Seven vs Dynamo
Seven's team wins 54.0% Dynamo's team wins 46.0%, across 35,982 games
Written for the Seven player. Playing Dynamo? See Dynamo vs Seven →
About even
Seven usually wins 55.4% of games. Against Dynamo that is 1.4% lower, over 35,982 games.
- Whole match 54.0% −1.4% vs usual 35,982 games
- Sharing a lane 53.8% −1.6% vs usual 13,238 games
- Oracle and above 52.3% −0.4% vs usual 750 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 Seven's usual win rate at that rank.
The fight at a glance
If you're Seven
Wait out Kinetic Pulse 26s cooldown
ThenKinetic Pulse charges first — with both spent he loses his interrupt and his anti-dive, and a dive on his carry goes uncontested for the next several seconds.
- Watch out
- Singularity stuns and vacuums a whole group for roughly 2.75s (3.5s at Tier 2).
- Your edge
- Seven has more burst damage than Dynamo.
- Buy
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Buy it against Dynamo's
Singularity.
If you're Dynamo
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
- Dynamo 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.
The full plan for Seven, phase by phase, is below. Dynamo's side in full →
What should I do right now?
Do
- Plan for
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer — know which tier it sits in so you are not improvising at the shop. - Know what
Kinetic Pulse looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Dynamo's engage range.
Do
- Very low raw weapon DPS (48) means he cannot actually kill a healthy laner on his own
Quantum Entanglement
Quantum Entanglement Dynamo briefly stops being a valid target as he teleports to a nearby point, refilling stamina on arrival. Mobility 10m teleport base, +6m at Tier 1. Defensive The untargetable window dodges projectiles and incoming ultimates outright; 1 +6m cast range 2 -6s cooldown (from a 20s base) 5 reduces non-ultimate debuffs by 50% and replenishes one ability charge 's 10m base range is not enough to escape a real gank
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
Avoid
Kinetic Pulse is long-range, hits the whole wave and pokes the enemy laner at the same time, giving him safe pressure without stepping forward
Rejuvenating Aurora
Rejuvenating Aurora Dynamo channels a restorative field that heals himself and every nearby ally over several seconds. Mobility Tier 1 grants +4m move speed during the channel; Defensive Heals 30 health per second base across the area; 1 +4m move speed during the channel 2 -20s cooldown and +1s channel duration 5 removes the channel requirement and heals an additional 2.5% of max health per second lets him and his lane partner stay in lane far past the point another duo would have to back
Do
- Their first real spike is ult unlock — respect it from that point, not before.
- Your spike is 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
Avoid
- Taking an even fight against Dynamo on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Kinetic Pulse. It is a visible ground wave with travel time — jump or dash over it rather than trying to outrun it sideways - Focus him during the
Singularity channel — he stands completely still for 2.75s and any Stun, Knockup or Silence ends the ultimate and burns the 250s cooldown
Avoid
- Spending your own escape before
Kinetic Pulse is on cooldown.
Dynamo’s abilities
-
Kinetic Pulse Ability 1 Dynamo decides where you are standing for the next second or two — Knockup, brief airborne loss of control.
- It is a visible ground wave with travel time — jump or dash over it rather than trying to outrun it sideways
- Fight him from elevation or across a gap; the wave hugs the floor and does not climb ledges cleanly
- Bait both charges (he gets two at T1) before committing a dive; the Knockup is what cancels your engage
-
Singularity Ultimate The one cooldown worth tracking on its own timer: AoE Stun plus a continuous vacuum pull for the full channel duration — the longest and widest Hard CC among these eight heroes.
- Kill or CC him during the channel — he is stationary and undefended for 2.75s and any Stun ends the ultimate immediately
- Spread out before objective fights; the vacuum radius is finite and a spread formation means he catches one hero instead of four
- Carry a cleanse or CC-immunity item and save it specifically for this ability, not for lesser stuns
-
Quantum Entanglement Ability 2 His only real mobility, a dodge for incoming burst, and — via the ally cast — a genuine group escape or repositioning tool.
- The teleport is very short — 10m base — so a hero with real mobility simply re-closes the gap immediately
- Delay your burst by half a second past his obvious panic point; once the untargetable window ends he has 14-20s with no dodge
- Cut off the destination rather than chasing the origin; he can only land within roughly 10-16m
-
Rejuvenating Aurora Ability 3 A team-sustain ability. It resets a whole team between fights and can win an ongoing brawl outright if it is not interrupted.
