Mo & Krill vs Seven
Mo & Krill's team wins 40.9% Seven's team wins 59.1%, across 25,610 games
Written for the Mo & Krill player. Playing Seven? See Seven vs Mo & Krill →
Seven has a big edge
Mo & Krill usually wins 46.4% of games. Against Seven that is 5.5% lower, over 25,610 games.
- Whole match 40.9% −5.5% vs usual 25,610 games
- Sharing a lane 40.5% −5.9% vs usual 8,461 games
- Oracle and above 40.6% −4.4% vs usual 665 games
"Sharing a lane" counts only games where both were assigned the same lane — the laning matchup itself. "Oracle and above" counts only matches whose average rank was Oracle and above, against Mo & Krill's usual win rate at that rank.
The fight at a glance
If you're Mo & Krill
Wait out Static Charge 42s cooldown
ThenWalk into his 16m cast range on a durable body, take the charge, then separate and wait out the fuse.
- Watch out
- Static Charge 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 : the 0.9s (2s 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 edge
- Mo & Krill has more healing than Seven, so you recover between fights and they do not.
- Buy
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power Buy it against Seven's
Static Charge.
If you're Seven
Has the edgeWait out Burrow 40s cooldown
WhyIt is their only engage and their only real escape; force it on a trooper wave or a fake overextend and they are a slow-approaching shotgun hero for the next 20-40 seconds.
- Watch out
- Burrow lets them travel to you underground with bullet and spirit armour, then surface directly under your feet with a Knockup you cannot dash out of.
- Your edge
- Seven has more reach than Mo & Krill, so you can trade from range.
- Buy
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Buy it against Mo & Krill's
Combo
Combo Mo & Krill grab a single enemy, hold them in place stunned while chewing through them for the duration of the channel. Crowd Control Full stun for the 2.4s channel (+0.7s at T3). Damage 35 damage per second over the 2.4s channel; Mobility None — both parties are locked in place, which is the risk. 1 +100% lifesteal. 2 -30s cooldown, +50% bullet resist. 5 +0.7s duration, +35 damage per second with increased scaling. .
The full plan for Mo & Krill, phase by phase, is below. Seven's side in full →
What should I do right now?
Do
- Plan for
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power — 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.
Do
- 730 max health with zero movement abilities until
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 '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
- 930 base health gives them a large health pool that is hard to push out of lane.
Avoid
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: +58.5 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 a last-hit-plus-poke button
Static Charge threat alone pushes an aggressive laner off the wave, since standing near your own troopers or duo partner is punished
Do
- Their first real spike is ult unlock — respect it from that point, not before.
- Your spike is
Scorn
Scorn A burst of damage to everything close by that converts a portion of the damage dealt into healing, with a substantially larger return when the damage lands on enemy heroes. Crowd Control None at base. T3 adds a stacking 15% damage debuff on enemies hit, lasting… Damage 45 damage base, scaling with spirit at 0.675, with a 13s base cooldown. Defensive The heal is the main defensive layer. 1 +30 damage. 2 -5s cooldown, +1m radius. 5 applies a stacking 15% damage debuff to enemies hit for 16s. first two points (laning 0-10min): The
Scorn/
Scorn opener front-loads their sustain and wave clear.
Avoid
- Taking an even fight against Seven on their spike timing when you could take the same fight ten minutes later on yours.
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.
Seven’s abilities
-
Storm Cloud Ultimate Once this lands the fight is usually already decided — it functions as area denial, the practical effect on enemy positioning is closer to a zone lockout than to damage.
- 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 205s 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 More lockdown on its own cooldown — 0.9s Stun in a 6m radius after a ~3.5s fuse; +1.1s Stun at 5 AP, +7m radius at 2 AP.
- 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 The control here is bought rather than baseline — the 2 AP upgrade adds a 35% movement slow to enemies it damages.
- 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
- 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 16m cast range on a durable body, take the charge, then separate and wait out the fuse - 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
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
The matchup in detail
- No mobility, no escape and no self-sustain, so he depends on his position Strong evidence
- Every part of his ultimate is defeated by line of sight Strong evidence
-
Storm Cloud is a 205s cooldown that can be nullified by a single well-timed knockdown Strong evidence
-
Static Charge into
Storm Cloud: the 0.9s (2s upgraded) Stun lands you in the cloud with no window to leave, and 95+ DPS over a 7s channel is lethal to anything squishy 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 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 Strong evidence -
Power Surge shock chaining 4 jumps within 10m punishes any grouped push or defensive stack, even through your own trooper wave 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 Strong evidence
- 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 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 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 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 Strong evidence - Cleanse
Static Charge with a debuff-removal item rather than trying to outrun the detonation in a fight you cannot leave Strong evidence - Strafe laterally across
Lightning Ball rather than backing up in its straight-line path, and stand behind troopers so it decelerates Strong evidence - Seven contributes through abilities, which makes a hard Silence worth more against them than any amount of resist.
