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Dynos, deadpoints and the language of movement

A plain-English guide to the words climbers use for dynamic movement, from the deadpoint to the full dyno, and what each one actually means on the wall.

The Sendit Team··6 min read
A climber on a rugged rock face with ropes

Stand under a boulder problem with a few experienced climbers and you will hear a whole vocabulary fly past. "Deadpoint to the pinch, then a little pop to the jug." Someone else reckons it goes "static if you drop-knee, otherwise it's a campus to the lip." If you are newer to all this, it sounds like a foreign language with the occasional English word thrown in to confuse you.

It is a foreign language, in a way, but a small and learnable one. Most of it describes one thing: how you move between holds, and specifically how much momentum you use to do it. Once you understand the spectrum from fully static to fully dynamic, the rest of the words slot into place around it.

The static to dynamic spectrum

Everything in this vocabulary lives on a single line. At one end is static movement, where you could pause at any point. At the other is dynamic movement, where momentum does the work and you cannot stop halfway. Almost every move you make is somewhere along that line.

A static move is slow and controlled. You reach, you grab, and if you wanted to you could hold the position frozen, halfway between holds. Static climbing looks calm and looks easy, though holding those positions often takes real strength and tension. There is a whole craft to choosing it, which we get into in static or dynamic, choosing how to move.

A dynamic move uses speed. You generate momentum from your legs and core, and you ride that momentum to the next hold rather than pulling yourself there slowly. Dynamic moves are often less tiring, because you borrow energy from the swing rather than grinding it out with your arms. The catch is precision: you get one shot to land the hold, and timing matters.

The deadpoint, the quietly clever one

Of all these words, the deadpoint is the most useful and the most misunderstood. It is not a full jump. It is the moment at the very top of an upward movement when you are weightless, hanging for a split second between going up and coming back down.

Picture throwing a ball straight up. At the top of its arc, before it falls, there is an instant where it is barely moving. That is the deadpoint. In climbing, you time your reach so your hand arrives at the target hold exactly at that weightless instant. Because there is no upward or downward force fighting you, you can latch a hold that would feel impossible if you were still being yanked around.

The deadpoint is the difference between snatching at a hold while your body fights you, and placing your hand on it in the one calm moment when nothing is pulling you off.

It is the single most useful dynamic skill for most climbers, far more often relevant than the showy full dyno. We give it a proper look on its own in the dead point, the most useful dynamic move.

The dyno and its cousins

A dyno, short for dynamic, is the extreme end of the spectrum. It is a full jump where both hands and both feet leave the wall at once, and for a moment you are flying. It is the move that ends up in every climbing video, and it looks far harder than a well-set one usually is.

Dynos come in varieties:

  • A straight dyno launches you vertically to a hold above.
  • A lateral dyno sends you sideways across a gap.
  • A double dyno catches the target with both hands together.
  • A single dyno latches with one hand, then needs a quick match.

There is a sibling worth knowing too. A "pop" or "throw" is a smaller, gentler dynamic move where your feet usually stay on, but you still use a quick burst of momentum to flick to the next hold. It sits between the deadpoint and the full dyno.

A quick reference

Here is the spectrum laid out, roughly from least to most committing, with what each move costs you.

TermFeet leave the wall?Can you stop halfway?Typical use
StaticNoYesBalance, control, precise placements
DeadpointNoNo, but only a small moveReaching a hold just out of static range
Pop or throwUsually noNoQuick flick to the next hold
DynoYes, all points offNoBig gaps with no static option
CampusYes, feet onlyNoPower moves with no footholds

A campus move deserves its own mention. It is a dynamic move done with no feet on the wall at all, hands only, like climbing a ladder by hands alone. It is brutally hard on the fingers and shoulders, and it is also a training method in its own right. More on that in what is a campus move.

Reading which one a problem wants

Knowing the words is half of it. The other half is looking at a problem and working out which kind of movement it is asking for. A few clues help.

If the holds are spaced beyond a controlled reach even at full stretch, and there is a big obvious target, the setter probably wants a dynamic move. If the holds are close together but the body positions are awkward and balancey, it likely rewards static, precise climbing. Often a single problem mixes both, static through a delicate section, then a deadpoint or pop to escape it.

The common beginner mistake is throwing for everything, because dynamic moves feel powerful and fun. The opposite mistake, equally common in nervous climbers, is grinding every move out statically and getting pumped because static climbing is more tiring on the arms. The good climbers you watch are constantly choosing, often without thinking, which tool the move wants.

Learning this vocabulary is not about sounding clever under the boulder. It is about being able to name what you are doing, so you can practise it on purpose. Next time you are at the wall, pick one word from this list, deadpoint is a good start, and spend a session deliberately trying to do it well. Naming the move is the first step to owning it.

Header photo by Catherine Kalmykova