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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Backstab (PASSIVE)
Shaco Passive Ability
The Challenge


I imagined Dynamo and his overall look kinda like a mixture between



5/10 Physical Aspect
6/10 Defense Capabilities
5/10 Ability Based Aspect
10/10 Difficulty to utilize
Dynamo has three major differences than the generic champions. Firstly, each of his abilities have a chance to have a different activated effect, and all have a passive effect that defines the ability specifically. I focused his ability set kind of like the passive/active stances of



Taunt 1 "I am a big, dumb, hairy, smelly, beast, and I can't click fast enough. Who am I? I'M YOU!"
Premise:
Dynamo adds a certain random aspect to the game. If an enemy team has a Dynamo you wouldn't really know what to defend against until you see what abilities and parts of those abilities Dynamo was utilizing, as well as the items he was using. This means that even in team select you would need to know what different parts of the team are being filled before counter picks can be chosen.Movement Quote 1 "Riddle me This"

General: This will be an in-depth run through of the abilities I have chosen for Dynamo. Given that I am not really sure how the balancing scene works in League, however still having a grasp of what is ridiculously OP, I admit that these will be as close to balanced as I can muster, but still will have quite a unfortunate potential for overpowered

underpowered

Movement Quote 2 "A questionable decision"
Passive:

Description: Each of Dynamo's abilities roll a dice and the number of the die roll has a different effect. Each die roll will change after 2 seconds and Dynamo can "Lock" a die roll for 6 seconds before it rolls again by activating the ability. Additionally, Dynamo gets 1%/2%/3%/4%/5% decrease to summoner spell cooldown times (upgrade at level 4,7,11,14,17)
Utilization: I was thinking to denote what ability would be activated with Dynamo's Q,W, and E it would read a number over the ability itself 1-6. It would cycle chronologically through each of the six numbers. When an ability is used, the number it was used on (let's say it was activated on 3) would then start the new cycle off of 4. This way it has to cycle through each number again before you can reuse that same ability. (This has been set up both to keep it from being OP but also allowing for a good string of abilities. I am imagining each of the cooldown for the abilities will be low. The reduced summoner spell times I thought was something cool that no other champion actually utilizes.
Taunt 2 "You are the easiest puzzle I have solved yet!"
Ability One "Q":

Description:



Activated Abilities: Dynamo uses his diverse knowledge of traps to help him on the battlefield. He rolls his dice to find the perfect trap. Each trap will disappear after 10 seconds unless otherwise stated. Any unused trap that perishes without its effect used (so not the exploding ones) return 75% of the mana cost.






Utilizing: Each have specific issues I would like to address. I am going to be quick and vague, but informational brace yourself.







General notes: The first three abilities are for the more offensive builds of Dynamo, and are for the Carry oriented builds, They can be used in quick succession and are very damage oriented. The latter three abilities are more for the tank or support roles, where it is more of a focus of keeping someone else alive. The inner four abilities are very useful for junglers and top laners because of the single target prioritizing as well as some lane/jungle sustain and presence.
Movement Quote 3 "Careful Summoner, don't break the puzzle"
Ability Two "W":

Description:

Activated Abilities: Dynamo focuses on shutting down the enemy, focusing on confusing or silencing the target(s).






Utilizing: Again, this will be quick and vague, brace.











Joke 1 "STOP! Whoever approaches this bridge must answer me these questions three, ere the other side he see."
Ability Three "E":

Description:

Activated Abilities: Dynamo has a special effect that he has practiced over the years.

sinister steelPuzzle 2: (Becomes the right Puzzler) spins and deals 30/33/36/39/42 (+33.3% AP) to all targets around him. Deals double damage to minions. If attacks only a single target, becomes invisible and teleports to the opposite side of that target. CD 14 seconds. MC 100/110/120/130/140.




Utilizing: There isn't much I need to say for all of these so I will bring out specific ones I noticed, I felt they were quite self explanatory. Firstly, the passive effect is disabled after 2 seconds of entering combat, this way it is useful both for running away from a battle and for disrupting it with the initiate. "Slowly Gain" means that the transparency and distance between each Puzzler will grow according to how long he has had the Puzzler. The Default Puzzler in the middle (the real Dynamo location). Secondly, each of the activated abilities has the effects to benefit a jungler. Ap, ad, tanky, assassin, what not, but a jungler.
Joke 2 "Alright, 4 Across has a D and a B, 2 down... Hm, let me get my pencil."

