Seven vs Warden
Seven's team wins 54.8% Warden's team wins 45.2%, across 30,985 games
Written for the Seven player. Playing Warden? See Warden vs Seven →
About even
Seven usually wins 55.4% of games. Against Warden that is 0.6% lower, over 30,985 games.
- Whole match 54.8% −0.6% vs usual 30,985 games
- Sharing a lane 55.2% −0.2% vs usual 9,399 games
- Oracle and above 52.9% +0.2% vs usual 985 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 Binding Word 34s cooldown
ThenForce it out on a mobile teammate who can clear the check, and for 20-34 seconds he has no way to hold anyone still.
- Watch out
- Binding Word makes you cover 20 metres in 2.8 seconds or take 110 damage and get immobilised for 1.75-2.5s, and at Tier 3 it silences you for that entire window so you cannot cast the escape ability you were relying on.
- Your edge
- Seven has more burst damage than Warden.
- Buy
Unstoppable
Unstoppable +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Buy it against Warden's
Binding Word.
If you're Warden
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
- Warden 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. Warden'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
Binding Word looks like. It is the cooldown this lane revolves around.
Avoid
- Walking to lane on the same path every wave against a hero with Warden's engage range.
Do
- 6.3 m/s base speed, so he cannot rotate to other lanes or escape a collapse
- The 09-16-2026 patch cut Flask's projectile range and speed by 30%, making his safest laning tool much harder to land
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
Alchemical Flask
Alchemical Flask Hurls a flask that damages enemies in a small area and leaves them dealing less weapon damage and moving more slowly. Crowd Control -16% movement slow for 3s Damage 60 base (about 0.63x spirit scaling); Defensive The weapon damage reduction is effectively a defensive buff for his whole… 1 enemies hit lose 1 Stamina 2 +35 damage and an additional -25% weapon damage (total -55%) 5 -7s cooldown (12s base) and +2m radius; 's -30% to -55% weapon damage for 7s wins nearly every early weapon trade outright- 805 base health plus a 125+
Willpower
Willpower Warden shields himself with a temporary barrier and moves noticeably faster for a few seconds. Mobility +20% move speed (T1 adds +20%, so up to +40%) for 5s (T2 adds +2s) Defensive 125 barrier (about 0.8x spirit scaling); 1 +20% move speed bonus 2 -24s cooldown (40s base down to 16s) and +2s duration 5 +30% debuff resistance and improved barrier scaling barrier lets him survive commits
Do
- Their first real spike is
Binding Word 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 Warden on their spike timing when you could take the same fight ten minutes later on yours.
Do
- Watch for
Alchemical Flask. The flask flies 40% faster since 30 October 2026, but its range is still the short one the 09-16-2026 patch gave it — sidestep the visible arc, and simply standing further back often makes it unthrowable - Bank your Stamina. Entering a fight with Warden at full stamina is the entire counterplay to
Binding Word: two dashes plus sprint clears the 20m check comfortably
Avoid
- Spending your own escape before
Binding Word is on cooldown.
Warden’s abilities
-
Alchemical Flask Ability 1 Sticking power rather than damage: -16% movement slow for 3s.
- The flask flies 40% faster since 30 October 2026, but its range is still the short one the 09-16-2026 patch gave it — sidestep the visible arc, and simply standing further back often makes it unthrowable
- Spirit-damage heroes (Victor, Yamato, Viscous) largely ignore it, because the debuff hits weapon damage and fire rate, not Spirit Damage
- Hold your Stamina: T1 drains one charge, so entering the Flask radius with full stamina leaves you enough dashes to clear a following
Binding Word
-
Binding Word Ability 3 The other half of Warden's control: 1.75s immobilise (T2 adds +0.75s, so up to 2.5s) if the target fails the check.
