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Solomon portrait Seven portrait

Solomon vs Seven

Extreme threat

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

Seven is favoured. Solomon wins 40.6% of 42,742 games against Seven (-4.0 points vs Solomon’s usual 44.6%).

How to win as Solomon

  1. RuleDo not commit before Static Charge Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage is gone. Static Charge Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage first. It is his only Hard CC, it is his combo enabler for Storm Cloud Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling , and at 42s base it leaves a huge hole. Walk into his 15m cast range on a durable body, take the charge, then separate and wait out the fuse
  2. Watch out Static Charge Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage into Storm Cloud Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling : the 0.9s (1.8s upgraded) Stun lands you in the cloud with no window to leave, and 95+ DPS over a 7s channel is lethal to anything squishy
  3. Your edgeYou choose the terms of engagement (Solomon Solomon New hero Released 9 October Released 9 October. A chess-themed strategist whose kit is a set of pieces: Setup Bishop plants damage dealers ahead of him and slides them along the street, Kingside Knight protects allies and pulls him back, Rook Battery charges forward and stalls enemies, and Develop Queen is a lock-down ultimate. 1/3 against Seven 0/3).
  4. Buy Counterspell Counterspell 3,200 souls · Tier 3 · Armor · Passive +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power — Seven's Static Charge Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage 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.
The numbers: lane, whole match and Oracle and above
GamesSolomon winsvs Solomon's usualSample
Whole match 40.6% -4.0 pts (44.6% overall) 42,742 games
Sharing a lane 40.0% -4.6 pts (44.6% overall) 14,260 games
Oracle and above 40.0% -2.1 pts (42.1% at Oracle+) 2,025 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. Source: deadlock-api.com, refreshed daily.

Data-supported Measured: you win 40.6% of these, which is 4.0 points below your overall win rate (42,742 matches). The kit-based model reads this as low instead — treat the measured number as primary and the gap as a sign this matchup is more about execution than kit. Ranked against this hero's own baseline win rate, not raw win rate. Source: deadlock-api.com.

What should I do right now?

Do

  • Plan for Counterspell Counterspell 3,200 souls Tier 3ArmorPassive +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power — know which tier it sits in so you are not improvising at the shop.
  • Know what Static Charge Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage looks like. It is the cooldown this lane revolves around.

Avoid

  • Walking to lane on the same path every wave against a hero with Seven's engage range.

Do

  • 730 max health with zero movement abilities until Power Surge Power Surge 10s Duration50s Cooldown Seven charges his gun so that shots apply a shock proc to the target, and that shock arcs to nearby enemies. Damage 10 shock damage per proc, chaining up to 4 jumps within 10m, over a 10s… Mobility The 2 AP upgrade grants +3m/s move speed for the duration, which is Seven's… 1 1 AP: -18s cooldown (50s to roughly 32s) 2 2 AP: +3m/s move speed, +8 shock damage, +0.23 spirit scaling 5 5 AP: applies -15% spirit resist for 8s and +10s duration 's 2 AP move speed — he cannot escape a committed dive
  • The 2.35s reload is a hard window; a diver who times it gets a free approach
  • A bishop parked in lane slides through both laners for 70 damage and a slow every few seconds

Avoid

  • Lightning Ball Lightning Ball 26s Cooldown Seven launches an orb of lightning that drifts forward in a straight line, damaging every enemy inside its radius as it passes. Crowd Control None at base. The 2 AP upgrade adds a 35% movement slow to enemies it… Damage 75 damage per second inside a 4.25m radius over a 5s lifetime; 1 1 AP: +1 charge (two balls back to back for instant double-wave clear) 2 2 AP: applies a 35% movement slow to damaged enemies 5 5 AP: +65 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 one of the best last-hit-plus-poke buttons in the game
  • Static Charge Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage 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: Develop Queen Develop Queen 30m Range210s Cooldown Solomon summons a queen that crashes down on an area for spirit damage. Crowd Control 1.25s stun from the lines, plus a 15% slow for 1.5s (30% at Tier 2). Damage 120 spirit damage (+1.4 per Spirit) on the crash and again on the lines. Mobility The queen leaps up to 16m per move, with 5s between moves; 1 -40s cooldown 2 +15% slow, and the lines checkmate heroes below 200 health, executing them 5 +2 moves and +1 square range adds 120-damage crashes and Stun lines that he can move twice more

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 Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling . 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 Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling 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 Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage is on cooldown.

