Seven vs Ivy
Seven's team wins 52.6% Ivy's team wins 47.4%, across 31,835 games
Written for the Seven player. Playing Ivy? See Ivy vs Seven →
Ivy has the edge
Seven usually wins 55.4% of games. Against Ivy that is 2.8% lower, over 31,835 games.
- Whole match 52.6% −2.8% vs usual 31,835 games
- Sharing a lane 52.2% −3.2% vs usual 11,727 games
- Oracle and above 50.9% −1.8% vs usual 1,278 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 Stone Form 40s cooldown
ThenShow a burst threat, make her use it, then engage on the landing when she has no invulnerability and no heal.
- Watch out
- Air Drop delivers a burst hero directly on top of your backline from a vertical angle your cover does not protect against, with a barrier and a damage buff attached.
- Your edge
- Seven has more burst damage than Ivy.
- Buy
Arctic Blast
Arctic Blast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Buy it against Ivy's
Air Drop.
If you're Ivy
Has the edgeWait 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
- Ivy is more mobile than Seven, so you choose when to fight.
- 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. Ivy's side in full →
What should I do right now?
Do
- Plan for
Arctic Blast
Arctic Blast +24s Cooldown +0.6s Spread Duration: +48% Move Speed +4s Slow Duration +10% Spirit Resist +1s Freeze Duration Builds from Cold Front — know which tier it sits in so you are not improvising at the shop. - Know what
Stone Form looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Ivy's engage range.
Do
- Solo she only gets half the
Kudzu Connection
Kudzu Connection Forms a link with a nearby ally, granting both of them fire rate, bullet lifesteal and replicated healing, and removing the movement penalty while shooting. Damage no direct damage; about +10% fire rate, +15% bullet lifesteal and 35%… Mobility removes the move-speed penalty while shooting, which is effectively a large… Defensive the bullet lifesteal and replicated healing are her main sustain for both… 1 about +8% fire rate and +8% bullet lifesteal 2 -37s cooldown (37s to 0s), so the connection is always active bonuses before tier 3, so her power is partner-dependent - Low burst — she cannot punish a mistake quickly, only grind
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
Entangling Thorns
Entangling Thorns Summons a patch of choking thorns that damages and slows every enemy inside its radius. Crowd Control movement slow; tier 3 upgrades the effect to an immobilize Damage about 40 damage per second at base spirit power (deadlock.one) Defensive dropped at her own feet it discourages a melee chase 1 +2m radius and improved spirit scaling on the DPS 2 immobilizes enemies in the patch clears the wave and denies the orb area at the same time
Kudzu Connection's fire rate and bullet Lifesteal make her duo lane trades favourable and self-sustaining
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 Ivy on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Air Drop. Damage her before she casts — taking damage briefly disables the ability, so constant chip pressure denies it outright - Buy
Knockdown
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius for
Air Drop — it drops her and the carried ally out of the sky and cancels the delivery entirely
Avoid
- Spending your own escape before
Stone Form is on cooldown.
Ivy’s abilities
-
Air Drop Ultimate A delivery tool — it puts a teammate on top of a backline, over a wall, or safely out of a collapsing fight, and then buffs them for the fight that follows.
- Damage her before she casts — taking damage briefly disables the ability, so constant chip pressure denies it outright
Knockdown hits her and the carried ally out of the sky, cancelling the whole delivery- Watch the sky when she is off-screen: the drop is telegraphed by the flight path, so spread out and deny the landing angle
-
Stone Form Ability 3 Closing the distance and taking your options in the same press: area Stun on landing.
- Do not keep shooting a hero in Stone Form — she is impervious and you are wasting a magazine; disengage and reset instead
- The landing radius is only about 5.75m, so simply stepping back out of it denies the Stun entirely
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer pre-cast makes the landing Stun irrelevant
-
Entangling Thorns Ability 1 Sticking power rather than damage: movement slow.
- It is a static circle with a visible model — leave the radius rather than trading inside it
- Before tier 3 it is only a slow; push through it rather than retreating, since walking backwards through the patch takes the most ticks
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount clears the slow, and the tier-3 immobilize, in one press
-
Kudzu Connection Ability 2 The mechanical core of her support identity — it makes one chosen ally meaningfully stronger for the whole fight and gives Ivy the gun uptime she otherwise lacks.
