Lobs dynamite over obstacles, with a delay before the explosion. Aim where an opponent is likely to move rather than only where they are standing. The same explosion timing matters when using Dyna-Jump.
Super1 options
Artwork unavailableBIG BARREL O' BOOMDetails
Throws a larger explosive that destroys cover and knocks back surviving enemies. Breaking a wall can finish a trapped target, but it may also remove the protection Dynamike was using for his next throw.
Gadgets2 options
FIDGET SPINNERDetails
Dynamike scatters sticks of dynamite around himself and gains movement speed. Use the movement to reach a safer position while the explosives threaten nearby space. Do not assume every scattered stick will hit a pursuing opponent.
SATCHEL CHARGEDetails
Adds a stun to Dynamike's next main attack. Set up a shot the enemy will have difficulty avoiding, then be ready to follow it. The control effect depends on connecting the empowered attack; activation alone does not stop an incoming push.
Star Powers2 options
DYNA-JUMPDetails
Lets Dynamike use his own explosions to jump. It offers repositioning through careful blast timing. Decide where you need to land before setting up a jump, and avoid spending several attacks on movement when your team needs immediate pressure.
DEMOLITIONDetails
Increases the damage of Dynamike's Super. It supports a direct damage-focused approach without changing the need to land the explosion. Look for a target with limited room to dodge instead of assuming the extra damage guarantees an elimination.
Hypercharge1 options
BOOMERDetails
Makes the Super bomb release smaller bombs. The extra explosions add follow-up pressure around the original blast rather than replacing the need to place the first bomb well.
Traits0 options
The options below may not be a complete list.
No options are available here yet.
Gears6 options
DAMAGEDetails
Increases damage while the Brawler is below half health. The extra pressure is conditional, not a reason to remain in a losing exchange.
GADGET COOLDOWNDetails
Reduces the wait between Gadget uses. Choose it when repeated access to the selected Gadget meaningfully supports the fight.
HEALTHDetails
Improves health recovery. Leave enough room for natural recovery to begin instead of expecting the Gear to erase damage during continued attacks.
SHIELDDetails
Adds a consumable shield that recovers while the Brawler is at full health. Preserve recovery time between fights to restore the extra protection.
SPEEDDetails
Increases movement speed in bushes. Its value depends on having useful bush routes rather than simply equipping it on an open map.
VISIONDetails
Briefly reveals hidden opponents after you damage them. It helps track targets entering bushes, but does not reveal invisibility granted by abilities.
Dynamike is a thrower whose attacks reward prediction rather than chasing a target with the aim marker. His dynamite explodes after a delay, giving an opponent time to move. He can punish predictable routes, but an enemy who gets close leaves him less room to set up a hit.
How to play: Aim at where an opponent is likely to step, especially when they must pass through a narrow route or approach an objective. Change the spacing and timing of your throws if they keep dodging the same pattern. Keep watching the routes toward Dynamike, not just the location of your last explosion.
Strengths: Threatening space and making movement uncomfortable. Satchel Charge can create a stun opening for a follow-up, while Demolition adds damage to the Super. Dyna-Jump gives a different kind of value by turning explosive timing into a movement option.
Limitations: A missed throw spends ammunition without immediately removing the threat. A stun attempt still has to land, and a jump that ends in a bad position can be worse than staying behind safe cover.
Practical tips: Leave yourself an escape route before committing to repeated throws. After a successful Satchel Charge hit, aim the follow-up instead of throwing every attack automatically. Practice Dyna-Jump timing and landing positions before relying on it during an important fight; movement tricks are useful only when they preserve your position or create a real opportunity.