Rem vs Seven
Rem's team wins 39.5% Seven's team wins 60.5%, across 49,443 games
Written for the Rem player. Playing Seven? See Seven vs Rem →
Seven has a big edge
Rem usually wins 45.5% of games. Against Seven that is 6.0% lower, over 49,443 games.
- Whole match 39.5% −6.0% vs usual 49,443 games
- Sharing a lane 39.1% −6.4% vs usual 16,487 games
- Oracle and above 43.9% −1.5% vs usual 602 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 Rem's usual win rate at that rank.
The fight at a glance
If you're Rem
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
- Rem 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 Pillow Toss 25s cooldown
ThenFeint an approach with a durable body, eat the pillow, then commit for real.
- Watch out
- Naptime strips your dash distance and locks out every movement ability before the sleep even lands, so once you are in the 19m gaze there is no mechanical out.
- Your edge
- Seven has more burst damage than Rem.
- Buy
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Buy it against the channelled ultimates from Rem.
The full plan for Rem, 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
Tag Along
Tag Along Rem leaps to a friendly hero and naps alongside them. Damage No damage. Burst heals 15% of missing health, then regenerates over time —… Mobility A 23m leap, but only to a friendly hero — Rem cannot use it to escape into… Defensive Attaching to a durable frontliner is Rem's survival plan; 1 1 AP: -8s cooldown (40s to 32s) 2 2 AP: bonus item range, duration and barrier effectiveness while attached 5 5 AP: bonus spirit power while napping and for a short window after waking 's missing-health burst plus lingering regeneration makes a duo lane harder to burst down, and the heal scales with missing health
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 ult unlock:
Naptime turns Rem from a passive healer into the team's objective-taking tool — a wall-piercing mass mobility strip plus sleep is decisive at urn and mid-boss fights
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 - 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 - 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
- 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
- You get value from moving around the map and Seven does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Seven or on the Guardian, not by the breakables you pick up on the way. Documented
-
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
-
Tag Along's missing-health burst plus lingering regeneration makes a duo lane harder to burst down, and the heal scales with missing health 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
-
Naptime unlock — Turns Rem from a passive healer into the team's objective-taking tool — a wall-piercing mass mobility strip plus sleep is decisive at urn and mid-boss fights Strong evidence - 1 AP into
Pillow Toss — -7s cooldown (25s to 18s) makes the peel-and-refund loop consistent rather than occasional 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 +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 +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 instinct here is to buy
Dispel Magic
Dispel Magic +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 +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 +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 +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 +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
Rem’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 39.5% of these, which is 6.0% below your overall win rate (49,443 matches). The kit-based model reads this as moderate 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 Rem'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%.