Focus Lens
Focus Lens +40s Cooldown +4.5s Duration +0.1s Cast Delay +35% Damage On Expire +10% Fire Rate -9% Spirit Resist -30 Spirit Power +12s Resist Reduction Duration Builds from Spirit Sap 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. Strong evidence - You are the one standing in front of Seven's gun, and its bullets are among the fastest in the game, so you will take most of what they fire rather than dodge it. That makes the fire-rate items pay for you in a way they do not for your backline.
Juggernaut
Juggernaut +25% Melee Resist +50% Slow Resist +40% Fire Rate +15 Health Regen +4s Duration Builds from Enduring Speed cuts fire rate by 40% on anyone shooting you — it is a passive tax on their entire damage output for as long as you hold the frontline — and
Return Fire
Return Fire +23s Cooldown +6.5s Duration +65% Bullet Damage Returned +25% Spirit Damage Returned +10% Bullet Resist punishes the same behaviour. Compare that against another resist item honestly: resists stack multiplicatively so your fifth resist source buys little, while a fire-rate cut applies to a number nothing else in your build is touching. Strong evidence
- The 2.35s weapon reload — his DPS is zero and he has no escape button to cover it 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 Strong evidence - Any time
Static Charge is on cooldown (42s base, 23s at 1 AP) — he has no answer to a gap-closer without it 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 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 Strong evidence
-
Lightning Ball clears a full trooper wave and chips the enemy laner in the same cast, giving Seven a last-hit-plus-poke button Strong evidence -
Static Charge threat alone pushes an aggressive laner off the wave, since standing near your own troopers or duo partner is punished Strong evidence - 730 max health with zero movement abilities until
Power Surge's 2 AP move speed — he cannot escape a committed dive Strong evidence - The 2.35s reload is a hard window; a diver who times it gets a free approach Strong evidence
- 930 base health gives them a large health pool that is hard to push out of lane. Strong evidence
- 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. Strong evidence
- Your kit is built around lockdown and that is worth less on the Mid Boss than on Seven — it carries 35% Debuff Resist as of 03-06-2026, so your disables run roughly two-thirds as long on it. Plan the take around damage and positioning rather than a CC chain, and spend the chain on Seven if they contest. The payoff is worth the trip: 3,000 souls + 50 per minute, two permanent buffs each, and a Rejuvenator crystal giving up to three single-use revives that return a player at full health after 3 seconds, for 3 minutes. Documented
-
Storm Cloud unlock — Immediately converts Seven from a farmer into an objective-control hero; any uncontested cast on a grouped team wins the fight Strong evidence - 1 AP into
Static Charge — -19s cooldown brings the Stun from 42s to 23s, making Stun-into-Storm-Cloud available for nearly every fight Strong evidence - 2 AP into
Static Charge — +7m radius turns the delayed Stun from a single-target nuisance into a multi-hero teamfight opener Strong evidence - 5 AP into
Storm Cloud (late 35min+) — Movement while channelling removes the one reliable counter — walking away from a rooted Seven Strong evidence
-
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. Strong evidence
- 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. Strategic
-
Counterspell (vitality T3) — Seven's
Static Charge is what you are buying against here. Buy against telegraphed single-target ultimates and hex-style point-and-click abilities you can read and parry. Documented -
Majestic Leap
Majestic Leap +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration (vitality T3) — Seven's
Storm Cloud — that is the zoning and area denial this answers. Buy to escape ground-based lockdown and to rotate across the map quickly. Documented -
Stamina Mastery
Stamina Mastery +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Builds from Extra Stamina (vitality T3) — Seven's
Static Charge — that is the stuns and Hard CC this answers. Buy when dodging telegraphed abilities and disengaging is how you survive. Strong evidence
- The reflex buy against a hero who keeps deleting you is
Metal Skin
Metal Skin +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance +20% Gravity Scale , 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
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer stops statuses,
Ethereal Shift
Ethereal Shift +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power stops everything but disables you. Seven is a spirit threat, so it is the last two you are choosing between. Documented - 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. Strategic
Next
Mo & Krill’s other hard matchups
All of Seven
Who beats Seven, the items that shut Seven down, and every ability.
Facing more than Seven?
Add the other five enemies: who to focus first and what to buy against the whole team.
Sources and method for this page
Everything on this page is generated for Deadlock patch 10-30-2026 from Seven's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 40.9% of these, which is 5.5% below your overall win rate (25,610 matches). The kit-based model reads this as low instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.
Seven's kit and counterplay were compiled from 5 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Mo & Krill'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%.