Dyno vs Deadpoint

A dyno and a deadpoint are both dynamic moves, differing in how much you commit. In a deadpoint you stay in contact with the wall and catch a hold at the weightless top of a controlled surge; in a dyno your whole body launches off the wall to reach a far hold. A deadpoint is the smaller, more controlled cousin.

AspectDynoDeadpoint
Body contactFully leaves the wallStays on the wall
Distance gainedLargeShort to moderate
ControlLower (committing)High
RiskHigher (can miss & drop)Lower
Use whenHold is far beyond reachHold is just out of static reach

Dyno when…

  • The next hold is too far for any static or deadpoint move
  • You're on a boulder over pads
  • You can commit fully

Deadpoint when…

  • The hold is just beyond a static reach
  • You can keep your feet on the wall
  • You want a controlled, precise move

Verdict

Learn the deadpoint first — it's more controlled and useful far more often. Reserve full dynos for moves nothing else reaches, ideally practised over crash pads with a spotter.

Frequently asked questions

What's the difference between a dyno and a deadpoint?

In a deadpoint you keep a hand and your feet on the wall and catch the hold at the weightless apex of a controlled move. In a dyno your whole body leaves the wall to reach a hold that's too far for any static or semi-static move.

Is a deadpoint easier than a dyno?

Generally yes — a deadpoint is more controlled and less committing because you stay in contact with the wall. Dynos require precise timing and full commitment, and a miss means an uncontrolled fall.

How do you learn to dyno?

Practise over crash pads with a spotter: sink to load your legs, drive explosively upward with legs and arms, and aim to latch the hold at the highest, weightless point of the jump. Commit fully — hesitating mid-move is what causes failure.

Related: Dyno · Deadpoint · Lock-off · Bouldering · Crash pad