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Paige vs Seven

Paige's team wins 51.6% Seven's team wins 48.4%, across 46,859 games

Written for the Paige player. Playing Seven? See Seven vs Paige →

Seven has a big edge

Paige usually wins 56.6% of games. Against Seven that is 5.0% lower, over 46,859 games.

  • Whole match 51.6% −5.0% vs usual 46,859 games
  • Sharing a lane 51.9% −4.7% vs usual 17,846 games
  • Oracle and above 50.2% −3.6% vs usual 1,175 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 Paige's usual win rate at that rank.

The fight at a glance

If you're Paige

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: -19s cooldown, taking it from 42s to 23s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +1.1s stun duration and +160 damage

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 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 (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
Paige has more healing than Seven, so you recover between fights and they do not.
Buy
Counterspell Counterspell 3,200 souls · Tier 3 · Armor · Passive +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 edge
Captivating Read 30m Range30s Cooldown Paige marks an area with latent magic that slows anyone standing in it, then after a short delay the magic goes off, dealing spirit damage and locking enemies caught in it in place. Crowd Control A slow on entry, then an immobilize (root) when the zone detonates. Damage 90 spirit damage. 30s cooldown. Defensive Immobilizing a diver is her only real self-peel, since she has no movement… 1 increased cooldown reduction. 2 +2m radius, on hit reduce spirit resist by 18% for 6s, and doubled range.

Wait out Captivating Read 30s cooldown

WhyIt is her only Hard CC and her only self-peel; with it on cooldown she cannot stop a dive at all.

Watch out
Captivating Read detonates in a choke and immobilizes you in place, and at Tier 3 it also strips 18% of your Spirit Resist for 6s so everything her team follows up with hits harder.
Your edge
Seven has more burst damage than Paige.
Buy
Majestic Leap Majestic Leap 3,200 souls · Tier 3 · Armor · InstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration Buy it against Paige's Bookwyrm Bookwyrm 5s Duration33s Cooldown Paige conjures a dragon that materialises at a chosen spot and then flies forward, damaging enemies along the way and leaving a strip of fire burning behind it. Damage 60 initial damage plus 30 damage per second from the trail. Defensive The trail is a soft wall; 1 -12s cooldown. 2 +1 charge, +2s trail duration, +1m radius. 5 +12m travel range, +100 damage, +30 DPS. .

The full plan for Paige, phase by phase, is below. Seven's side in full →

What should I do right now?

Do

  • Plan for Counterspell Counterspell 3,200 souls Tier 3ArmorPassive +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 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 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
  • 32 damage per shot on a projectile rifle lets her contest a lane rather than only assist.

Avoid

  • 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: +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 Plot Armor Plot Armor 35m Range5s Duration28s Cooldown Paige grants a chosen ally a barrier, and for as long as that barrier is still standing the ally's weapon damage is increased. Damage No damage. 125 barrier and +25% weapon damage at base. T2 adds +100 barrier… Mobility None, though it is her main way of keeping a diving ally alive. Defensive Direct barrier on an ally at 35m range (urgametips.com), 28s cooldown. 1 while barriered, +14% fire rate. 2 +100 barrier, +2s duration. 5 affects up to 2 additional allies with increased barrier scaling. + Captivating Read early (laning 0-10min): Plot Armor protects her lane partner while Captivating Read controls the choke from the first levels.

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

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. 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. 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

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
  • 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. Strategic
  • 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
  • You do not have the CC to reliably break Storm Cloud out of your own kit, so buy the cheapest thing that does: Silence Wave Silence Wave 3,200 souls Tier 3TechInstantCast +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health is the only area Silence in the shop and the standard answer to channelled ultimates. Area matters because you do not have to win the aim duel — you have to cover the spot they cast from. Note the alternative, Counterspell, parries a single ability outright but requires a read; Silence Wave forgives a bad read, which is why it is the buy when interrupting is not your specialty. Strong evidence
  • Seven contributes through abilities, which makes a hard Silence worth more against them than any amount of resist. Focus Lens Focus Lens 6,400 souls Tier 4TechPress +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
  • 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
  • Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Seven specifically, because their bullets fly more than twice as fast as yours. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant their bullet arrives first. Strong evidence
  • 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. Strategic
  • 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
  • 32 damage per shot on a projectile rifle lets her contest a lane rather than only assist. Strong evidence
  • 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
  • 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 Diviner's Kevlar 6,400 souls Tier 4ArmorPassive +40s Cooldown +40 Spirit Power +1000 Barrier +20s Buff Duration +15% Ability Duration +10% Ultimate Cooldown Reduction 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. Documented
  • 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 3,200 souls Tier 3ArmorInstantCast +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 3,200 souls Tier 3ArmorPassive +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 instinct here is to buy Dispel Magic Dispel Magic 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount 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 Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer , which also cannot be activated once you are already stunned) or the automatic kind (Indomitable Indomitable 6,400 souls Tier 4ArmorPassive +55s Cooldown +10s Duration +10% Bullet Resist +10% Spirit Resist +20s Cooldown On Apply +2 Out of Combat Regen Builds from Reactive Barrier , which cleanses the next Hard CC with no input from you). Documented
  • The reflex buy against a hero who keeps deleting you is Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +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 stops statuses, Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +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 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. Documented
  • 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. 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. Strategic

Next

Paige’s other hard matchups

Every Paige matchup →

All of Seven

Who beats Seven, the items that shut Seven down, and every ability.

How to counter Seven →

Facing more than Seven?

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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 51.6% of these, which is 5.0% below your overall win rate (46,859 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 Paige'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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