Try a hero name, an item, a problem like “healing”, or two heroes with “vs”.

Yamato vs Seven

Yamato's team wins 41.7% Seven's team wins 58.3%, across 40,894 games

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

Seven has a big edge

Yamato usually wins 47.2% of games. Against Seven that is 5.5% lower, over 40,894 games.

  • Whole match 41.7% −5.5% vs usual 40,894 games
  • Sharing a lane 41.2% −6.0% vs usual 13,251 games
  • Oracle and above 48.9% −0.8% vs usual 1,001 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 Yamato's usual win rate at that rank.

The fight at a glance

If you're Yamato

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: -19s cooldown, taking it from 42s to 23s 2 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight… 5 5 AP: +1.1s stun duration and +160 damage

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 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 (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
Yamato is more mobile than Seven, so you choose when to fight.
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 Buy it against Seven's Static Charge.

If you're Seven

Has the edge
Shadow Transformation 5s Duration160s Cooldown Yamato transforms with an initial invincible window, refreshes her ability cooldowns, and for the duration casts them much faster while immune to negative status effects and heavily… Damage No direct damage; the power is in refreshed abilities cast 60% faster Mobility T2 adds +4 m/s move speed during the transformation, on top of her already… Defensive Initial invincibility during the 1.5s transformation channel, immunity to… 1 +7 weapon damage 2 +4 m/s move speed and -30s cooldown (160s base) 5 +3s duration (5s base up to 8s) and +30% bullet resist and +30% spirit resist

Wait out Shadow Transformation 160s cooldown

ThenForce it early with a fake commit, disengage, and then fight her in the 130-160 seconds it is down, when she has only her 730 health.

Watch out
Flying Slash 23m Range36s Cooldown 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 Flying Slash reaches 23-31m and lands with a -40% slow for 2.5s, which means once she picks you there is no walking away from Power Slash Power Slash 12s Cooldown Yamato channels for around a second and a half to build up a sword strike, then releases it as a ranged slash. Crowd Control T1 adds a 32% movement slow for 3s Damage 145 spirit at full charge (about 1.96x spirit scaling), with T3 adding +150… Mobility none — she is channelling 1 +32% movement slow for 3s 2 -4s cooldown (12s base) 5 +8m cast range, +150 damage, and increased Spirit Power scaling and Crimson Slash Crimson Slash 16s Cooldown A wide slash in front of her that damages enemies and reduces their rate of fire. Crowd Control none, but -30% fire rate for 4s is a heavy offensive debuff Damage 55 spirit (about 0.37x spirit scaling) Defensive Heals 55 (about 1.04x spirit scaling) on hero hit; 1 on hit, +30% melee damage for 4s 2 on hero hit, additional +6% max health heal 5 -10s cooldown and increased scaling .
Your edge
Seven has more sustained damage than Yamato, so longer fights favour you.
Buy
Divine Barrier Divine Barrier 6,400 souls · Tier 4 · Armor · Press +55s Cooldown +0.2s Cast Delay +1.5 Out of Combat Regen +6s Buff Duration +600 Barrier +10% Ability Range +10% Radius Buy it against Yamato's Flying Slash.

The full plan for Yamato, phase by phase, is below. Seven's side in full →

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 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
  • Power Slash charged from behind cover pokes for 145 with a 32% slow at T1, from further away than her gun hits hard

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: +58.5 DPS and +1.75m radius, turning it into a genuine hero-killing zone clears a full trooper wave and chips the enemy laner in the same cast, giving Seven a last-hit-plus-poke button
  • Static Charge threat alone pushes an aggressive laner off the wave, since standing near your own troopers or duo partner is punished

Do

  • Their first real spike is ult unlock — respect it from that point, not before.
  • Your spike is Flying Slash T1 (-18s cooldown): 18s gap-close turns her from an occasional ganker into a constant roaming threat

Avoid

  • Taking an even fight against Seven on their spike timing when you could take the same fight ten minutes later on yours.