- Apply healing reduction before you commit — this ability is why a Dynamo team survives a fight they lost on damage
- Hard CC still breaks the channel below Tier 3; a Stun or Knockup on Dynamo mid-Aurora wipes the remaining ticks
- Force the fight to move — he can dash during the channel but the field is anchored around him, so pulling his allies away from him drops them out of it
- 1
Kinetic Pulse Kinetic Pulse charges first — with both spent he loses his interrupt and his anti-dive, and a dive on his carry goes uncontested for the next several seconds
- 2
Quantum Entanglement Quantum Entanglement second — force it with a feint of burst, then commit for real; he has 14-20s with no dodge and only a 10m reposition afterwards
- 3
Rejuvenating Aurora Rejuvenating Aurora third — making him spend it between fights rather than during one removes his team's reset
The matchup in detail
- Almost no solo kill pressure — 48 weapon DPS and no burst combo Strong evidence
- Completely defenceless during the
Singularity channel Strong evidence -
Quantum Entanglement's 10m base range is a reposition, not an escape Strong evidence
-
Singularity stuns and vacuums a whole group for roughly 2.75s (3.5s at T2) — that is long enough for his entire team to unload a full combo on you with no counterplay once it lands Documented -
Kinetic Pulse knocks you up from long range and cancels whatever you were doing: a dash, a channel, a dive, an ultimate wind-up Documented -
Rejuvenating Aurora undoes damage you spent an entire fight applying; at T3 he does it without even standing still Documented - Once he has
Kinetic Pulse T2, the wave also strips 15% Bullet Resist and slows you 30% for 4s, which converts his poke into his team's kill setup Documented -
Quantum Entanglement's untargetable frames can eat a single-target ultimate you spent on him, then his ally-cast version pulls his whole team out of your collapse Documented
- Focus him during the
Singularity channel — he stands completely still for 2.75s and any Stun, Knockup or Silence ends the ultimate and burns the 250s cooldown Strong evidence - Spread your formation before every objective contest; the vacuum has a finite radius and a spread team gives him one target instead of four Strong evidence
- Buy healing reduction specifically for
Rejuvenating Aurora — after his T3 upgrade, interrupting the heal is no longer possible and anti-heal is the only answer Strong evidence - Bait both
Kinetic Pulse charges before you commit a dive; the Knockup is the interrupt that makes his team's anti-dive work Strong evidence - Fight him from elevation or across gaps —
Kinetic Pulse travels along the ground and does not cleanly climb ledges Strong evidence - Punish his 48 DPS weapon directly: he cannot duel, so isolating him away from allies is close to a free kill Strong evidence
- You do not have the CC to reliably break
Singularity out of your own kit, so buy the cheapest thing that does:
Silence Wave
Silence Wave +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
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power , 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 - Dynamo 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 entire 2.75s (or 3.5s at T2)
Singularity channel — he is stationary, visible and cannot defend himself Documented - The window after
Quantum Entanglement's untargetable frames end: 14-20s of no escape on a hero with 48 weapon DPS Documented - Below
Rejuvenating Aurora T3, the moment he starts channelling the heal — a Stun cancels the remaining ticks Documented - Any time he is separated from his team; he has no solo kill pressure and cannot outrun a committed chase with a 10m blink Documented
- The minutes following a spent
Singularity — the 250s base cooldown means his team has no fight-starter and objectives should be forced immediately Documented - Dynamo's pull is the whole matchup. Until it is on cooldown you are playing around it; once it misses you have a window that is worth committing into. Make it the first thing you bait — show a sliver of yourself from behind cover rather than walking a clean line they can lead. Strategic
- You have real objective damage, which makes the Guardian your win condition in this lane rather than Dynamo'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. Documented
- Dynamo 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
- Around 6:00 the Guardians become realistically contestable and players start leaving lane for Haunt camps Haunts Lanes and Districts across the map Haunts replace the old neutral camps. They are not a reskin: each type behaves differently, and the health bar now shows a camp's soul value and how hard it is, so you can decide whether a camp is worth your time before you start shooting. Three eye colours mark the tier — teal for tier I, yellow for tier II, red for tier III. Souls 4168181 souls tier I / II / III a creep +0.44 / +0.73 / +1.95 a minute — which for you means the map stops being a 1v1 and Dynamo gains the thing they are best at, the opening engagement onto a target with no way out. The last two minutes before that transition are your safest window to build a soul lead. After it, treat any position without a teammate in line of sight as a position they can start a fight in. Strategic
-
Kinetic Pulse is long-range, hits the whole wave and pokes the enemy laner at the same time, giving him safe pressure without stepping forward Strong evidence -
Rejuvenating Aurora lets him and his lane partner stay in lane far past the point another duo would have to back Strong evidence - Very low raw weapon DPS (48) means he cannot actually kill a healthy laner on his own Strong evidence
-
Quantum Entanglement's 10m base range is not enough to escape a real gank 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
- 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. Strong evidence
-
Singularity unlock — Immediately makes every teamfight and objective contest go through Dynamo Documented -