Seven’s abilities

  • Storm Cloud Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling 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 180s 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 Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage Ability 2

    More lockdown on its own cooldown — 0.9s Stun in a 6m radius after a ~3.5s fuse; +0.9s 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 Lightning Ball 26s Cooldown Seven launches an orb of lightning that drifts forward in a straight line, damaging every enemy inside its radius as it passes. Crowd Control None at base. The 2 AP upgrade adds a 35% movement slow to enemies it… Damage 75 damage per second inside a 4.25m radius over a 5s lifetime; 1 1 AP: +1 charge (two balls back to back for instant double-wave clear) 2 2 AP: applies a 35% movement slow to damaged enemies 5 5 AP: +65 DPS and +1.75m radius, turning it into a genuine hero-killing zone 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 Power Surge 10s Duration50s Cooldown Seven charges his gun so that shots apply a shock proc to the target, and that shock arcs to nearby enemies. Damage 10 shock damage per proc, chaining up to 4 jumps within 10m, over a 10s… Mobility The 2 AP upgrade grants +3m/s move speed for the duration, which is Seven's… 1 1 AP: -18s cooldown (50s to roughly 32s) 2 2 AP: +3m/s move speed, +8 shock damage, +0.23 spirit scaling 5 5 AP: applies -15% spirit resist for 8s and +10s duration 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, unlike most enchants
  1. 1 Static Charge Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage

    Static Charge first. It is his only Hard CC, it is his combo enabler for Storm Cloud Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling , and at 42s base it leaves a huge hole. Walk into his 15m cast range on a durable body, take the charge, then separate and wait out the fuse

  2. 2 Lightning Ball Lightning Ball 26s Cooldown Seven launches an orb of lightning that drifts forward in a straight line, damaging every enemy inside its radius as it passes. Crowd Control None at base. The 2 AP upgrade adds a 35% movement slow to enemies it… Damage 75 damage per second inside a 4.25m radius over a 5s lifetime; 1 1 AP: +1 charge (two balls back to back for instant double-wave clear) 2 2 AP: applies a 35% movement slow to damaged enemies 5 5 AP: +65 DPS and +1.75m radius, turning it into a genuine hero-killing zone

    Then Lightning Ball, especially after the 1 AP second charge — burning both charges on a wave means he has no zoning and no slow for the next engage