Do

  • Watch for Storm Cloud. Break line of sight, not distance — the damage check is per-enemy line of sight, so ducking behind one pillar zeroes it even at 5m
  • Fight Seven only in geometry-dense areas — Storm Cloud checks line of sight per enemy, so pillars, doorframes and elevation changes are a hard counter, not a soft one

Avoid

Seven’s abilities

  • Storm Cloud Ultimate

    Once this lands the fight is usually already decided — it functions as area denial, the practical effect on enemy positioning is closer to a zone lockout than to damage.

    • Break line of sight, not distance — the damage check is per-enemy line of sight, so ducking behind one pillar zeroes it even at 5m
    • Save a knockdown, Stun or Silence specifically for this channel; interrupting it burns Seven's 205s cooldown for nothing
    • Do not shoot him through the channel before 5 AP if he took the 1 AP Bullet Resist — Spirit Damage or CC only
  • Static Charge Ability 2

    More lockdown on its own cooldown — 0.9s Stun in a 6m radius after a ~3.5s fuse; +1.1s Stun at 5 AP, +7m radius at 2 AP.

    • The ~3.5s fuse is the entire counterplay window — the moment the charge lands on you, physically separate from your teammates
    • If you are the carrier, retreat out of the 6m (13m upgraded) radius of your team rather than fighting; if you are not the carrier, walk away from them
    • Cleanse it with a debuff-removal item before detonation; it is a removable debuff, not an instant
  • Lightning Ball Ability 1

    The control here is bought rather than baseline — the 2 AP upgrade adds a 35% movement slow to enemies it damages.

    • It travels in a fixed straight line and cannot be steered — strafe laterally rather than backpedalling, which keeps you in it
    • Put any pillar or wall between you and Seven; the orb is destroyed on world geometry
    • Stand on the far side of your own trooper wave: the orb decelerates while damaging troopers and gives you free seconds to leave the lane
  • Power Surge Ability 3

    Seven's sustained damage and his second wave-clear tool. In fights it punishes any clumped group because every burst chains off the primary target.

    • Do not stand within 10m of a teammate Seven is shooting — the chain needs a neighbour to jump to
    • Fight Seven from behind cover that breaks his burst rhythm; the proc is once per burst, so forcing him to re-acquire costs him most of the damage
    • It is a 10s window on a long cooldown — trading through it and re-engaging after it drops is a real plan
  1. 1 Static Charge

    Static Charge first. It is his only Hard CC, it is his combo enabler for Storm Cloud, and at 42s base it leaves a huge hole. Walk into his 16m cast range on a durable body, take the charge, then separate and wait out the fuse

  2. 2 Lightning Ball

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

  3. 3 Storm Cloud

    Do not bait Storm Cloud by fake-committing unless you can guarantee line-of-sight break; a Seven who channels into an empty room still holds the objective for 7 seconds

