Lightning Ball
Ability 1 · slow travelling piercing orb Seven launches an orb of lightning that drifts forward in a straight line, damaging every enemy inside its radius as it passes. The orb decelerates each time it damages something and is destroyed on contact with world geometry.
What it is for: Seven's farming and lane-poke button: one cast strips a trooper wave while chipping whoever is standing behind it. Later it becomes a damage-over-area zoning tool in corridors.
- Damage
- 75 damage per second inside a 4.25m radius over a 5s lifetime; +65 DPS and +1.75m radius at 5 AP (mobalytics 2026, matches deadlock.one base value of 75)
- Crowd control
- None at base. The 2 AP upgrade adds a 35% movement slow to enemies it damages.
How to play against it
- 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
- In lane, hold high ground off the main lane axis so the straight-line path never crosses your farming position
Interactions
- Dies on world collision, so it cannot be curved around cover or shot through a doorframe at an angle
- Slows its own travel as it damages targets, so a trooper wave physically stalls it in the lane
- Stacks with Power Surge for the fastest trooper and guardian clear among the heroes in this group
- The 2 AP slow is what makes Static Charge's 3.5s fuse reliably land on a hero who wanted to walk away
Upgrade tiers
- 1 AP: +1 charge (two balls back to back for instant double-wave clear)
- 2 AP: applies a 35% movement slow to damaged enemies
- 5 AP: +65 DPS and +1.75m radius, turning it into a genuine hero-killing zone
Static Charge
Ability 2 · targeted debuff with delayed AoE stun detonation Seven attaches a charge to a single enemy hero. After a short fuse the charge detonates, dealing damage and stunning every enemy inside its radius — including anyone standing next to the carrier.
What it is for: Seven's only hard lockdown and the setup piece for Storm Cloud. It is also a grouping punisher: the charged hero drags the stun to whoever they stand near.
- Damage
- 35 base, +160 at 5 AP (mobalytics 2026; deadlock.one lists the same 35 base)
- Crowd control
- 0.9s stun in a 6m radius after a ~3.5s fuse; +0.9s stun at 5 AP, +7m radius at 2 AP
- Defensive
- Usable as self-peel — charging a diver before they reach you stuns them off the engage.
How to play against it
- 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
- It is single-target cast at 15m base range — staying outside 15m of Seven in a standoff denies the cast entirely
Interactions
- Detonation is centred on the carrier, not on Seven, so the carrier's own team eats the stun if they group
- Standard debuff-cleanse items remove the charge before the fuse expires
- Stun-into-Storm-Cloud is Seven's signature combo; the 1 AP cooldown cut (42s to 22s) makes it available for most fights
Upgrade tiers
- 1 AP: -20s cooldown, taking it from 42s to roughly 22s
- 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight stun rather than a single-target one
- 5 AP: +0.9s stun duration and +160 damage
Power Surge
Ability 3 · timed weapon enchant with chain damage Seven charges his gun so that shots apply a shock proc to the target, and that shock arcs to nearby enemies. The proc fires once per burst rather than once per bullet.
What it is for: 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.
- Damage
- 10 shock damage per proc, chaining up to 4 jumps within 10m, over a 10s duration; +8 damage and +0.23 spirit scaling at 2 AP (mobalytics 2026)
- Mobility
- The 2 AP upgrade grants +3m/s move speed for the duration, which is Seven's only movement tool of any kind.
How to play against it
- 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
- Killing or clearing the troopers he is chaining through removes the intermediate jump targets
Interactions
- Only procs once per burst, so raw fire-rate items help it far less than the weapon damage numbers suggest
- Chains through troopers, so a hero standing behind a wave still takes shock damage
- 5 AP applies -15% spirit resist for 8s, which directly amplifies Lightning Ball, Static Charge and Storm Cloud
Upgrade tiers
- 1 AP: -18s cooldown (50s to roughly 32s)
- 2 AP: +3m/s move speed, +8 shock damage, +0.23 spirit scaling
- 5 AP: applies -15% spirit resist for 8s and +10s duration
Storm Cloud
Ultimate · self-centred channelled expanding AoE Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Enemies who break line of sight to Seven take no damage. Seven gains bullet resistance for the duration of the channel.
What it is for: The defining teamfight ultimate in this group: it converts any contested objective or corridor into unusable space, and it forces the enemy team to either disengage, find hard cover, or spend a hard CC to stop it.
- Damage
- 95 damage per second base plus a 75 strike component; +65 DPS at 5 AP. 7s channel, 10m starting radius expanding to 30m, 180s cooldown (mobalytics and deadlock.one, 2026)
- Crowd control
- No direct CC, but it functions as area denial — the practical effect on enemy positioning is closer to a zone lockout than to damage.
- Mobility
- Seven is stationary for the channel at base. The 5 AP upgrade allows movement while channelling, which is the single biggest power jump in his kit.
- Defensive
- Bullet resist during the channel at base, with +55% bullet resist at 1 AP — he is genuinely hard to shoot down mid-channel without CC.
How to play against it
- 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
- Before the 5 AP movement upgrade he is physically rooted: flank to a position he cannot rotate to and take the objective behind him
- Fight in rooms with pillars and elevation breaks, never in open street or on a flat objective platform
Interactions
- Line of sight is checked per enemy, so a single pillar completely nullifies it for anyone hiding behind it
- Any knockdown, stun or silence interrupts the channel — knockdown effects are the standard hard answer
- Static Charge's stun into Storm Cloud is the combo that makes it land; without the stun, mobile heroes simply leave
- The 1 AP bullet resist bonus means gun heroes alone usually cannot break the channel — you need CC or spirit damage
Upgrade tiers
- 1 AP: +55% bullet resist while channelling
- 2 AP: +7s channel time and +5m radius
- 5 AP: +65 DPS and allows Seven to move while channelling