  3. 3 Storm Cloud Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling

    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 — he is the most position-dependent hero in this group Strong evidence
  • Every part of his ultimate is defeated by line of sight Strong evidence
  • Storm Cloud Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling is a 180s 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 Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage into Storm Cloud Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling : the 0.9s (1.8s 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 Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling 's expanding 10m-to-30m radius is simply not survivable — he wins the space without needing a kill Strong evidence
  • Lightning Ball Lightning Ball 26s Cooldown Seven launches an orb of lightning that drifts forward in a straight line, damaging every enemy inside its radius as it passes. Crowd Control None at base. The 2 AP upgrade adds a 35% movement slow to enemies it… Damage 75 damage per second inside a 4.25m radius over a 5s lifetime; 1 1 AP: +1 charge (two balls back to back for instant double-wave clear) 2 2 AP: applies a 35% movement slow to damaged enemies 5 5 AP: +65 DPS and +1.75m radius, turning it into a genuine hero-killing zone 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 Power Surge 10s Duration50s Cooldown Seven charges his gun so that shots apply a shock proc to the target, and that shock arcs to nearby enemies. Damage 10 shock damage per proc, chaining up to 4 jumps within 10m, over a 10s… Mobility The 2 AP upgrade grants +3m/s move speed for the duration, which is Seven's… 1 1 AP: -18s cooldown (50s to roughly 32s) 2 2 AP: +3m/s move speed, +8 shock damage, +0.23 spirit scaling 5 5 AP: applies -15% spirit resist for 8s and +10s duration 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 Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage 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 Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling 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 Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling channel; before 5 AP he cannot move out of the interruption Strong evidence
  • Spread out permanently. Static Charge Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage 's radius and Power Surge Power Surge 10s Duration50s Cooldown Seven charges his gun so that shots apply a shock proc to the target, and that shock arcs to nearby enemies. Damage 10 shock damage per proc, chaining up to 4 jumps within 10m, over a 10s… Mobility The 2 AP upgrade grants +3m/s move speed for the duration, which is Seven's… 1 1 AP: -18s cooldown (50s to roughly 32s) 2 2 AP: +3m/s move speed, +8 shock damage, +0.23 spirit scaling 5 5 AP: applies -15% spirit resist for 8s and +10s duration 's 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 Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage (42s base) is down — with 730 HP and no escape he dies to any committed gap-closer Strong evidence
  • Cleanse Static Charge Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage 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 Lightning Ball 26s Cooldown Seven launches an orb of lightning that drifts forward in a straight line, damaging every enemy inside its radius as it passes. Crowd Control None at base. The 2 AP upgrade adds a 35% movement slow to enemies it… Damage 75 damage per second inside a 4.25m radius over a 5s lifetime; 1 1 AP: +1 charge (two balls back to back for instant double-wave clear) 2 2 AP: applies a 35% movement slow to damaged enemies 5 5 AP: +65 DPS and +1.75m radius, turning it into a genuine hero-killing zone 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 6,400 souls Tier 4TechPress +45s 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
  • You have an immunity window and Seven has a burst combo, which makes this a timing matchup rather than a damage one. Their combo has a commit point; your window has to cover that point rather than open before it. Using it early is the same as not having it. Strategic
  • The 2.35s weapon reload — his DPS is zero and he has no escape button to cover it Strong evidence
  • Immediately after Lightning Ball Lightning Ball 26s Cooldown Seven launches an orb of lightning that drifts forward in a straight line, damaging every enemy inside its radius as it passes. Crowd Control None at base. The 2 AP upgrade adds a 35% movement slow to enemies it… Damage 75 damage per second inside a 4.25m radius over a 5s lifetime; 1 1 AP: +1 charge (two balls back to back for instant double-wave clear) 2 2 AP: applies a 35% movement slow to damaged enemies 5 5 AP: +65 DPS and +1.75m radius, turning it into a genuine hero-killing zone 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 Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage is on cooldown (42s base, ~22s at 1 AP) — he has no answer to a gap-closer without it Strong evidence
  • During the Storm Cloud Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling 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 Power Surge 10s Duration50s Cooldown Seven charges his gun so that shots apply a shock proc to the target, and that shock arcs to nearby enemies. Damage 10 shock damage per proc, chaining up to 4 jumps within 10m, over a 10s… Mobility The 2 AP upgrade grants +3m/s move speed for the duration, which is Seven's… 1 1 AP: -18s cooldown (50s to roughly 32s) 2 2 AP: +3m/s move speed, +8 shock damage, +0.23 spirit scaling 5 5 AP: applies -15% spirit resist for 8s and +10s duration 's move-speed upgrade — 730 HP, zero mobility, and no Stun charge means a coordinated duo-lane dive is close to free Strong evidence
  • Seven will shove the wave into your Guardian to push you off souls, and you are not fast enough to walk around it. The thing to protect is the floating orb — the ground orb drops and cannot be denied, so half your income is safe no matter what they do, and the contest is only ever over the other 50. Position on your Guardian's side of the wave so you are already in range of the floating orbs when they pop, and give up the forward orbs rather than crossing for them. Strategic
  • Lightning Ball Lightning Ball 26s Cooldown Seven launches an orb of lightning that drifts forward in a straight line, damaging every enemy inside its radius as it passes. Crowd Control None at base. The 2 AP upgrade adds a 35% movement slow to enemies it… Damage 75 damage per second inside a 4.25m radius over a 5s lifetime; 1 1 AP: +1 charge (two balls back to back for instant double-wave clear) 2 2 AP: applies a 35% movement slow to damaged enemies 5 5 AP: +65 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 one of the best last-hit-plus-poke buttons in the game Strong evidence
  • Static Charge Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage 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 Power Surge 10s Duration50s Cooldown Seven charges his gun so that shots apply a shock proc to the target, and that shock arcs to nearby enemies. Damage 10 shock damage per proc, chaining up to 4 jumps within 10m, over a 10s… Mobility The 2 AP upgrade grants +3m/s move speed for the duration, which is Seven's… 1 1 AP: -18s cooldown (50s to roughly 32s) 2 2 AP: +3m/s move speed, +8 shock damage, +0.23 spirit scaling 5 5 AP: applies -15% spirit resist for 8s and +10s duration 's 2 AP move speed — he cannot escape a committed dive Strong evidence