The matchup in detail

  • No mobility, no escape and no self-sustain, so he depends on his position Strong evidence
  • Every part of his ultimate is defeated by line of sight Strong evidence
  • Storm Cloud is a 205s cooldown that can be nullified by a single well-timed knockdown Strong evidence
  • Static Charge into Storm Cloud: the 0.9s (2s upgraded) Stun lands you in the cloud with no window to leave, and 95+ DPS over a 7s channel is lethal to anything squishy Strong evidence
  • Contesting an objective (urn, Patron, mid boss) inside Storm Cloud's expanding 10m-to-30m radius is simply not survivable — he wins the space without needing a kill Strong evidence
  • Lightning Ball with the 2 AP slow into any of his follow-up: the 35% slow means the delayed Stun is no longer dodgeable by walking Strong evidence
  • Power Surge shock chaining 4 jumps within 10m punishes any grouped push or defensive stack, even through your own trooper wave Strong evidence
  • A 2 AP Static Charge at 13m radius on your frontliner stuns your whole team if you are stacked in a lane chokepoint Strong evidence
  • Your mobility is a real advantage here, and Seven's slows exist to delete it. Note that Debuff Resist barely helps against short hard slows because it only trims duration — spacing and cover do more than an item will. Strong evidence
  • Fight Seven only in geometry-dense areas — Storm Cloud checks line of sight per enemy, so pillars, doorframes and elevation changes are a hard counter, not a soft one Strong evidence
  • Hold one knockdown, Stun or Silence in the team specifically for the Storm Cloud channel; before 5 AP he cannot move out of the interruption Strong evidence
  • Spread out permanently. Static Charge's radius and Power Surge's 10m chain both need you within a few metres of an ally to matter Strong evidence
  • Dive him during the 2.35s reload or while Static Charge (42s base) is down — with 730 HP and no escape he dies to any committed gap-closer Strong evidence
  • Cleanse Static Charge with a debuff-removal item rather than trying to outrun the detonation in a fight you cannot leave Strong evidence
  • Strafe laterally across Lightning Ball rather than backing up in its straight-line path, and stand behind troopers so it decelerates Strong evidence
  • You do not have the CC to reliably break Storm Cloud out of your own kit, so buy the cheapest thing that does: Silence Wave Silence Wave 3,200 souls Tier 3TechInstantCast +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, 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
  • 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 +40s Cooldown +4.5s Duration +0.1s Cast Delay +35% Damage On Expire +10% Fire Rate -9% Spirit Resist -30 Spirit Power +12s Resist Reduction Duration Builds from Spirit Sap is the sharpest version: 4.5 seconds of single-target Silence at 20m, plus 30% of all damage dealt during the window applied when it expires, on a 45-second cooldown. Against a caster that is not a defensive purchase — it deletes their entire fight participation and then charges them for it. Strong evidence
  • The 2.35s weapon reload — his DPS is zero and he has no escape button to cover it Strong evidence
  • Immediately after Lightning Ball is thrown and before it is recharged: at 26s base with a 6s inter-charge timer, one used charge is a real gap Strong evidence
  • Any time Static Charge is on cooldown (42s base, 23s at 1 AP) — he has no answer to a gap-closer without it Strong evidence
  • During the Storm Cloud channel before the 5 AP movement upgrade: he is rooted in place and telegraphed for 7 seconds, which is enough time to flank behind cover and take the objective or land a knockdown Strong evidence
  • Level 1-4 in lane before Power Surge's move-speed upgrade — 730 HP, zero mobility, and no Stun charge means a coordinated duo-lane dive is close to free Strong evidence
  • Confirming and denying a soul orb is a hit-check, not a damage-check — one bullet or one pellet takes it regardless of how much damage it does. That is good news for you in the abstract and bad news against Seven specifically, because their bullets fly more than twice as fast as yours. On the contested floating orb you have to pre-fire: start the shot before the trooper dies and lead the orb's spawn point, because if you both react at the same instant their bullet arrives first. Strong evidence
  • Play this lane looser than the guides say. The 09-16-2026 patch cut nearly all movement slows by about 20% and ground-dash slows by about 10%, so the distance Seven takes off you per application is meaningfully smaller than it was. With mobility as your main advantage, that shifts the break-even point on walking up: exchanges you used to refuse because one slow meant death are now survivable. Test it early rather than assuming the old spacing. Documented
  • You get value from moving around the map and Seven does not, but the 09-16-2026 patch made that harder to convert early: tunnel breakables Crates Breakable Streets, rooftops and tunnels — about 500 of them Ordinary breakables. Each has a 60% chance to drop souls; a Tough Crate always drops, for double. Souls 23 souls a crate, 60% of the time +2 a minute now spawn and respawn on 5 minutes rather than 3. The off-lane income that used to make a rotation pay for itself is roughly 40% less frequent, so before 6:00 a rotation has to be justified by pressure on Seven or on the Guardian, not by the breakables you pick up on the way. Documented