- Break the pair's line of sight — forcing them around separate corners cuts the buff before tier 3
- Focus the linked ally, not Ivy: killing the buffed target removes most of the value and Ivy's own bonus halves
- Anti-heal (
Napalm
Napalm Sprays a burning mixture in front of him that deals spirit damage, slows whoever it touches, and leaves them coated in napalm that keeps burning. Crowd Control movement slow on everyone hit Damage about 40 spirit at base plus the napalm coating over time (deadlock.one) Mobility none directly, though the slow effectively closes distance 1 +20% lifesteal 2 applies about +17% Damage Taken and -33% Healing to affected targets tier 3,
Decay
Decay +30s Cooldown +12s Duration +0.1s Cast Delay +8 Spirit Power -55% Incoming Healing +65 Bonus Health ,
Cursed Relic
Cursed Relic +55s Cooldown +3.25s Duration +0.1s Cast Delay -25% Damage Penalty ) is disproportionately effective because the Lifesteal and replicated healing are the link's main payoff
- 1
Stone Form Stone Form first — it is her only reliable defensive cooldown. Show a burst threat, make her use it, then engage on the landing when she has no invulnerability and no heal
- 2
Air Drop Air Drop next: force it defensively as an extraction rather than letting her use it as an engage. An Air Drop spent pulling an ally out of a losing fight is an Air Drop that is not landing on your backline
- 3
Entangling Thorns Entangling Thorns third — make her place it on the wave or on a durable frontliner so the tier-3 immobilize is not available for your carry
The matchup in detail
- Very low burst; she cannot convert a short window into a kill on her own Strong evidence
-
Air Drop is disabled briefly after she takes damage, so it is a proactive tool and not a panic button Strong evidence - Her value is heavily tied to having a competent linked ally and a correct target for the drop Strong evidence
-
Air Drop delivers a burst hero directly on top of your backline from a vertical angle your cover does not protect against, with a barrier and a damage buff attached Strong evidence -
Air Drop tier 3 silences on the drop, which ends a channelled ultimate the instant she lands on you Strong evidence -
Entangling Thorns tier 3 immobilizes you in place while her gun and her linked ally's gun pour into you Strong evidence -
Kudzu Connection means the ally you are fighting is permanently stronger than their base kit — you are effectively fighting a buffed carry, not a normal one Strong evidence -
Stone Form eats your entire burst window while healing her, then stuns you when it ends Strong evidence - Ivy can Silence, which means your escape is only real if it is already active. Pre-empt rather than react: if you are walking into a position where the Silence lands, your defensive cooldown should be spent getting out of that position, not saved for after. Strong evidence
- Buy
Knockdown for
Air Drop — it drops her and the carried ally out of the sky and cancels the delivery entirely Strong evidence - Apply constant chip damage: taking damage briefly disables
Air Drop, so pressured Ivy simply cannot cast her ult Strong evidence - Stop shooting during
Stone Form (she is impervious) and instead back out of the roughly 5.75m landing radius so the Stun whiffs Strong evidence - Break the
Kudzu Connection pair's line of sight before tier 3 by forcing them around separate corners, and focus the buffed ally rather than Ivy Strong evidence - Stack anti-heal —
Napalm tier 3,
Decay or
Cursed Relic — because the bullet Lifesteal, replicated healing and
Stone Form heal are her whole sustain package Strong evidence - Spread out on objectives so
Entangling Thorns cannot hit multiple people and
Air Drop has no clustered landing target Strong evidence - Against Ivy the item that changes the matchup is
Slowing Hex
Slowing Hex +29s Cooldown +3.5s Duration +0.1s Cast Delay +16% Move Speed -26% Dash Distance , and not for the slow. It silences movement abilities and movement items — that is their dash, their blink, their
Warp Stone
Warp Stone +16s Cooldown +30% Bullet Resist +6s Buff Duration and their
Phantom Strike
Phantom Strike +35s Cooldown +0.35s Cast Delay +8 Spirit Power +15% Weapon Damage +40% Move Speed +3s Slow Duration all turned off at once — and raises their gravity to 120% on top. At Tier II Spirit for 1,600 it is the cheapest way to convert a mobility advantage into a stationary target, and you deal the Spirit Damage needed to apply the follow-up. Strong evidence -
Air Drop is one cast aimed at one person and that person is likely you, which changes the shape of the answer. Effective health is the wrong axis — a hero who can pick you out of a fight will simply wait until the number is beatable.
