb26%26%1%~30:226,400
Spirit, alternateSpirit Burn19%19%1%~35:496,400

Against other heroes 21 days

What players change, not proof it works. ★ marks an item whose buyers win at least 1 point more against that enemy than buyers of other items of its tier, after checking for chance, over 21 days: ★ all pools every hero's buyers, ★ Dynamo is Dynamo players only.

The 8 clearest changes in what Dynamo players buy, across every enemy. Pick enemies above the board to see one lineup.

Lifts compare how often Dynamo players buy an item in games against a hero with how often they buy it otherwise, over 21 days, with the build's usual items set to ×1 and small samples pulled towards ×1. Cells need 200 buyers. Several enemies are combined from separate match-ups (a weighted average of their lifts), not games against that exact team.

Show as table
What Dynamo players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
VindictaKnockdown×3.0425k—
HazeMetal Skin×3.626.1k—
InfernusDispel Magic×2.276.9k—
HazePlated Armor×1.839.9k—
AbramsRebuttal×1.866.1k★ +3.1 pts over tier I · 6.1k buyers, Dynamo only
HazeDisarming Hex×1.805.9k—
HazeBullet Resilience×1.4712k—
VindictaPhantom Strike×2.102.8k—

What you hold, minute by minute 7 days

Each band is one item: the share of Dynamo games still going at that minute that hold it. The bands stack, so the top edge is the whole inventory. Press play, or drag the slider, to watch a game fill up. Hover a band for its numbers.

45:00about 12.1 items52,827 souls16% of games still going1.1 weapon4.2 vitality6.9 spirit
84% of games still going at 30:00481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon1.1 itemsVitality4.2 itemsSpirit6.9 items
84% still going at 30:004812items0m10m20m30m40m60k souls

At 45:00 you'd typically hold

Estimated from when players buy and sell; assumes what they buy doesn't depend on how long the game will last. Hatched minutes rest on fewer than a quarter of games. The 12-item line is where the base slots are full and flex slots start.

Show as table
Share of Dynamo games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Headshot Booster34%40%26%9%7%7%7%7%
Headhunter0%13%25%29%32%34%35%36%
Recharging Rush0%6%24%31%33%35%35%34%
Other weapon items0.20.30.40.40.30.30.30.3
Extra Regen35%44%47%44%28%21%21%21%
Trophy Collector6%34%45%48%49%49%49%47%
Warp Stone0%0%7%24%35%41%43%45%
Unstoppable0%0%0%0%3%11%19%27%
Other vitality items0.40.91.01.31.61.92.02.3
Extra Charge53%75%70%31%13%12%12%12%
Rapid Recharge0%5%29%49%59%66%70%74%
Mystic Burst16%32%37%31%11%7%7%7%
Tankbuster0%1%6%19%33%39%43%46%
Arcane Surge5%21%29%32%34%35%36%35%
Mystic Expansion14%44%66%71%40%17%15%15%
Greater Expansion0%1%6%21%45%63%74%81%
Compress Cooldown0%12%36%40%16%6%6%6%
Superior Cooldown0%1%8%27%48%53%36%33%
Transcendent Cooldown0%0%0%2%9%23%42%60%
Duration Extender0%4%19%32%26%11%10%11%
Superior Duration0%0%3%15%31%46%57%65%
Refresher0%0%0%3%12%28%44%57%
Other spirit items0.10.30.40.50.70.81.01.2
Items held, in all2.44.96.67.78.39.19.911.0

Items show the share holding them; other items show the average number held.

Buy windows: clock against souls 7 days

When Dynamo players buy each big item, and how its buyers did. Bars are buyers; the line is the share of them who won, with its 95% band. Switch to souls at purchase to see how much of the early-buyer edge is just being ahead.

  • buyers
  • won, 95% band
  • 200–500 buyers
  • the item's own overall

Refresher by the clock: 61% → 44%. By souls at purchase: 52–58%.

  1. Headhunter

    89,009 buyers · 52.3% won overall

    most buy it 9–16 min

    52.3% of all its buyers won.

