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Seven portrait

Nurse Harrow vs Seven

Not out yet

Written for the Nurse Harrow player. Playing Seven? See Seven vs Nurse Harrow →

Nurse Harrow is announced but not out yet. New heroes release Tuesdays and Fridays at 2:00 pm Pacific, in an order set by player vote; the next slot is Friday 16 October.

This page becomes the full matchup guide on release day: the measured win rate, who is favoured, how to win, a phase-by-phase plan and the abilities to watch. Everything known about Nurse Harrow so far →

How to beat Seven

  • Fight Seven only in geometry-dense areas — Storm Cloud Storm Cloud 205s Cooldown 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 checks line of sight per enemy, so pillars, doorframes and elevation changes are a hard counter, not a soft one
  • Hold one knockdown, Stun or Silence in the team specifically for the Storm Cloud Storm Cloud 205s Cooldown 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 channel; before 5 AP he cannot move out of the interruption
  • Spread out permanently. Static Charge Static Charge 16m Range42s Cooldown 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 's radius and Power Surge Power Surge 10s Duration50s Cooldown 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 10m chain both need you within a few metres of an ally to matter
  • Dive him during the 2.35s reload or while Static Charge Static Charge 16m Range42s Cooldown 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 (42s base) is down — with 730 HP and no escape he dies to any committed gap-closer

Bait these first

  • Static Charge Static Charge 16m Range42s Cooldown 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 first. It is his only Hard CC, it is his combo enabler for Storm Cloud Storm Cloud 205s Cooldown 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 , 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
  • Then Lightning Ball Lightning Ball 26s Cooldown 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 , 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
  • Do not bait Storm Cloud Storm Cloud 205s Cooldown 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 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

What Seven does to you

  • Static Charge Static Charge 16m Range42s Cooldown 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 into Storm Cloud Storm Cloud 205s Cooldown 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 (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
  • Contesting an objective (urn, Patron, mid boss) inside Storm Cloud Storm Cloud 205s Cooldown 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 's expanding 10m-to-30m radius is simply not survivable — he wins the space without needing a kill
  • Lightning Ball Lightning Ball 26s Cooldown 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 with the 2 AP slow into any of his follow-up: the 35% slow means the delayed Stun is no longer dodgeable by walking

How to counter Seven →

What Valve has shown of Nurse Harrow

Abilities not shown yet. Valve's words for Nurse Harrow: strict, terrifying, savior. A medical theme and a healer's silhouette — watch for whether she is a support or a drain-tank.

Other new heroes against Seven