  • The 2.35s reload is a hard window; a diver who times it gets a free approach Strong evidence
  • A bishop parked in lane slides through both laners for 70 damage and a slow every few seconds Strategic
  • 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 Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling 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 Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage — -20s cooldown brings the Stun from 42s to roughly 22s, making Stun-into-Storm-Cloud available for nearly every fight Strong evidence
  • 2 AP into Static Charge Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage — +7m radius turns the delayed Stun from a single-target nuisance into a multi-hero teamfight opener Strong evidence
  • 5 AP into Storm Cloud Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling (late 35min+) — Movement while channelling removes the one reliable counter — walking away from a rooted Seven Strong evidence
  • Develop Queen Develop Queen 30m Range210s Cooldown Solomon summons a queen that crashes down on an area for spirit damage. Crowd Control 1.25s stun from the lines, plus a 15% slow for 1.5s (30% at Tier 2). Damage 120 spirit damage (+1.4 per Spirit) on the crash and again on the lines. Mobility The queen leaps up to 16m per move, with 5s between moves; 1 -40s cooldown 2 +15% slow, and the lines checkmate heroes below 200 health, executing them 5 +2 moves and +1 square range unlock — Adds 120-damage crashes and Stun lines that he can move twice more Strategic
  • Setup Bishop Setup Bishop 20m Range12s Cooldown Solomon places a bishop that stays where it is until he recalls it. Crowd Control A 30% slow that fades over 3s on every enemy the bishop passes through (45%… Damage 70 spirit damage on impact as it slides (+2 per Spirit), in a 2.5m radius. Mobility none for Solomon. The bishop moves up to 12m per move, with 3s between… 1 +5m move distance and +15% fading slow 2 +1 bishop, and it can be recast within 8s 5 +1 square range, and the squares reduce spirit resist by 2.5% per stack, up to 10 stacks T2 — A second bishop on the board doubles his zone and his slide damage Strategic
  • Storm Cloud Storm Cloud 205s Cooldown Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Crowd Control No direct CC, but it functions as area denial — the practical effect on… Damage 95 damage per second base plus a 75 strike component; Mobility Seven is stationary for the channel at base. 1 1 AP: +55% bullet resist while channelling 2 2 AP: +7s channel time and +5m radius 5 5 AP: +65 DPS and allows Seven to move while channelling 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
  • You have a window where you cannot be hit and Seven does damage that does not need to target you. Untargetability of the Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power kind explicitly does not stop aura-type effects, and the same logic applies to persistent fields: going untargetable inside their zone means you emerge on the other side at the same health, having spent the cooldown for nothing. The window has to be used to leave the area, not to survive standing in it. Strong evidence
  • Fights against Seven recur on the objective clock — the Rift every 7 minutes from about 11:00, the Urn every 5 from 10:00 — which means the question is not whether your ultimate is strong but whether it is up for the next one. Ultimate Cooldown Reduction is a new stat introduced on 09-16-2026, first appearing on Diviner's Kevlar Diviner's Kevlar 6,400 souls Tier 4ArmorPassive +40s Cooldown +40 Spirit Power +1000 Barrier +20s Buff Duration +15% Ability Duration +10% Ultimate Cooldown Reduction at +10%. Against a team-fight hero, buying into a recurring ultimate is a different and often better purchase than buying into a bigger one. Documented
  • Seven wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Strategic
  • Counterspell Counterspell 3,200 souls Tier 3ArmorPassive +23s Cooldown +20 Spirit Power +6s Buff Duration +0.8s Spell Parry Duration +50 Bonus Health +5 Spirit Power (vitality T3) — Seven's Static Charge Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage is what you are buying against here. Buy against telegraphed single-target ultimates and hex-style point-and-click abilities you can read and parry. Documented
  • Majestic Leap Majestic Leap 3,200 souls Tier 3ArmorInstantCast +45s Cooldown +5s Interrupt Cooldown +100% Air Control +50% Air Control +32% Move Speed +2.5s Slow Duration +8s Barrier Duration (vitality T3) — Buy to escape ground-based lockdown and to rotate across the map quickly. That matters here because of the zoning and area denial from Seven. Documented
  • Stamina Mastery Stamina Mastery 3,200 souls Tier 3ArmorPassive +2 Stamina +18% Stamina Recovery +23% Air Jump/Dash Distance Builds from Extra Stamina (vitality T3) — Seven's Static Charge Static Charge 16m Range42s Cooldown Seven attaches a charge to a single enemy hero. Crowd Control 0.9s stun in a 6m radius after a ~3.5s fuse; Damage 35 base, +160 at 5 AP (mobalytics 2026; Defensive Usable as self-peel — charging a diver before they reach you stuns them off… 1 1 AP: -20s cooldown, taking it from 42s to roughly 22s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +0.9s stun duration and +160 damage — that is the stuns and Hard CC this answers. Buy when dodging telegraphed abilities and disengaging is how you survive. Strong evidence
  • The reflex buy against a hero who keeps deleting you is Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance , and against Seven it does nothing. Metal Skin Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance 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 Metal Skin 3,200 souls Tier 3ArmorInstantCast +24s Cooldown +5s Duration +12% Bullet Resist -20% Dash Distance stops bullets, Unstoppable Unstoppable 6,400 souls Tier 4ArmorInstantCast +60s Cooldown +5.5s Duration +125 Bonus Health +25% Debuff Resist Builds from Debuff Reducer stops statuses, Ethereal Shift Ethereal Shift 6,400 souls Tier 4TechInstantCast +37s Cooldown +4s Duration +5s Buff Duration +30% Spirit Resist +20 Spirit Power stops everything but disables you. Seven is a spirit threat, so it is the last two you are choosing between. Documented
  • The 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

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Sources and method for this page

Everything on this page is generated for Deadlock patch 09-29-2026 from Seven's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Seven's kit and counterplay were compiled from 4 sources, cross-checked for patch 09-29-2026. Threat ratings compare this pairing against Solomon's own baseline win rate rather than a flat 50%, because ranking by raw win rate produces the wrong answer for heroes whose overall win rate is not 50%.

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