    Show as table
  2. Rapid Recharge

    177,822 buyers · 52.2% won overall

    most buy it 13–22 min

    52.2% of all its buyers won.

    Show as table
  3. Warp Stone

    108,778 buyers · 52.6% won overall

    most buy it 16–23 min

    52.6% of all its buyers won.

    Show as table
  4. Tankbuster

    108,149 buyers · 51.7% won overall

    most buy it 17–25 min

    51.7% of all its buyers won.

    Show as table
  5. Greater Expansion

    184,833 buyers · 52.6% won overall

    most buy it 20–28 min

    52.6% of all its buyers won.

    Show as table
  6. Superior Duration

    145,628 buyers · 52.5% won overall

    most buy it 20–30 min

    52.5% of all its buyers won.

    Show as table
  7. Refresher

    121,307 buyers · 54.9% won overall

    most buy it 25–34 min

    By the clock: 61% → 44%. By souls at purchase: 52–58%.

    Show as table
  8. Transcendent Cooldown

    122,862 buyers · 53.1% won overall

    most buy it 27–36 min

    53.1% of all its buyers won.

    Show as table

For Refresher, buying early wins more mostly because early buyers are already ahead: by souls at purchase the line is much flatter. Win rates describe; they don't say an item wins games.

Two late games, side by side 7 days

What Dynamo players buy after 30 minutes, split by the big item they took at 20–30 minutes. Bars are the share of each side's games reaching 30 minutes that bought the item. Pick the two sides to compare.

Superior Cooldown at 20–30 min

98,706 games · 52.2% won · 76% reach 30 min

Tankbuster at 20–30 min

47,690 games · 49.6% won · 77% reach 30 min

Either way, 6 of the top 8 late items are the same.

Late items (30 minutes on) for Superior Cooldown at 20–30 min against Tankbuster at 20–30 min: share of each side's games reaching 30 minutes that bought each, and how they did
A wonA buysLate itemB buysB won
52.5%49.6%
54.4%51.5%
53.4%51.9%
52.0%50.5%
52.6%50.1%
52.5%50.3%
54.6%53.2%
52.5%51.4%
56.3%53.4%
51.0%

Shares are of each side's games reaching 30 minutes; an item a side doesn't list was bought by fewer than its smallest listed share. ⇄: both sides buy it in 15% or more of games. Win dots run from 40% to 60%, with a tick at 50%, adjusted for souls at purchase where upstream gives it, with 95% whiskers, hollow under 2,000 buyers. They describe; they don't prove.

Either/or, and sets 7 days · games over 35 min (57%)

Items Dynamo players choose between in games over 35 minutes, and items they buy as a package. Every number is printed under its cards; click a card to outline the item in every chart.

Either/or

  • Recharging Rush or Arcane Surge: only 8% buy both.

    Only Recharging Rush50.7% won · 46,963 games

    Both8%

    Only Arcane Surge52.1% won · 45,849 games

    Arcane Surge-only buyers won 1.3 pts more than Recharging Rush-only buyers. Out of 101,066 long games with either.

  • Headhunter or Arcane Surge: only 9% buy both.

    Only Headhunter50.8% won · 46,824 games

    Both9%

    Only Arcane Surge52.0% won · 45,087 games

    Arcane Surge-only buyers won 1.2 pts more than Headhunter-only buyers. Out of 100,927 long games with either.

  • Arcane Surge or Improved Spirit: 10% buy both.

    Only Arcane Surge52.0% won · 44,330 games

    Both10%

    Only Improved Spirit50.9% won · 41,826 games

    Arcane Surge-only buyers won 1.1 pts more than Improved Spirit-only buyers. Out of 95,929 long games with either.

Sets

  • 1.9× as likely together

    32% of long games · 47,900 games

  • 2.2× as likely together

    30% of long games · 45,041 games

  • 1.9× as likely together

    23% of long games · 35,084 games

Descriptive: players who pick one may play differently from those who pick the other. Pairs that are one item's upgrade path are left out.

How players get there, 0–30 min 7 days

The items most bought in each phase of the game, and what their buyers bought next. Pick a mid-game item to follow only the players who bought it. Hover an item for its numbers.