- Run IMMEDIATELY and in a straight line — you need 20m of separation within 2.8s, and hesitating for even half a second is what loses the check
- Hold Stamina specifically for this: two dashes plus sprint clears 20m comfortably, which is why you should not enter Flask range with your stamina already spent
- Once he has T3, the Silence means you cannot cast an escape ability during the window — you must clear it with Stamina and raw movement speed alone, so buy movement items rather than relying on
Project Mind
Project Mind After a brief channel, Wraith teleports to a chosen location at range. Mobility Teleport up to 25m (T1 adds +15m, so up to 40m) after a 1s interruptible… Defensive T2 grants a 300 barrier for 5s on arrival, scaling with Spirit Power 1 +15m cast range (25m base up to 40m) 2 300 barrier for 5s on arrival, scaling with Spirit Power 5 -32s cooldown (50s base down to 18s) ,
Flight
Flight Vindicta lifts off and flies freely for an extended duration. Damage +10 spirit damage per bullet while airborne (T3 adds +10 more with improved… Mobility 13s of free flight on a 42s cooldown; Defensive Being airborne dodges most ground-targeted abilities and puts her out of… 1 +50% base ammo capacity during Flight 2 +10s duration (13s base up to 23s) 5 hero kills refresh Flight's duration; or
Flying Slash
Flying Slash Throws a grappling hook at an enemy and pulls herself to them, landing a light melee hit and leaving them significantly slowed on arrival. Crowd Control -40% movement slow for 2.5s on the target Damage 66 melee damage Mobility Pulls her to the target from 23m base (T3 adds +8m, up to 31m) 1 -18s cooldown (36s base down to 18s) 2 gain +35 Spirit Power for 6s 5 alt-cast to grapple allies, +8m cast range, and +1 charge
-
Willpower Ability 2 His engage enabler. With a 6.3 m/s base movement speed, Willpower is the only way he closes the distance to land Flask and
Binding Word, and the barrier is what lets him survive the approach.- Strip the 125+ barrier before committing burst — the barrier is a flat pool, so a cheap ability chunk removes it and your real damage then lands on health
- The duration is only 5-7s; kiting out the window is often better than trading into it
- Even at +35% he is starting from 6.3 m/s, so a genuinely mobile hero (Yamato at 8.2, Vindicta at 7.9, Vyper sliding) still outruns him
-
Last Stand
Last Stand After a two-second charge-up, Warden pulses damage in a wide radius around himself twice a second, healing for a large share of the damage he deals. Crowd Control none directly — its power comes from being paired with Binding Word Damage 70 DPS base (about 1.3x spirit scaling) over 6s in a 12m radius; Mobility none, and he is channelling 1 +4m radius (12m base up to 16m) 2 +50 DPS and -40s cooldown (180s base) 5 +4s duration and +30% resists while channelling Ultimate His teamfight win condition and his objective-holding tool. A rooted enemy inside Last Stand is dead; an enemy team that stays to fight it feeds him health directly.
