Patch 09-16-2026 Data researched 2026-09-21 What changed
BE Bebop — controller frame SE Seven — ranged frame

Playing Bebop against Seven

Low threat

Everything below is generated for Deadlock patch 09-16-2026 from Seven's current kit, a kit-based model and a mechanics rule base. Each line carries its own confidence label.

Quick summary

Threat
Low threat
Main problem
Static Charge into Storm Cloud: the 0.9s (1.8s upgraded) stun lands you in the cloud with no window to leave, and 95+ DPS over a 7s channel is lethal to anything squishy
Your main advantage
You kill faster than they do (Bebop 3/3 against Seven 2/3).
Primary rule
Do not commit before Static Charge is gone. Static Charge first. It is his only hard CC, it is his combo enabler for Storm Cloud, and at 42s base it leaves a huge hole. Walk into his 15m cast range on a durable body, take the charge, then separate and wait out the fuse
Key item
Counterspell — Seven gives this team real stuns and hard cc. Buy against telegraphed single-target ultimates and hex-style point-and-click abilities you can read and parry.

Strategic No measured result for this specific pairing, so this rating comes from the kit model: 1.6/12 pressure. The largest single factor is lockdown versus your disengage — Seven crowd control 2/3 against your disengage 1/3. Derived from trait ratings. Shown because this pairing was not in the harvested win-rate dataset.

What should I do right now?

Before lane

Do

  • Plan for Counterspell — know which tier it sits in so you are not improvising at the shop.
  • Know what Static Charge looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Seven's engage range.

During lane

Do

  • 730 max health with zero movement abilities until Power Surge's 2 AP move speed — he cannot escape a committed dive
  • The 2.35s reload is a hard window; a diver who times it gets a free approach
  • The beam weapon's huge 66-round clip and hitscan behaviour make last-hitting and denying orbs very easy, giving him one of the strongest soul-economy lanes in the game

Avoid

  • Lightning Ball 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 threat alone pushes an aggressive laner off the wave, since standing near your own troopers or duo partner is punished

Mid game

Do

  • Their first real spike is ult unlock — respect it from that point, not before.
  • Your spike is Grapple Arm T2 (roughly 3-5k souls): +30m cast range roughly doubles his hook threat radius and makes lanes and chokes unwalkable

Avoid

  • Taking an even fight against Seven on their spike timing when you could take the same fight ten minutes later on yours.

Teamfights

Do

  • Watch for Storm Cloud. Break line of sight, not distance — the damage check is per-enemy line of sight, so ducking behind one pillar zeroes it even at 5m
  • Fight Seven only in geometry-dense areas — Storm Cloud checks line of sight per enemy, so pillars, doorframes and elevation changes are a hard counter, not a soft one

Avoid

  • Spending your own escape before Static Charge is on cooldown.

Abilities to watch

  • Storm Cloud Ultimate

    This is the ability that actually kills you — No direct CC, but it functions as area denial — the practical effect on enemy positioning is closer to a zone lockout than to damage. Everything else in the kit is set up by it.

    • Break line of sight, not distance — the damage check is per-enemy line of sight, so ducking behind one pillar zeroes it even at 5m
    • Save a knockdown, stun or silence specifically for this channel; interrupting it burns Seven's 180s cooldown for nothing
    • Do not shoot him through the channel before 5 AP if he took the 1 AP bullet resist — spirit damage or CC only
  • Static Charge Ability 2

    This is the ability that actually kills you — 0.9s stun in a 6m radius after a ~3.5s fuse; +0.9s stun at 5 AP, +7m radius at 2 AP. Everything else in the kit is set up by it.

    • The ~3.5s fuse is the entire counterplay window — the moment the charge lands on you, physically separate from your teammates
    • If you are the carrier, retreat out of the 6m (13m upgraded) radius of your team rather than fighting; if you are not the carrier, walk away from them
    • Cleanse it with a debuff-removal item before detonation; it is a removable debuff, not an instant
  • Lightning Ball Ability 1

    This is the ability that actually kills you — None at base. The 2 AP upgrade adds a 35% movement slow to enemies it damages. Everything else in the kit is set up by it.