  • Lightning Ball clears a full trooper wave and chips the enemy laner in the same cast, giving Seven a last-hit-plus-poke button Strong evidence
  • Static Charge threat alone pushes an aggressive laner off the wave, since standing near your own troopers or duo partner is punished Strong evidence
  • 730 max health with zero movement abilities until Power Surge's 2 AP move speed — he cannot escape a committed dive Strong evidence
  • The 2.35s reload is a hard window; a diver who times it gets a free approach Strong evidence
  • Power Slash charged from behind cover pokes for 145 with a 32% slow at T1, from further away than her gun hits hard Strong evidence
  • The first Unstable Rift lands around 11:00 and then every 7 minutes, and Seven beats you in exactly the fight it creates. Use the telegraph: a world-only visual appears on a random side-lane bridge roughly 60 seconds before the global announcement and map marker, which is the single biggest piece of free information in the mid game. Spend those 60 seconds either grouping or deliberately taking something elsewhere — the one thing you cannot afford is arriving at a Rift bridge late and alone. Strong evidence
  • Urn spawns at 10, 15, 20 and 25 minutes, and you are the correct carrier in this matchup. Two changes make that stronger than old guides suggest: the runner is no longer revealed, and is no longer disarmed or silenced — you keep your whole kit while carrying. Seven cannot match your speed, so the only way they take it off you is melee, a Stun, or a kill. Route around their Stun range, not around their vision, and remember the bounty starts decaying after 45 seconds of carry. Documented
  • Storm Cloud unlock — Immediately converts Seven from a farmer into an objective-control hero; any uncontested cast on a grouped team wins the fight Strong evidence
  • 1 AP into Static Charge — -19s cooldown brings the Stun from 42s to 23s, making Stun-into-Storm-Cloud available for nearly every fight Strong evidence
  • 2 AP into Static Charge — +7m radius turns the delayed Stun from a single-target nuisance into a multi-hero teamfight opener Strong evidence
  • 5 AP into Storm Cloud (late 35min+) — Movement while channelling removes the one reliable counter — walking away from a rooted Seven Strong evidence
  • Flying Slash T1 (-18s cooldown) — 18s gap-close turns her from an occasional ganker into a constant roaming threat Strong evidence
  • Shadow Transformation unlock — Gives her an ability refresh, status immunity and an invincible window, which is her first true all-in Strong evidence
  • Storm Cloud is a channel, which means the fight is decided by whether you can break it. Hold one interrupt — a Stun, a Silence, or a displacement — specifically for that cast rather than spending it on the opening trade. If you have no interrupt, the answer is line of sight: leave the area entirely rather than trying to out-heal it. Strong evidence
  • Seven wins by choosing where the fight happens. Take your position before the zoning goes down, not after — once the area is committed you are fighting on their terms, and walking in to contest it is exactly the mistake the kit is built to farm. Strategic
  • Counterspell (vitality T3) — Seven's Static Charge is what you are buying against here. Buy against telegraphed single-target ultimates and hex-style point-and-click abilities you can read and parry. Documented
  • Majestic Leap Majestic Leap 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) — Seven's Storm Cloud — that is the zoning and area denial this answers. Buy to escape ground-based lockdown and to rotate across the map quickly. Documented
  • Stamina Mastery Stamina Mastery 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 — 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 +20% Gravity Scale , and against Seven it does nothing. Metal Skin is bullet-damage immunity only — Spirit Damage, abilities and every status effect pass straight through it, and you pay −1.5 m/s move speed and −20% dash distance for the privilege. The three big defensive actives are deliberately orthogonal: Metal Skin stops bullets, Unstoppable 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 Unstable Rift capture point is a 20m circle on a bridge, capture only progresses when no enemy is inside it, and everyone standing in it is revealed on the minimap. That is a purpose-built trap for Seven. The mistake is treating the circle as the objective: you do not need to stand in it, you need them not to. Contest from outside the radius, deny with a single body at the edge, and let their Area Damage land on empty bridge. Strategic

Next

Yamato’s other hard matchups

Every Yamato matchup →

All of Seven

Who beats Seven, the items that shut Seven down, and every ability.

How to counter Seven →

Facing more than Seven?

Add the other five enemies: who to focus first and what to buy against the whole team.

Open in the matchup tool →

Sources and method for this page

Everything on this page is generated for Deadlock patch 10-30-2026 from Seven's current kit, measured match results and a mechanics rule base. Each line carries its own confidence label.

Data-supported Measured: you win 41.7% of these, which is 5.5% below your overall win rate (40,894 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.

Seven's kit and counterplay were compiled from 5 sources, cross-checked for patch 10-30-2026. Threat ratings compare this pairing against Yamato'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%.

Full source register →