How to play Seven
Best build by measured win rate · patch 09-29-2026 · updated Oct 14 · Seven wins 55.3% overall
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The Seven build
Each tier lists the items Seven players win with most often, out of 363,650 Seven games. Win % is how often Seven wins when the item is bought; the green or red number is how far that is above or below the rest of the same tier. Popularity is the share of Seven games the item was bought in; Bought at is the average time. Only items bought in at least 1,500 games and by at least 5% of Seven players count, so a lucky streak can’t make the list.
Lane · Tier 1 · 800 souls
Early mid game · Tier 2 · 1,600 souls
-
Trophy Collector - Win %
- 57.8% +1.8
- Popularity
- 9.0%
- Games
- 32,662
- Bought at
- ~10 min
-
Bullet Resist Shredder - Win %
- 58.2% +2.2
- Popularity
- 7.6%
- Games
- 27,566
- Bought at
- ~18 min
-
Compress Cooldown - Win %
- 57.0% +1.0
- Popularity
- 28%
- Games
- 100,474
- Bought at
- ~20 min
-
Mystic Slow - Win %
- 58.0% +1.9
- Popularity
- 15%
- Games
- 53,611
- Bought at
- ~22 min
Mid game · Tier 3 · 3,200 souls
Late game · Tier 4 · 6,400 souls
Situational / optional
Fewer Seven players buy these, usually against particular enemies, but those who do win clearly more than the rest of the same tier. Each still has at least 1,500 games behind it.
-
Diviner's Kevlar - Win %
- 62.2% +3.6
- Popularity
- 3.8%
- Games
- 14,000
- Bought at
- ~38 min
- Tier
- 4
-
Mercurial Magnum - Win %
- 60.1% +1.5
- Popularity
- 7.1%
- Games
- 25,749
- Bought at
- ~32 min
- Tier
- 4
-
Debuff Reducer - Win %
- 56.8% +0.8
- Popularity
- 21%
- Games
- 74,558
- Bought at
- ~26 min
- Tier
- 2
-
Spirit Lifesteal - Win %
- 56.6% +0.6
- Popularity
- 72%
- Games
- 260,383
- Bought at
- ~18 min
- Tier
- 2
-
Reactive Barrier - Win %
- 56.6% +0.6
- Popularity
- 18%
- Games
- 63,653
- Bought at
- ~21 min
- Tier
- 2
-
Enchanter's Emblem - Win %
- 56.5% +0.4
- Popularity
- 31%
- Games
- 112,025
- Bought at
- ~11 min
- Tier
- 2
Popular, but behind the rest of their tier
-
Intensifying Magazine - Win %
- 53.6% -2.5
- Popularity
- 27%
- Games
- 97,135
- Bought at
- ~10 min
- Tier
- 2
-
Surge of Power - Win %
- 54.2% -2.0
- Popularity
- 22%
- Games
- 80,565
- Bought at
- ~18 min
- Tier
- 3
-
Suppressor - Win %
- 54.3% -1.7
- Popularity
- 19%
- Games
- 67,407
- Bought at
- ~11 min
- Tier
- 2
Not wrong to buy, and sometimes the right answer to a specific enemy. On average, Seven players who buy these win less than those who buy something else at that point.
How this build is chosen
Source: deadlock-api.com item results for Seven, City Never Sleeps matches since 2026-09-30, refreshed daily. Items are compared with the rest of their own tier, because late items always show higher raw win rates (only players who are ahead can afford them). Ranking uses the low end of each item’s 95% confidence range, so more games beat a lucky few. It shows what winning Seven players buy; it can’t prove the item caused the win. For what to change against a specific enemy team, use the matchup tool.
How Seven plays
Strengths
- Best-in-class wave and jungle clear, so he reaches item breakpoints ahead of most mid-laners
-
Storm Cloud
Storm Cloud Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling denies objectives outright even when it deals no damage -
Static Charge
Static Charge Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage punishes any team that groups tightly for a push or an urn run -
Power Surge
Power Surge Seven charges his gun so that shots apply a shock proc to the target, and that shock arcs to nearby enemies. Damage 10 shock damage per proc, chaining up to 4 jumps within 10m, over a 10s… Mobility The 2 AP upgrade grants +3m/s move speed for the duration, which is Seven's… 1 1 AP: -18s cooldown (50s to roughly 32s) 2 2 AP: +3m/s move speed, +8 shock damage, +0.23 spirit scaling 5 5 AP: applies -15% spirit resist for 8s and +10s duration chain damage means he contributes real DPS even with all cooldowns down
In lane
-
Lightning Ball
Lightning Ball Seven launches an orb of lightning that drifts forward in a straight line, damaging every enemy inside its radius as it passes. Crowd Control None at base. The 2 AP upgrade adds a 35% movement slow to enemies it… Damage 75 damage per second inside a 4.25m radius over a 5s lifetime; 1 1 AP: +1 charge (two balls back to back for instant double-wave clear) 2 2 AP: applies a 35% movement slow to damaged enemies 5 5 AP: +65 DPS and +1.75m radius, turning it into a genuine hero-killing zone clears a full trooper wave and chips the enemy laner in the same cast, giving Seven one of the best last-hit-plus-poke buttons in the game -
Static Charge
Static Charge Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage threat alone pushes an aggressive laner off the wave, since standing near your own troopers or duo partner is punished - Large 29-round magazine means he rarely has to reload during a contested wave
Power spikes
-
Storm Cloud
Storm Cloud Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling unlock — Immediately converts Seven from a farmer into an objective-control hero; any uncontested cast on a grouped team wins the fight - 1 AP into
Static Charge
Static Charge Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage — -20s cooldown brings the Stun from 42s to roughly 22s, making Stun-into-Storm-Cloud available for nearly every fight - 2 AP into
Static Charge
Static Charge Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage — +7m radius turns the delayed Stun from a single-target nuisance into a multi-hero teamfight opener - 5 AP into
Storm Cloud
Storm Cloud Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling (late 35min+) — Movement while channelling removes the one reliable counter — walking away from a rooted Seven
Weak points to cover
- No mobility, no escape and no self-sustain — he is the most position-dependent hero in this group
- Every part of his ultimate is defeated by line of sight
-
Storm Cloud
Storm Cloud Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling is a 180s cooldown that can be nullified by a single well-timed knockdown
Next
Seven’s hardest matchups
- vs Rat King -8.1 pts
- vs Paige -7.0 pts
- vs Graves -5.3 pts
Best teammates
-
Haze
Haze Highest single-target sustained DPS in the roster once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) 62.0% duo win -
Graves
Graves Best-in-class unattended map pressure via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 62.1% duo win -
Paige
Paige Currently among the strongest heroes in the game: deadlocklabs.gg records 54.1% win rate at 2.8% pick, S tier, after a recent buff package worth about +2.2 points. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 61.6% duo win