Dynamo Roller
A heavyweight Roller. It moves very slowly, but the reach, damage and painting of each swing are overwhelming. Ver. 11 greatly buffed its reach and painting, making it a top meta pick that keeps short-range weapons away and pushes up the front line. Rather than hunting splats, its main job is pressuring from the very front to make enemies back off.
Strength by modeTier and score (win-rate points vs. an average weapon).
| Mode | C–A | S–S+2 | S+3 and up | X Battle | Regular |
|---|---|---|---|---|---|
| Splat Zones | B +0.6 | A +1.2 | A +1.8 | A +1.0 | — |
| Tower Control | A +1.5 | A +2.5 | A +2.2 | A +1.5 | — |
| Rainmaker | S +2.1 | S +2.6 | S +2.7 | S +2.3 | — |
| Clam Blitz | S +3.6 | S +4.2 | S +4.8 | S +4.1 | — |
| Turf War | — | — | — | — | A +2.6 |
Best stages / Worst stages
Tower Control
Rainmaker
Turf War
Strengths
- The horizontal swing's one-hit area is huge, and the arcing splash can splat enemies behind cover or up on ledges (one-hit range is about 2.6 lines, roughly the same as the Splattershot's range)
- Chip damage from the vertical flick reaches about 4.8 lines, so you can wear enemies down from outside many weapons' range
- One swing paints a wide area, so re-inking and charging your special are fast
- Easy to gain the upper hand on short-range Shooters and Dualies by keeping them from getting close
- The base version's Tacticooler makes up for your sluggishness while buffing the whole team
Watch out for
- The windup is very slow, and if someone gets inside your guard, you're splatted before your swing comes out
- Among the least mobile weapons in the game; without Swim Speed Up it's easy to get caught trying to escape
- Ink-hungry, and enemies can see when you're out of ink, which invites bombs
- Has almost no answer to Charger or Stringer snipes, and also struggles against things that slightly outrange it, like the Squeezer and long-range Blasters
- Weak to Splat Bombs rolled at you during your windup
Tips
- Don't force splats. Chip enemies with vertical flicks to make them back off, and set the stage for your team to push up
- For horizontal swings, jump out of a swim so your momentum carries into the swing. Don't dive in head-on across flat ground
- Your feet aren't painted after a swing, so roll a little to make footing before you move
- When a long-range weapon camps high ground, stick right underneath it and pressure it with arcing swings to pin it down
Common gear
Ink Saver (Main), Stealth Jump, Comeback, Swim Speed Up, Special Power Up, Quick Super Jump, Special Saver, Sub Resistance UpThis kit
Sprinkler helps paint your footing and build special, and Tacticooler boosts your own and your team's mobility and respawn to push up the front line.Recent changes
- 11.0.0: System change for all weapons: main weapons get bigger hitboxes against players (the shorter the range, the bigger the boost), squid form gets a smaller hurtbox, and the game adds "Flow Aura" (a temporary power-up when you keep performing well) plus a remaining-health display (source 10)
- 11.0.0: Main weapon: bigger paint from horizontal and vertical swing droplets, longer reach for 100+ damage, about 17% more ink per swing (source 10)
- 11.1.0: Main weapon: Ink Saver (Main) effect reduced (source 11)
- 11.1.0: Special points 190→200 (Dynamo Roller) (source 11)