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What is a dyno?

The all-points-off jump, when it is the answer, and why it looks harder than it often is.

The Sendit Team··4 min read
A close-up of a climber's hands and chalk

A dyno is the most photogenic move in climbing: the moment a climber launches off the wall entirely, hands and feet leaving at once, flying through the air to catch a hold out of static reach. It looks like the hardest thing in the world. Often it is not.

A jump, with a target

The word is short for "dynamic", and it sits at the far end of the dynamic-to-static spectrum. A static move is one you could do slowly, in control, pausing halfway if you wanted. A dynamic move uses momentum, you generate speed and ride it to the next hold. A dyno is the extreme version: a full jump where, for a moment, you are not touching the wall at all.

The mechanics are roughly the same as any jump. You drop your hips, load your legs, and explode upwards, while your hands pull and then push off to add height. At the top of the movement, the "deadpoint", you are weightless for a split second. That is the moment to catch the target hold, when there is no upward or downward force fighting you. Slap too early and you get yanked off, slap too late and you are already falling.

Dynos come in a few flavours. A straight-up dyno goes vertically to a hold above you. A lateral dyno sends you sideways across a gap. A double dyno catches the target with both hands at once, while a single is a one-handed catch that then needs a quick match. Some are to big juggy holds, which are forgiving, and some are to crimps or slopers, which are brutal because you have to stick a bad hold while still moving.

When the jump is the answer

Setters and routes use dynos for a reason. Sometimes the next hold is genuinely too far to reach statically, so a jump is the only way. Other times a static version exists but the dyno is faster and saves energy. And occasionally a dyno is set purely for the spectacle, because it is fun to throw for something and stick it.

You will know a dyno is the intended move when:

  • The holds are spaced beyond a controlled reach, even at full stretch.
  • There is a big, obvious target hold positioned to be caught on the fly.
  • The lower holds are good enough to generate power from but the gap above is blank.

Why it looks harder than it is

Here is the thing that surprises people. Dynos look terrifying and feel intimidating, but a well-set dyno to a good hold is frequently easier than the precise, balance-y static sequence it replaces. The fear is mostly in the commitment, the moment of letting go of the wall entirely.

The skill is less about raw power than about timing and aim. Beginners tend to throw with their arms and stare at their feet. The fix is to load through the legs, drive the hips up, and lock your eyes on the target hold the whole way. Where you look is where you go. Commit fully too, a half-hearted dyno almost never sticks because you bleed the power to hesitate.

The catch matters as much as the launch. As your hands hit the hold, you want to absorb the swing, let your body cut loose under the bar if it needs to, and hang on through the barn-door that often follows. That swing is normal. Bracing for it rather than fighting it is what keeps you on.

So the next time you see one and your stomach drops, remember: a dyno is a jump with a target, and your legs already know how to jump. The hard part is trusting them enough to leave the wall.

Header photo by AJ Hemink