Kinetic Pulse T1 (+1 charge) — Two charges turn a single poke into a reliable double interrupt for anti-dive and channel breaking Documented -
Rejuvenating Aurora T2/T3 — T2's -20s cooldown makes the heal available for nearly every fight; T3 removing the channel requirement lets him heal while playing normally Documented - Late 35min+ with cooldown reduction items —
Singularity's 250s base cooldown drops enough that he has it for most objective fights rather than one in three 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
-
Singularity 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 - Against Dynamo's knockups,
Debuff Reducer
Debuff Reducer +25% Debuff Resist +90 Bonus Health is a live answer where it used to be a dead one: Knockup durations were brought under debuff reduction on 05-22-2026, so the +25% from a 1,600 Tier II item genuinely shortens the airborne time. That matters more for you than for most, because you have no exit and the airborne window is when their follow-up lands. Worth pairing with the fact that
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius -style effects going the other way still cannot be shortened at all. Documented - Dynamo brings enough lockdown that Stun sequencing matters. Community reporting describes Stun diminishing returns of roughly 10% then 30% inside an 8-second window, applying to stuns only and not to silences, slows, disarms or hexes — so their follow-up chain may be shorter than the first one felt. Treat this as unconfirmed, but it is worth knowing before you burn a cleanse on the opening Stun. Uncertain
- Fights against Dynamo 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
- Dynamo decides where you stand, not you. The practical rule is to never hold a position whose failure case is being moved — stand so that being yanked or knocked puts you somewhere survivable rather than inside their whole team. Cover at your back is worth more than cover in front. Strong evidence
- Dynamo 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
- When you go for their Walker against a team with Dynamo peeling, the 22m rule is your positioning constraint: a Walker is invulnerable while no enemy is within 22m, so somebody has to be inside that ring for any of your damage to count. Being that body is a commitment, not a poke. Backdoor protection also gives the Walker 65% damage reduction and 65 HP/s regeneration until your trooper wave arrives, so going without the wave is not a faster take, it is no take at all. Strong evidence
- You deal Spirit Damage, so
Healbane
Healbane +8s Duration +7 Spirit Power -35% Incoming Healing is the cheaper and more reliable anti-heal against Dynamo — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Strong evidence - Do not assume Dynamo shrugs off your anti-heal by going immune.
Unstoppable explicitly does not suppress healing reduction — if you have the debuff on them before they pop it, they are still healing at the reduced rate through the whole window. Documented - Against Dynamo's crowd control, understand what Debuff Resist actually buys you: it shortens duration, never magnitude. It is excellent against long disables and close to worthless against a short hard slow. Two things it explicitly does not shorten at all are the parry Stun and the
Knockdown item's Stun. Documented -
Unstoppable (vitality T4) — Buy when enemy lockdown is the reason you lose fights — it lets you walk through a full CC chain and still deal damage. In this game that means Dynamo's
Singularity. Documented -
Knockdown (spirit T3) — Dynamo creates that through Dynamo's
Quantum Entanglement. Buy whenever an enemy fights from the sky — it answers flying and airborne heroes and channelled aerial ultimates. Documented -
Counterspell (vitality T3) — Dynamo's
Singularity 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
- 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 Dynamo 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 Dynamo 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
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 - Anti-heal against Dynamo is bought correctly and applied at the wrong moment.
Healbane's reduction runs for 8 seconds from your Spirit Damage and
Toxic Bullets
Toxic Bullets -40% Incoming Healing ' runs while the bleed is up — both are windows, and re-applying the same source before it expires does not stack a second instance. The mistake is opening the fight clean and reaching for anti-heal once they start healing; by then you have spent the fight. Land it before they commit, then keep the window refreshed rather than re-triggering it. Strong evidence - The losing pattern against Dynamo 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 Dynamo 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
- Players buy
Dispel Magic for Dynamo and then discover it does nothing about
Singularity.
Dispel Magic purges non-ultimate negative effects only — anything sourced from an ultimate is outside its scope entirely. Work out which of Dynamo's disables come off abilities and which come off the ult before you spend 3,200: the ability-sourced ones are purgeable, the ult is not, and for the ult you need either
Unstoppable pre-cast or the discipline not to be there. Documented - The specific error is walking into Dynamo'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 Dynamo. 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
Seven’s other hard matchups
All of Dynamo
Who beats Dynamo, the items that shut Dynamo down, and every ability.
Facing more than Dynamo?
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 Dynamo's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 54.0% of these, which is 1.4% below your overall win rate (35,982 matches). The kit-based model reads this as high instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit.
Dynamo's kit and counterplay were compiled from 7 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Seven'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%.