Dynamike
Base statistics
Dynamike at power level
Attack and Super
Big Barrel o' Boom
Abilities
His own explosions launch him a short distance away from the blast, which is how he crosses walls and lakes.
His Super gains the damage of one extra stick of dynamite. Nothing else about the barrel changes.
Mike spins in place at increased speed, scattering a stream of dynamite in a widening ring around himself.
Arms the next attack so its explosion also stuns for a second and a half. It is his only hard crowd control.
When the barrel detonates it throws dynamite outward in every direction, each stick exploding again where it lands.
Recommended builds
reviewed 19 Jul 2026The default: mobility, wall access and constant repositioning.
When you want one enormous Super rather than mobility.
Heist, where the safe cannot dodge his Super and the numbers are enormous.
Dynamike by trophy range
All modes · Every trophy range · 8–20 Jul
A range is the trophy count Dynamike was actually on when each match was played, so switching it changes which matches are counted — never how strong the evidence has to be.
Performance by mode
2 modesBest and worst maps
2 mapsMatchups and teammates
Playing Dynamike
reviewed 19 Jul 2026A thrower who lobs two sticks of dynamite per shot and can launch himself across the map with his own Super.
Early game
Throw at the objective rather than at people; his sticks are slow enough that a moving target dodges them, but ground does not move.
Positioning
Stay behind a wall at the very back — with three thousand health and a slow projectile, anything that sees him wins.
Using your Super
With Dyna-Jump the Super is mobility as much as damage: jump out of a dive, over a wall, or onto an objective, and the explosion is a bonus.
Common mistakes
- Throwing at where the enemy currently stands rather than leading them by a full second
- Jumping into the enemy team instead of away from them
- Playing him on open maps where he has no wall to throw from behind
- Walled maps where he can throw from complete safety
- Against stationary targets like a defended objective or a Heist safe
- Chokes, where both sticks land on the same clustered group
By mode
His jump clears the whole defensive line and the sticks clear the goal mouth.
Demolition into a safe is one of the largest burst numbers in the mode.
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