- Leave the radius. He heals 75% of the damage he does to heroes, so every second you spend inside is health transferred to him — walking out is strictly better than trading
- Interrupt the 2s charge-up: any Stun, Knockup or displacement (Viscous's
Puddle Punch
Puddle Punch Materialises a fist at a chosen point up to a long distance away, punching everyone in a small area upward. Crowd Control Knockup on everyone in the 4m radius plus a -24% movement slow for 3s Damage 20 damage base plus about 0.6x melee scaling; Mobility Grants Viscous and allies increased air control when caught in it 1 +1 charge and +20 damage 2 +1.5m radius and +60% lifesteal 5 -14s cooldown and deals Heavy Melee damage , Wraith's
Telekinesis
Telekinesis Lifts one enemy hero into the air, holding them helpless for a couple of seconds, then slams them toward a location Wraith chooses. Crowd Control stunned during the 1.25s channel, then the target is airborne and unable to… Damage 100 spirit base (about 1.0x spirit scaling); Mobility none for Wraith — she channels for 1.25s while aiming the throw 1 +100 damage 2 -45s cooldown (150s base down to 105s) 5 +1.5s debuff duration and +6m throw and cast range , Vyper's
Petrifying Bola
Petrifying Bola Throws an explosive bola. Crowd Control 2.2s petrify on a direct hit (T3 adds +1s, up to 3.2s); Damage 50 area damage (about 0.74x spirit scaling); Defensive Petrifying an incoming diver removes them from the fight for over two… 1 +49.5 petrify damage 2 -20s cooldown 5 +1s petrify duration and petrifies all enemies in the area, not just direct hits , Venator's
Gutshot
Gutshot A point-blank shotgun burst within about 10m that shoves everyone hit backwards. Crowd Control knockback on everyone hit; Damage 60 base (about 0.7x weapon scaling) plus 30 bonus (about 0.8x scaling) when… Mobility none for Venator himself 1 +25 damage 2 -10s cooldown (23s base) and +0.4s stun duration 5 after a wall stun, Venator's next heavy melee becomes blessed wall Stun) cancels it - Once he has T3 the channel lasts 10s with +30% more resists, so disengage and re-engage after it rather than trading into it
- 1
Binding Word Binding Word first and most importantly — it is the whole hero. Force it out on a mobile teammate who can clear the check, and for 20-34 seconds he has no way to hold anyone still
- 2
Alchemical Flask Alchemical Flask second: it is the stamina drain and slow that makes
Binding Word land, so eating a Flask on a tank instead of your carry breaks the combo before it starts - 3
Willpower Willpower third: it is his only engage and his only barrier. Force him to use it defensively and, pre-T2 (40s cooldown), he cannot reach you at all for the next rotation
The matchup in detail
- Base movement of 6.3 m/s; everything depends on
Willpower being available Strong evidence -
Binding Word is a check, not a guaranteed Root — a mobile hero with stamina banked simply walks out of it Strong evidence - Nerfed in the 09-16-2026 patch across three lines: Flask projectile range and speed -30%, Bullet Damage per boon 0.28 to 0.25, and
Willpower T3 scaling and debuff resistance both cut 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
-
Binding Word makes you cover 20 metres in 2.8 seconds or take 110 damage and get immobilised for 1.75-2.5s, and at T3 it silences you for that entire window so you cannot cast the escape ability you were relying on Strong evidence -
Alchemical Flask cuts your weapon damage by 30-55% and your fire rate by 30% for 7 seconds while also draining a Stamina charge — the stamina loss is specifically designed to make the
Binding Word check fail Strong evidence -
Last Stand pulses 70-120 DPS twice a second in a 12-16m radius while he heals 75% of that damage back and has 50-80% bullet and Spirit Resist Strong evidence - Stun him during
Last Stand's 2s charge-up; once it is running at T3 it lasts 10s with +30% more resists, so leave the area rather than trading into it Strong evidence - The full chain — Flask to drain stamina and slow,
Binding Word to Root,
Last Stand on top — is a scripted kill on any hero without a banked escape Strong evidence - Warden 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
- Bank your Stamina. Entering a fight with Warden at full stamina is the entire counterplay to
Binding Word: two dashes plus sprint clears the 20m check comfortably Strong evidence - Avoid the
Alchemical Flask arc — its range is still short (cut 30% in the 09-16-2026 patch), though it has flown 40% faster since 30 October 2026, so simply holding further back denies the stamina drain that makes the Root land Strong evidence - Once
Binding Word is cast, run in a straight line immediately, and use verticality (zipline, mantle, a ledge drop) which covers 20m faster than ground movement Strong evidence - Do not fight inside
Last Stand's 12-16m radius; he lifesteals 75% off heroes, so trading into it heals him. Walk out and re-engage after the 6-10s channel Strong evidence - Bring Spirit Damage: Flask's debuff only touches weapon damage and fire rate, so Victor, Yamato and Viscous are barely affected by his signature anti-carry tool Strong evidence
- Outrun him — his base speed is 6.3 m/s, and once