ULTI TIME!
Ultimate Ability "R":

Description: (First, This is Dynamo's only ability that doesn't have a passive and doesn't have 6 different variations. I contemplated with the fact of doing those, but I couldn't come up with something that was both powerful enough to be considered an ultimate, without being too overpowered to actually exist.)
Activated Ability: Dynamo covers himself in shadows for 10/15/20 seconds increasing his Attack speed and his movespeed by 20/30/40% and his health and mana regen are doubled. Unsolvable also effects allied champions and minions, the effect is halved. Also while basic attacking, Dynamo jumps to the opposite side of the target. Puzzler can stay active while in combat during Unsolvable. CD 130/110/90 MC 150
Utilizing: Unsolvable makes Puzzler a very useful team fight application, making three positions the ability could potentially come from, this is also nice with poking and finishing things off without receiving much retaliation. It is used as a very effective Talisman of Ascension and mixed

Special Joke with a friendly Heimerdinger "Now you place your turrets there, and there... GOOD GOOOOD!"
Special Taunt versus an enemy Heimerdinger "Heimey, Heimey, Which attack will I do next?"
Shaco Special Joke with a friendly Dynamo "It's simple, we... Kill the Batman."



Now for the Items set.
As with the templates shown above It would be highly dependent on what build you go. I will situate each build along with potential abilities that the items would synergize well with.




Each of these boots I feel are very efficient.














Alright for core items, you need to seriously consider getting a















Some items may work better than others, and I hate to set things in stone for an Item build. However, on a synergy level,









Interesting Fact "Dynamo is an electrical apparatus, and I just throught it sounded cool for this guy. No real connection."
Alright, Abilities off the checklist time for the Runes/Masteries and such.
Runes are a very integral part of your build and need to be considered way before you actually start playing the game.
I would say as a whole, Marks are your main "Build Defining" Runes. If you are going tank, get health marks, ADC get AD pen or AD marks. APC then get AP pen or AP marks. Something else? then get whatever fits to that direct build.
Next, Seals are (at least for me) always the armor seals. It allows you to stay in lane, take minion punishment, and at least stave off a few attacks without being completely butchered. In any situation I think defense wins over offense. But hey, that's just me.
Glyphs are also a strange Rune, however I don't find it differing much unless I am supporting. Standard I would get Magic resist runes. Since no one really scales Magic resist in game, this is a great way to get ahead. However if you find yourself in need of mana or other utility, you can switch it when available.
Lastly, Quintessences are very diverse and situational. Movespeed Quints are always a good choice in my opinion, as are the Flat Health, and the Straight Damage (AD or AP). It depends on your role and what you need, however, it is always a good idea to be faster, chase/run potential, getting back to lane, through the jungle, catching up with allies. Never can go wrong with movespeed.
Interesting Note "Dynamo is a good friend of Heimerdinger"
Masteries are always a difficult decision especially when you don't know what you are planning to do. Unfortunately, I don't have a preference when it comes to Dynamo. I would say any standard 21/9/0 or 9/21/0 or 0/9/21 template would work fine.
Interesting Fact "Dynamo is loosely based on the Riddler from Batman (takes a freaking mastermind to find this one out.)"


Runes are a very integral part of your build and need to be considered way before you actually start playing the game.
I would say as a whole, Marks are your main "Build Defining" Runes. If you are going tank, get health marks, ADC get AD pen or AD marks. APC then get AP pen or AP marks. Something else? then get whatever fits to that direct build.
Next, Seals are (at least for me) always the armor seals. It allows you to stay in lane, take minion punishment, and at least stave off a few attacks without being completely butchered. In any situation I think defense wins over offense. But hey, that's just me.
Glyphs are also a strange Rune, however I don't find it differing much unless I am supporting. Standard I would get Magic resist runes. Since no one really scales Magic resist in game, this is a great way to get ahead. However if you find yourself in need of mana or other utility, you can switch it when available.
Lastly, Quintessences are very diverse and situational. Movespeed Quints are always a good choice in my opinion, as are the Flat Health, and the Straight Damage (AD or AP). It depends on your role and what you need, however, it is always a good idea to be faster, chase/run potential, getting back to lane, through the jungle, catching up with allies. Never can go wrong with movespeed.
Interesting Note "Dynamo is a good friend of Heimerdinger"
Masteries are always a difficult decision especially when you don't know what you are planning to do. Unfortunately, I don't have a preference when it comes to Dynamo. I would say any standard 21/9/0 or 9/21/0 or 0/9/21 template would work fine.
Interesting Fact "Dynamo is loosely based on the Riddler from Batman (takes a freaking mastermind to find this one out.)"
That is all I have. I hope you guys enjoyed the guide, and I hope it was easy to follow. If not, I am open to suggestions. Parameters for the Challenge!!!!!
1. Create an In-depth
2. Balanced
3. and Original Champion
4. Mix-in Current Champions, and their stories,
5. as well as Create your Champions own story.
I am
Rendourous, Officially signin' off, Thanks, May the Challenge Begin!
1. Create an In-depth
2. Balanced
3. and Original Champion
4. Mix-in Current Champions, and their stories,
5. as well as Create your Champions own story.
I am

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