  • Weapon
  • Vitality
  • Spirit
0–9 min9–20 min20–30 min30 min +Extra ChargeExtra RegenHeadshot BoosterMystic ExpansionSprint BootsMystic BurstRapid RechargeCompress CooldownMystic ExpansionDuration ExtenderRecharging RushSuperior CooldownGreater ExpansionSuperior CooldownSuperior DurationRefresherTranscendent CooldownDuration ExtenderTranscendent CooldownRefresherSuperior DurationGreater ExpansionUnstoppableBoundless SpiritEvery game100% reach 9 min96% reach 20 min71% reach 30 min
Show as table
Dynamo's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minExtra Charge74%52.0%191,643
0–9 minExtra Regen43%51.3%110,799
0–9 minHeadshot Booster41%51.9%105,892
0–9 minMystic Expansion39%52.3%101,588
0–9 minSprint Boots38%52.6%97,747
0–9 minMystic Burst31%51.8%80,350
9–20 minRapid Recharge47%52.9%122,327
9–20 minCompress Cooldown42%52.0%108,204
9–20 minMystic Expansion37%52.4%96,559
9–20 minDuration Extender31%52.2%81,452
9–20 minRecharging Rush27%52.8%70,076
9–20 minSuperior Cooldown26%51.8%68,468
20–30 minGreater Expansion40%52.7%104,674
20–30 minSuperior Cooldown38%52.5%98,706
20–30 minSuperior Duration29%52.5%76,327
20–30 minRefresher23%56.3%60,951
20–30 minTranscendent Cooldown19%52.0%50,621
20–30 minDuration Extender19%53.2%49,019
30 min +Transcendent Cooldown28%51.7%72,277
30 min +Refresher22%51.3%57,449
30 min +Superior Duration14%52.0%36,913
30 min +Greater Expansion13%52.3%35,038
30 min +Unstoppable13%52.7%34,590
30 min +Boundless Spirit12%52.0%32,125

Bar heights compare how often items are bought within a phase; fewer items are bought late, and the row underneath shows how many games last that long. Win rates are adjusted for the buyer's souls at purchase, so players who are already ahead don't make an item look better than it is; they still describe, not prove.

Ability order

Kinetic Pulse1257
Quantum Entanglement41314
Rejuvenating Aurora3101112
Singularity68915

The most played full upgrade path (3% of matches, 56.8% won). Kinetic Pulse is maxed first in 78% of matches.

In-game builds players pick 7 days

  1. Dynamo - Tank-DPS [50% WR] [tracklock.gg]by Tracklock · 12,960 players11 of 11 board items
    21,641 games
    51.4% won

    Core Build

    Early

    Late

    Defensives

    Counter Picks

    Actives

  2. DA BIGGEST WAGHby Shaky Waky · 8,919 players6 of 11 board items
    14,530 games
    52.0% won
  3. BIG BELLY DYNAMO DADDY STEPS ON HIS STUDENTSby oboy · 6,365 players10 of 11 board items
    11,732 games
    53.9% won
  4. Venta Last Stomp/Singularityby Venta · 5,785 players9 of 11 board items
    9,419 games
    53.8% won
  5. THE BIGGEST THE LARGESTby twitch.tv/leafar_odk_ · 3,972 players9 of 11 board items
    6,502 games
    52.6% won

The build each player had selected when the match started; known for 38% of Dynamo games, mostly at higher ranks. The tag counts how many of the finished build's items each one includes.

About these numbers

7 days
28 Oct to 4 Nov. The build, timing, the late game, the path and in-game builds, from standard ranked and unranked Dynamo matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
149,645 (57% of Dynamo games). The finished build, choices and the soul split read only these.
Patch
The latest big patch was 29 Sept; no window reaches back before it.
Sample sizes
5,000+ games 1,000 to 5,000 200 to 1,000Nothing under 200 is drawn.
Win rates
Shown with their 95% range and the games behind them. They describe rather than prove: players who buy an item may differ in other ways.

Via deadlock-api. Updated 4 Nov. Not affiliated with or endorsed by Valve.