Willpower's 5-7s window expires he cannot chase anyone Strong evidence - You do not have the CC to reliably break
Last Stand 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 - Warden adds barrier, not health, and barriers behave differently enough to change how you spend your combo. Resists apply before the barrier depletes, so a barrier multiplies with their resist rather than bypassing it — and it decays on its own. Overflow damage carries straight through to health, so one large hit does not stop at the barrier boundary. That argues for landing your whole burst in one window rather than chipping: chip is exactly what a decaying pool is designed to absorb. Strong evidence
- The 2-second
Last Stand charge-up, before he has T3 — any Stun, Knockup or displacement cancels the whole ultimate Strong evidence - The 20-34s after
Binding Word is spent: he has no Hard CC and is a slow, short-range bruiser Strong evidence - The 16-40s after
Willpower expires — at 6.3 m/s with no barrier he cannot initiate or retreat Strong evidence - Any fight at long range, where his abilities cannot reach and his rifle gets weaker past 18m until it is at its weakest by 47m Strong evidence
- Immediately after a whiffed
Alchemical Flask (harder to force since 30 October 2026, when the projectile got 40% faster) — the
Binding Word that follows is much easier to escape Strong evidence - When Warden 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 Warden'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 Warden 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
-
Alchemical Flask's -30% to -55% weapon damage for 7s wins nearly every early weapon trade outright Strong evidence - 805 base health plus a 125+
Willpower barrier lets him survive commits Strong evidence - 6.3 m/s base speed, so he cannot rotate to other lanes or escape a collapse Strong evidence
- The 09-16-2026 patch cut Flask's projectile range and speed by 30%, making his safest laning tool much harder to land 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
- There is a hard behavioural change at 20:00 in this matchup: respawn goes from 35 to 38 seconds as of 09-16-2026, and you are the hero Warden can pick off without a fight starting. Three seconds does not sound like much until you price it against the Rift's 7-minute cadence and the Urn at 20 and 25 — a single death now reliably costs you presence at the next objective. Past 20:00, stop taking the solo camp that is one rotation from their side of the map. Documented
-
Binding Word unlock — A conditional 1.75s Root on a 34s cooldown is his first real kill threat Strong evidence -
Last Stand unlock — Plus
Binding Word becomes a guaranteed kill combo on any target that fails the escape check Strong evidence -
Alchemical Flask T2 (-55% weapon damage) — He becomes a hard counter to bullet carries, more than halving their output for 7 seconds at a time Strong evidence -
Binding Word T3 +
Last Stand T3 — The Silence on the escape check plus a 10s channel with +30% more resists makes the combo very hard to escape or outtrade — this is his peak 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
-
Last Stand 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 - Warden 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 Warden 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
- Warden 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 Warden 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 Warden — it lands off your abilities at T2 rather than asking you to sustain gunfire you are not built for. Strong evidence - Against Warden'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
Knockdown +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius 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 Warden's
Binding Word. Documented -
Debuff Reducer
Debuff Reducer +25% Debuff Resist +90 Bonus Health (vitality T2) — Warden creates that through Warden's
Binding Word. 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 -
Dispel Magic
Dispel Magic +45s Cooldown +10% Spirit Resist +3s Buff Duration +250 Heal Amount (vitality T3) — Warden is where this lineup’s silences and ability denial comes from. Buy when enemy debuffs — slows, silences, anti-heal, disarms, hexes — are what is killing you rather than raw damage. Documented
- The losing pattern against Warden 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 Warden 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 Warden and then discover it does nothing about
Last Stand.
Dispel Magic purges non-ultimate negative effects only — anything sourced from an ultimate is outside its scope entirely. Work out which of Warden'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 Warden'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 Warden. 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 Warden
Who beats Warden, the items that shut Warden down, and every ability.
Facing more than Warden?
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 Warden's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.
Data-supported Measured: you win 54.8% of these, which is 0.6% below your overall win rate (30,985 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.
Warden'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%.