    • It travels in a fixed straight line and cannot be steered — strafe laterally rather than backpedalling, which keeps you in it
    • Put any pillar or wall between you and Seven; the orb is destroyed on world geometry
    • Stand on the far side of your own trooper wave: the orb decelerates while damaging troopers and gives you free seconds to leave the lane
  • Power Surge Ability 3

    Seven's sustained damage and his second wave-clear tool. In fights it punishes any clumped group because every burst chains off the primary target.

    • Do not stand within 10m of a teammate Seven is shooting — the chain needs a neighbour to jump to
    • Fight Seven from behind cover that breaks his burst rhythm; the proc is once per burst, so forcing him to re-acquire costs him most of the damage
    • It is a 10s window on a long cooldown — trading through it and re-engaging after it drops is a real plan, unlike most enchants

Abilities to bait — in this order

  1. 1. Static Charge

    Static Charge first. It is his only hard CC, it is his combo enabler for Storm Cloud, and at 42s base it leaves a huge hole. Walk into his 15m cast range on a durable body, take the charge, then separate and wait out the fuse

  2. 2. Lightning Ball

    Then Lightning Ball, especially after the 1 AP second charge — burning both charges on a wave means he has no zoning and no slow for the next engage

  3. 3. Storm Cloud

    Do not bait Storm Cloud by fake-committing unless you can guarantee line-of-sight break; a Seven who channels into an empty room still holds the objective for 7 seconds

Matchup overview

  • Their structural weakness: No mobility, no escape and no self-sustain — he is the most position-dependent hero in this group Why this is shown: Seven's weaknesses. Strong evidence
  • Their structural weakness: Every part of his ultimate is defeated by line of sight Why this is shown: Seven's weaknesses. Strong evidence
  • Their structural weakness: Storm Cloud is a 180s cooldown that can be nullified by a single well-timed knockdown Why this is shown: Seven's weaknesses. Strong evidence
  • You out-lane Seven and they out-scale the lane phase, so the whole matchup lives in the first six minutes. The lead you build there has to be spent before Guardians fall and the map turns into grouped objectives — souls banked are not a lead against a hero who is better in the format that follows. Convert into their Guardian, into the Urn at 10:00, or into map control ahead of the first Rift around 11:00, and treat any minute where your advantage is sitting unspent as a minute given back. Why this is shown: Hero laning 3 versus an opponent with laning ≤2 but teamfight 2+; the transition happens around 6:00. Strategic
  • Neither of you can disengage well, so fights between you tend to go to completion. That makes the decision to start one much more important than anything you do inside it — commit only when you already have the advantage, because backing out is not available to either side. Why this is shown: Both heroes have mobility 0-1; low disengage on both sides. Strategic

What they do against you

  • Static Charge into Storm Cloud: the 0.9s (1.8s upgraded) stun lands you in the cloud with no window to leave, and 95+ DPS over a 7s channel is lethal to anything squishy Why this is shown: Authored from Seven's kit. Strong evidence
  • Contesting an objective (urn, Patron, mid boss) inside Storm Cloud's expanding 10m-to-30m radius is simply not survivable — he wins the space without needing a kill Why this is shown: Authored from Seven's kit. Strong evidence
  • Lightning Ball with the 2 AP slow into any of his follow-up: the 35% slow means the delayed stun is no longer dodgeable by walking Why this is shown: Authored from Seven's kit. Strong evidence
  • Power Surge shock chaining 4 jumps within 10m punishes any grouped push or defensive stack, even through your own trooper wave Why this is shown: Authored from Seven's kit. Strong evidence
  • A 2 AP Static Charge at 13m radius on your frontliner stuns your whole team if you are stacked in a lane chokepoint Why this is shown: Authored from Seven's kit. Strong evidence

