Some words about
“Break out the butter, I'm gonna make toast!” -Dingodile
Dingodile is probably the most intelligent of all hybrids that were made. It is said, that it's because Nitrus Brio was the one, who made him, not Neo Cortex. He was created by fusing crocodile and dingo, enhanced to be worthful henchman to gather power crystals. After being defeated many times by Crash, switching sides and later being brainwashed by N Trance, he eventually moved to Valoran in search for easy prey and some things to roast with his flamethrower.
Dingodile is one of the main enemies in the Crash series, starting from the Crash 3 and making regular appearances until Crash Nitro Kart 2. Mostly seen with his flame thrower, he was one of the best mutants bade by main antagonists, Dr. Neo Cortex and Dr. Nitrus Brio, who also made the main antagonist, Crash. Probably one of the best done from all.
Dingodile is all about long-ranged, prolonging fights. The goal is to stack as much stacks of Melt on his enemies as he can. To help in this quest, he has a spin to knock enemies back and, after reaching level 6, use his fuel bag to fly away. He can also make some crazy plays, letting himself die and then flying straight at the enemy, possibly killing them and, if off cooldown, survive the fight. Even if the damaging part of his trait will be of no use (since it's hard to keep an enemy in place for 5 seconds), but the revive will make him really hard to get rid of, thanks to his great range and disengage possibilities, huge as for a marksman.
Early game Dingodile's long range and revive make him very safe champion when it comes to facing his enemies. Farming from long ranges and disengaging possible enemies, he is really hard to take off. When feeling like fighting, his attacks, when attacking melted enemies will deal lots of damage and long range of Meltdown will allow him to take down enemies at range. The only thing he should be careful is his mana regeneration, which may end quickly if spamming Spray Fire for too much.
Later on During later stages of the game, he will be mostly unable to attack enemies via basic attacks. But with his long range, he will be able to poke enemiew with Spray Fire and try to take them off with Meltdown. Also, enemies hit multiple times by Spray Fire will take greatly increased damage, making him excelent at prolonging fights. His ganking potential grows when reaching level six, allowing him to fly behind enemy lanes, knock them up and then knock them back with Spin Attack. Even if it leaves him with no escapes, the enemy will be disoriented and panicking enough to make his team end the job.
Preferable Roles Probably mid-lane will be the best choice for him. Even if he is partially a marksman, it might me hard for him to farm with his short attack range and on top lane, despite having knock-back, he is too vulnerable to be played there. Another option would be to play him as a support, poking via Spray Fire and disengaging via Spin Attack, but this would waste his killing potential with Meltdown.
Items he likes This will be surely or (or both). If closing the gaps is safe for him, he can invest in or , depending on which role he will fulfil. Since he scales very well with attack speed, thanks to Spray Fire, he might afford some attack speed items, like or , but again, only if he can use his attacks. Very useful on him would be also , as this increases attack range and allows him to proc Spellblade effects. When looking for defense, naturally and are good options, but if looking for something more bizarre, grants mana and cooldown he needs in addition to lots of armor to decrease damage taken by enemy marksmen. As for boots, both and are good option, since he uses both attacks and spells to deal damage to his enemies. Depending on the enemy and allied team, the former might increase greatly his physical damage output, but the further ones are much safier, as it will increase damage from his long-ranged attacks.