Counterspell
Counterspell +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power negates a single ability outright, which against a one-cast threat is a hundred percent mitigation for 3,200, and the read is easier than it sounds because a single-target ultimate has to be aimed at you to work. Strategic
- Whenever she has recently taken damage —
Air Drop is locked out, so she has no flight and no escape Strong evidence - The entire
Stone Form duration if you disengage instead of shooting: she is immobile and you get a free reposition Strong evidence - Mid-flight during
Air Drop — she and her passenger are a slow, visible, committed target for
Knockdown or sustained gunfire Strong evidence - Her 2.44s reload on a 33-round magazine is one of the longer reloads in the group Strong evidence
- Any fight where her linked ally has died — she drops to half
Kudzu Connection value and has almost no independent kill pressure Strong evidence - When Ivy puts up a barrier, do not reset the trade and wait for it to drop. Overflow damage carries through to health, so a single large hit spends the barrier and keeps going in one action — there is no wasted remainder. What does get wasted is chip, because barriers decay on their own and small hits are exactly what a temporary pool absorbs for free. Either commit your burst through it or disengage entirely; the middle option gives them a free absorb. Strong evidence
- You have real objective damage, which makes the Guardian your win condition in this lane rather than Ivy'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
- 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 Ivy 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
-
Entangling Thorns clears the wave and denies the orb area at the same time Strong evidence -
Kudzu Connection's fire rate and bullet Lifesteal make her duo lane trades favourable and self-sustaining Strong evidence - Solo she only gets half the
Kudzu Connection bonuses before tier 3, so her power is partner-dependent Strong evidence - Low burst — she cannot punish a mistake quickly, only grind 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
- Ivy will be their Urn runner and you are the one who can stop it. The Urn cannot be voluntarily dropped — it comes loose only on melee, a Stun, or death — so chip damage and slows do not deny a delivery, your Hard CC does. Hold it for the carry rather than spending it on the approach fight, and note the favoured team gets +50% Bullet and Spirit Resist in a 60m bubble while carrying and depositing, which is why trying to burst the runner down usually fails. Documented
-
Air Drop unlock — Turns every fight into one her team can start from an angle the enemy cannot defend Strong evidence -
Kudzu Connection tier 3 — The connection becomes always-on, so the buff no longer depends on holding line of sight Strong evidence -
Entangling Thorns tier 3 — The slow becomes an immobilize, upgrading her from soft CC to a genuine lockdown setter Strong evidence -
Air Drop tier 3 — The Silence on drop shuts down channelled ultimates on arrival 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
- Fights against Ivy 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
- Fight Ivy under cover — indoors, under walkways, inside stairwells. Taking away the vertical axis removes most of their kit's value before you spend a single item slot on it. Strategic
- Ivy 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 Ivy 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 Ivy — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Strong evidence - Ivy fights from the air, which is exactly what
Knockdown exists for: it applies +100% gravity to an airborne target (raised from +50% in March 2026) and its Stun scales with altitude, up to about +1.5s at 30m. The higher they commit, the harder the punish — and Debuff Resist will not shorten that Stun for them. Documented - Do not assume Ivy 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 -
Arctic Blast (spirit T4) — Ivy's
Air Drop is what you are buying against here. Buy to lock down a mobile enemy team or to peel a dive off your backline — slowed targets cannot regenerate stamina. Documented -
Debuff Reducer
Debuff Reducer +25% Debuff Resist +90 Bonus Health (vitality T2) — Ivy creates that through Ivy's
Stone Form. The standard early buy when the enemy team chains crowd control; it is also the component for
Spellbreaker
Spellbreaker +9s Cooldown +18% Spirit Resist +25% Debuff Resist +175 Damage Threshold +65% Spirit Damage Reduction +90 Bonus Health Builds from Debuff Reducer and
Unstoppable. Documented -
Cold Front
Cold Front +25s Cooldown +4s Duration +0.6s Spread Duration: +48% Move Speed +6% Spirit Resist (spirit T2) — Ivy's
Air Drop — that is the gap closers and escapes this answers. Buy when you need an area slow to catch runners or peel a dive; it upgrades into
Arctic Blast. Documented
- The instinct here is to buy
Dispel Magic as your answer to Ivy 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 Ivy 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 - The specific error is walking into Ivy'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 Ivy. 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
Facing more than Ivy?
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 Ivy's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 52.6% of these, which is 2.8% below your overall win rate (31,835 matches). The kit-based model agrees.
Ivy's kit and counterplay were compiled from 6 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%.