How you counter them

  • Fight Seven only in geometry-dense areas — Storm Cloud checks line of sight per enemy, so pillars, doorframes and elevation changes are a hard counter, not a soft one Why this is shown: Authored counterplay against Seven. Strong evidence
  • Hold one knockdown, stun or silence in the team specifically for the Storm Cloud channel; before 5 AP he cannot move out of the interruption Why this is shown: Authored counterplay against Seven. Strong evidence
  • Spread out permanently. Static Charge's radius and Power Surge's 10m chain both need you within a few metres of an ally to matter Why this is shown: Authored counterplay against Seven. Strong evidence
  • Dive him during the 2.35s reload or while Static Charge (42s base) is down — with 730 HP and no escape he dies to any committed gap-closer Why this is shown: Authored counterplay against Seven. Strong evidence
  • Cleanse Static Charge with a debuff-removal item rather than trying to outrun the detonation in a fight you cannot leave Why this is shown: Authored counterplay against Seven. Strong evidence
  • Strafe laterally across Lightning Ball rather than backing up in its straight-line path, and stand behind troopers so it decelerates Why this is shown: Authored counterplay against Seven. Strong evidence
  • Seven contributes through abilities, which makes a hard silence worth more against them than any amount of resist. Focus Lens is the sharpest version: 4.5 seconds of single-target silence at 20m, plus 30% of all damage dealt during the window applied when it expires, on a 45-second cooldown. Against a caster that is not a defensive purchase — it deletes their entire fight participation and then charges them for it. Why this is shown: Focus Lens: 4.5s silence, 20m cast range, 30% of damage dealt applied on expiry, 45s cooldown. Strong evidence

Trading

  • The 2.35s weapon reload — his DPS is zero and he has no escape button to cover it Why this is shown: Seven's vulnerability windows. Strong evidence
  • Immediately after Lightning Ball is thrown and before it is recharged: at 26s base with a 6s inter-charge timer, one used charge is a real gap Why this is shown: Seven's vulnerability windows. Strong evidence
  • Any time Static Charge is on cooldown (42s base, ~22s at 1 AP) — he has no answer to a gap-closer without it Why this is shown: Seven's vulnerability windows. Strong evidence
  • During the Storm Cloud channel before the 5 AP movement upgrade: he is rooted in place and telegraphed for 7 seconds, which is enough time to flank behind cover and take the objective or land a knockdown Why this is shown: Seven's vulnerability windows. Strong evidence
  • Level 1-4 in lane before Power Surge's move-speed upgrade — 730 HP, zero mobility, and no stun charge means a coordinated duo-lane dive is close to free Why this is shown: Seven's vulnerability windows. Strong evidence
  • Being stunned by Seven now pauses your reload rather than restarting it, as of 09-16-2026. That quietly changes when it is safe to reload in this matchup: a reload caught by their stun resumes where it left off instead of costing you the whole cycle, so the old rule of never reloading inside their engagement range is too conservative now. The compensating change is that parrying also pauses your reload, so a defensive parry no longer buys you free reload time. Why this is shown: 09-16-2026: being stunned pauses reload instead of restarting it; parrying also pauses reload. Verified

Laning

  • What they want in lane: Lightning Ball 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 Why this is shown: Seven's laning strengths. Strong evidence
  • What they want in lane: Static Charge threat alone pushes an aggressive laner off the wave, since standing near your own troopers or duo partner is punished Why this is shown: Seven's laning strengths. Strong evidence
  • What you can take from them in lane: 730 max health with zero movement abilities until Power Surge's 2 AP move speed — he cannot escape a committed dive Why this is shown: Seven's laning weaknesses. Strong evidence
  • What you can take from them in lane: The 2.35s reload is a hard window; a diver who times it gets a free approach Why this is shown: Seven's laning weaknesses. Strong evidence
  • Your lever: The beam weapon's huge 66-round clip and hitscan behaviour make last-hitting and denying orbs very easy, giving him one of the strongest soul-economy lanes in the game Why this is shown: Bebop's laning strengths. Verified
  • You have real objective damage, which makes the Guardian your win condition in this lane rather than Seven's health bar. Guardian resistance scales from +50% down to −50% across roughly the first twelve minutes since 05-22-2026 — it gets softer, not harder, so the pressure you can apply grows every minute from about 6:00. Guardians also have no ability-damage reduction, so spirit works on them at full value. Older guides claiming Guardians toughen over time are wrong. Why this is shown: 05-22-2026 changed Guardian scaling resist from +75%→−50% to +50%→−50%; Guardians have no ability-damage reduction. Verified
  • Seven will shove the wave into your Guardian to push you off souls, and you are not fast enough to walk around it. The thing to protect is the floating orb — the ground orb drops and cannot be denied, so half your income is safe no matter what they do, and the contest is only ever over the other 50. Position on your Guardian's side of the wave so you are already in range of the floating orbs when they pop, and give up the forward orbs rather than crossing for them. Why this is shown: Each trooper drops one undeniable ground orb and one contestable floating orb; enemy wave-clear versus a low-mobility hero. Strategic
  • You are a strong laner, so know where the income actually goes. Trooper souls are split among players within roughly 45m of the orb or 30m of the killer, and two players nearby take 54% each rather than 50% — a duo lane is slightly net-positive for the team and clearly negative for you individually. If you are winning the lane against Seven, holding the wave alone at range from your partner is worth real souls per minute. Treat the exact distances as community-sourced. Why this is shown: Soul sharing radii of 45m/30m and the 54%/36% split are single-source; the directional effect is reliable. Uncertain

