Haze and Seven
The No. 7 duo in Deadlock right now: they win more together than either one's own record predicts.
On the same team
- Duo Win %
- 62.0%
- Expected from their own win rates
- 55.1%
- Above expected
- +6.9 points
- Games together
- 9,680
Haze on their own: 54.9% · Seven on their own: 55.3%. Matches in City Never Sleeps on patch 09-29-2026, updated 14 October. Source: deadlock-api.com.
Why it works
- Static Charge » Bullet Dance.
Static Charge
Static Charge 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 stuns every enemy near the carrier, which holds a grouped team in place while
Bullet Dance
Bullet Dance Enters a firing flurry, shooting her weapon at nearby enemies with perfect accuracy and added bullet damage. Damage added bullet damage on top of her weapon; Mobility tier 2 adds about +3 m/s move speed and +10% fire rate during the channel Defensive tier 3 grants 40% evasion, which is a substantial survivability window… 1 +10% fire rate and about +3 m/s movement speed 2 40% evasion and about -65s cooldown fires at nearby enemies with perfect accuracy.
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: +65 DPS and +1.75m radius, turning it into a genuine hero-killing zone 's slow upgrade also stops targets from walking out of either. - Two channels, one interrupt.
Bullet Dance
Bullet Dance Enters a firing flurry, shooting her weapon at nearby enemies with perfect accuracy and added bullet damage. Damage added bullet damage on top of her weapon; Mobility tier 2 adds about +3 m/s move speed and +10% fire rate during the channel Defensive tier 3 grants 40% evasion, which is a substantial survivability window… 1 +10% fire rate and about +3 m/s movement speed 2 40% evasion and about -65s cooldown and
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 are both channels that end on a Stun, Silence or knockdown. An enemy team holding its interrupt for
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 leaves
Bullet Dance
Bullet Dance Enters a firing flurry, shooting her weapon at nearby enemies with perfect accuracy and added bullet damage. Damage added bullet damage on top of her weapon; Mobility tier 2 adds about +3 m/s move speed and +10% fire rate during the channel Defensive tier 3 grants 40% evasion, which is a substantial survivability window… 1 +10% fire rate and about +3 m/s movement speed 2 40% evasion and about -65s cooldown free, and the reverse is also true. - Spirit damage beats bullet armor. All of Haze's damage,
Fixation
Fixation Each bullet that lands on a target adds a stack of bonus weapon damage against that specific target; Crowd Control tier 1 applies about 40 spirit damage and a 12% slow for 2s every 20 stacks Damage roughly +0.2 weapon damage per stack at base; 1 every 20 stacks deals about 40 spirit damage and applies a 12% slow for 2 seconds 2 +40 maximum stacks and +5 seconds of stack duration 5 +0.11 damage per stack, and the bonus now scales with her weapon damage included, is weapon damage, so stacking bullet armor is a pure counter to her. Seven's
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: +65 DPS and +1.75m radius, turning it into a genuine hero-killing zone ,
Static Charge
Static Charge 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 and
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 deal Spirit Damage, so that armor leaves half the threat untouched.
Written from both heroes' ability data on patch 09-29-2026; the numbers above are the measured results.
Haze's other best partners
-
Paige
Paige Currently among the strongest heroes in the game: deadlocklabs.gg records 54.1% win rate at 2.8% pick, S tier, after a recent buff package worth about +2.2 points. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) — 62.6% duo win, +6.7 duo → -
Graves
Graves Best-in-class unattended map pressure via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) — 61.1% duo win, +5.5 duo → -
Victor
Victor Highest win rate in this group (around 56% on deadlock.one's current-patch sample) — currently a strong pick Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) — 59.2% duo win, +5.1 duo → -
Rat King
Rat King Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) — 61.3% duo win, +4.9 duo → -
Ivy
Ivy True flight — she can go places no other hero in this group can reach, with an ally in tow Durability high (2/3) Burst low (1/3) Mobility very high (3/3) Healing high (2/3) — 58.9% duo win, +4.9 duo →
Seven's other best partners
-
Graves
Graves Best-in-class unattended map pressure via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) — 62.1% duo win, +6.3 duo → -
Paige
Paige Currently among the strongest heroes in the game: deadlocklabs.gg records 54.1% win rate at 2.8% pick, S tier, after a recent buff package worth about +2.2 points. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) — 61.6% duo win, +5.5 duo → -
Rat King
Rat King Makes his whole team's guns better: stacking bullet-resist shred from Rat Swarm Durability high (2/3) Burst high (2/3) Mobility low (1/3) Healing low (1/3) — 62.0% duo win, +5.4 duo → -
Victor
Victor Highest win rate in this group (around 56% on deadlock.one's current-patch sample) — currently a strong pick Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) — 59.3% duo win, +5.0 duo → -
Dynamo
Dynamo Singularity is a multi-target hard CC long enough to decide a teamfight outright Durability high (2/3) Burst low (1/3) Mobility high (2/3) Healing very high (3/3) — 58.3% duo win, +4.4 duo →