Mid game

  • Their spike — ult unlock: Storm Cloud immediately converts Seven from a farmer into an objective-control hero; any uncontested cast on a grouped team wins the fight Why this is shown: Seven's power spike timeline. Strong evidence
  • Their spike — 1 AP into Static Charge: -20s cooldown brings the stun from 42s to roughly 22s, making stun-into-Storm-Cloud available for nearly every fight Why this is shown: Seven's power spike timeline. Strong evidence
  • Their spike — 2 AP into Static Charge: +7m radius turns the delayed stun from a single-target nuisance into a multi-hero teamfight opener Why this is shown: Seven's power spike timeline. Strong evidence
  • Their spike — 5 AP into Storm Cloud (late 35min+): Movement while channelling removes the one reliable counter — walking away from a rooted Seven Why this is shown: Seven's power spike timeline. Strong evidence
  • Your spike — Grapple Arm T2 (roughly 3-5k souls): +30m cast range roughly doubles his hook threat radius and makes lanes and chokes unwalkable Why this is shown: Bebop's power spike timeline. Verified
  • Your spike — Exploding Uppercut T3: Hook resets on uppercut hit, enabling chained picks and taking two heroes out of a fight Why this is shown: Bebop's power spike timeline. Verified
  • The first Unstable Rift lands around 11:00 and then every 7 minutes, and Seven beats you in exactly the fight it creates. Use the telegraph: a world-only visual appears on a random side-lane bridge roughly 60 seconds before the global announcement and map marker, which is the single biggest piece of free information in the mid game. Spend those 60 seconds either grouping or deliberately taking something elsewhere — the one thing you cannot afford is arriving at a Rift bridge late and alone. Why this is shown: First Unstable Rift ~11:00 (±1 min) then every 7 minutes; ~60s world-visual warning precedes the global announcement. Strong evidence
  • Your objective damage is the lever in this matchup and the Walker timing is where it pays. Walkers sit around 65% damage resistance early and decay toward −65% by minute 18, so the same rotation that accomplishes nothing at 12:00 kills one outright at 17:00. Each Walker your team destroys also unlocks an extra item slot for the whole team, so the take is a build spike for five other people, not just souls. Remember a Walker is invulnerable unless someone is within 22m. Why this is shown: Walker resist decays from ~65% to −65% by minute 18; each Walker grants a team-wide item slot; Walkers are invulnerable with no enemy inside 22m. Strong evidence

Teamfights

  • Storm Cloud is a channel, which means the fight is decided by whether you can break it. Hold one interrupt — a stun, a silence, or a displacement — specifically for that cast rather than spending it on the opening trade. If you have no interrupt, the answer is line of sight: leave the area entirely rather than trying to out-heal it. Why this is shown: Channelled ultimates are interruptible by hard CC, silence or displacement. Strong evidence
  • Fights against Seven recur on the objective clock — the Rift every 7 minutes from about 11:00, the Urn every 5 from 10:00 — which means the question is not whether your ultimate is strong but whether it is up for the next one. Ultimate Cooldown Reduction is a new stat introduced on 09-16-2026, first appearing on Diviner's Kevlar at +10%. Against a team-fight hero, buying into a recurring ultimate is a different and often better purchase than buying into a bigger one. Why this is shown: 09-16-2026 introduced Ultimate Cooldown Reduction, first granted by Diviner's Kevlar at +10%; Rift cadence is 7 minutes. Verified

Positioning

  • Seven wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Why this is shown: Zone-control kits convert space into damage; positioning must precede the cast. Strategic

Build adjustments

  • Counterspell (vitality T3) — Seven gives this team real stuns and hard cc. Buy against telegraphed single-target ultimates and hex-style point-and-click abilities you can read and parry. Why this is shown: Answers: enemy-hard-cc, enemy-channeled-ult, enemy-burst. Verified
  • Majestic Leap (vitality T3) — Seven gives this team real zoning and area denial. Buy to escape ground-based lockdown and to rotate across the map quickly. Why this is shown: Answers: enemy-zone-control, enemy-hard-cc. Verified
  • Stamina Mastery (vitality T3) — Seven gives this team real stuns and hard cc. Buy when dodging telegraphed abilities and disengaging is how you survive. Why this is shown: Answers: enemy-hard-cc, enemy-zone-control. Strong evidence

Common mistakes

  • The instinct here is to buy Dispel Magic as your answer to Seven and then find it greyed out at the exact moment you need it. Dispel Magic cannot be cast while you are stunned or asleep, and it cannot remove a stun at all — it purges what comes with the stun, not the stun itself. Against Seven the item you actually want is the pre-cast kind (Unstoppable, which also cannot be activated once you are already stunned) or the automatic kind (Indomitable, which cleanses the next hard CC with no input from you). Why this is shown: Dispel Magic cannot be used while stunned or asleep and cannot purge stuns; Unstoppable has the same activation restriction. Verified
  • The reflex buy against a hero who keeps deleting you is Metal Skin, and against Seven it does nothing. Metal Skin is bullet-damage immunity only — spirit damage, abilities and every status effect pass straight through it, and you pay −1.5 m/s move speed and −20% dash distance for the privilege. The three big defensive actives are deliberately orthogonal: Metal Skin stops bullets, Unstoppable stops statuses, Ethereal Shift stops everything but disables you. Seven is a spirit threat, so it is the last two you are choosing between. Why this is shown: Metal Skin blocks bullet damage only; enemy damage profile is spirit with burst 2+. Verified
  • The losing pattern against Seven is deciding to leave, walking to the zipline and finding you cannot attach. Any damage from an enemy hero or objective blocks zipline attachment for 3 seconds, and Seven has the chip range to keep that 3-second timer rolling indefinitely. Break line of sight first, wait out the lockout, then attach — do not walk to the rope while still taking fire. Why this is shown: Zipline attachment is blocked for 3s after taking enemy hero or objective damage; enemy rangedPoke 2+. Verified
  • The specific error is walking into Seven's area denial after it is already down, because your team is in there and you feel late. You are slow enough that entering a committed zone is a one-way decision — you will be inside it for its full duration, not for the two seconds you intended. Arrive before the zone or arrive from the other side of it; arriving into it is how this matchup is lost even when your team wins the fight. Why this is shown: Enemy zone-control against a hero with mobility 0-1; committed entry cannot be aborted. Strategic
  • The Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for Seven. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their area damage land on empty bridge. Why this is shown: Unstable Rift: 20m capture radius, progress halts while any enemy is inside, occupants revealed on the minimap. Strategic

Analyse this against your whole enemy team

A single matchup only tells you part of the story — which enemy to actually focus, and what to buy, depends on the other five. Open the tool with this matchup pre-loaded and add the rest.

Open in the matchup tool
Sources and method for this page

Seven's kit and counterplay were compiled from 4 sources, cross-checked for patch 09-16-2026. Threat ratings compare this pairing against Bebop's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.

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