vs zoning and area denialEnduring SpeedEnduring Speed1,600 soulsTier 2ArmorPassive+25%Slow Resist+2Out of Combat RegenBuilds from Sprint BootsFleetfootFleetfoot1,600 soulsTier 2WeaponInstantCast+16sCooldown+5sDuration+100move speed penalty while shooting reduction+35%Slide Distance+6%Bullet Resist+40%Slow Resist+6%Weapon DamageRestorative LocketRestorative Locket1,600 soulsTier 2ArmorInstantCast+20sCooldown+0.1sCast Delay+8%Spirit Resist+25Max Stacks+3Max Stamina Restore
vs stuns and hard ccExtra StaminaExtra Stamina800 soulsTier 1ArmorPassive+1Stamina+12%Stamina RecoveryDebuff ReducerDebuff Reducer1,600 soulsTier 2ArmorPassive+25%Debuff Resist+90Bonus HealthReactive BarrierReactive Barrier1,600 soulsTier 2ArmorPassive+55sCooldown+10sDuration+1Out of Combat RegenBuilds from Grit
Fight Seven only in geometry-dense areas — Storm CloudStorm Cloud205s CooldownSeven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it.Crowd ControlNo direct CC, but it functions as area denial — the practical effect on…Damage95 damage per second base plus a 75 strike component;MobilitySeven is stationary for the channel at base.11 AP: +55% bullet resist while channelling22 AP: +7s channel time and +5m radius55 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
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
Spread out permanently. Static ChargeStatic Charge16m Range42s CooldownSeven attaches a charge to a single enemy hero.Crowd Control0.9s stun in a 6m radius after a ~3.5s fuse;Damage35 base, +160 at 5 AP (mobalytics 2026;DefensiveUsable as self-peel — charging a diver before they reach you stuns them off…11 AP: -19s cooldown, taking it from 42s to 23s22 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight…55 AP: +1.1s stun duration and +160 damage's radius and Power SurgePower Surge10s Duration50s CooldownSeven charges his gun so that shots apply a shock proc to the target, and that shock arcs to nearby enemies.Damage10 shock damage per proc, chaining up to 4 jumps within 10m, over a 10s…MobilityThe 2 AP upgrade grants +3m/s move speed for the duration, which is Seven's…11 AP: -18s cooldown (50s to roughly 32s)22 AP: +3m/s move speed, +8 shock damage, +0.23 spirit scaling55 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
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
Cleanse Static Charge with a debuff-removal item rather than trying to outrun the detonation in a fight you cannot leave
Strafe laterally across Lightning BallLightning Ball26s CooldownSeven launches an orb of lightning that drifts forward in a straight line, damaging every enemy inside its radius as it passes.Crowd ControlNone at base. The 2 AP upgrade adds a 35% movement slow to enemies it…Damage75 damage per second inside a 4.25m radius over a 5s lifetime;11 AP: +1 charge (two balls back to back for instant double-wave clear)22 AP: applies a 35% movement slow to damaged enemies55 AP: +58.5 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
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
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
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
Power Surge shock chaining 4 jumps within 10m punishes any grouped push or defensive stack, even through your own trooper wave
A 2 AP Static Charge at 13m radius on your frontliner stuns your whole team if you are stacked in a lane chokepoint
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
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
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
Power Surge is the lowest bait priority — it is a 10s self-buff, and forcing it early costs him clear speed, not fight power
The 2.35s weapon reload — his DPS is zero and he has no escape button to cover it
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
Any time Static Charge is on cooldown (42s base, 23s at 1 AP) — he has no answer to a gap-closer without it
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
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
Wave and jungle clear through Lightning Ball and Power Surge, which helps him reach item breakpoints sooner
Storm Cloud denies objectives outright even when it deals no damage
Static Charge punishes any team that groups tightly for a push or an urn run
Power Surge chain damage means he contributes real DPS even with all cooldowns down
Weak to
No mobility, no escape and no self-sustain, so he depends on his position
Every part of his ultimate is defeated by line of sight
Storm Cloud is a 205s cooldown that can be nullified by a single well-timed knockdown
Static Charge's fuse gives competent opponents a full 3.5 seconds of reaction time
In lane, good at
Lightning Ball 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
Large 29-round magazine means he rarely has to reload during a contested wave
In lane, weak to
730 max health with zero movement abilities until Power Surge'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
Static Charge base cooldown is 42s, so a dodged or cleansed charge leaves him with no lockdown for most of a minute
Lightning Ball dies on geometry, so lanes with heavy cover blunt his poke
Storm Cloud unlock — Immediately converts Seven from a farmer into an objective-control hero; any uncontested cast on a grouped team wins the fight
1 AP into Static Charge — -19s cooldown brings the Stun from 42s to 23s, making Stun-into-Storm-Cloud available for nearly every fight
2 AP into Static Charge — +7m radius turns the delayed Stun from a single-target nuisance into a multi-hero teamfight opener
5 AP into Storm Cloud (late 35min+) — Movement while channelling removes the one reliable counter — walking away from a rooted Seven
Burst-Fire Rifle
Burst FireMedium Range
63DPS
Falloff Range 20m → 58m
Fires in bursts for roughly 63 DPS at 10.8 damage per bullet and 5.83 bullets/second from a 29-round magazine with a slow 2.35s reload. The large clip and burst cadence make it comfortable for trooper cleanup and mid-range chip, but the long reload is a real commitment window and Power Surge only procs its shock once per burst.
10.80Bullet Damage
1Pellets per Shot
5.83Bullets per sec
29Ammo
2.35sReload Time
635m/sBullet Velocity
50Light Melee
116Heavy Melee
Vitality and movement
730Health
1Health Regen
6.70m/sMove Speed
1.80m/sSprint Speed
3Stamina
4.50sStamina Cooldown
Base values on patch data. Items and boons change all of these.
The heroes Seven wins most with, against what their two win rates would predict.
Deadman DannyDeadman DannySkirmisherInitiatorMid rangeHybrid damageFree flight: he picks his angles and reaches heroes others can'tDurabilitylow (1/3)Bursthigh (2/3)Mobilityvery high (3/3)Healinglow (1/3)61.6% together+6.5% above expected
GravesGravesControllerSummonerClose rangeHybrid damageMap pressure while away from the fight via Borrowed Decree Ghouls marching at objectivesDurabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinglow (1/3)62.4% together+6.1% above expected
HazeHazeAssassinCarryClose rangeBullet damageSingle-target sustained DPS ramps up once Fixation is stackedDurabilitylow (1/3)Bursthigh (2/3)Mobilityhigh (2/3)Healinghigh (2/3)60.5% together+6.0% above expected
VictorVictorBruiserInitiatorClose rangeSpirit damageEffectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' planDurabilityvery high (3/3)Bursthigh (2/3)Mobilityhigh (2/3)Healingvery high (3/3)60.4% together+5.6% above expected
PaigePaigeSupportControllerMid rangeSpirit damagePeel — Plot Armor is a save and a damage buff on one button.Durabilitylow (1/3)Burstlow (1/3)Mobilitynone (0/3)Healinghigh (2/3)61.4% together+5.4% above expected
DrifterDrifterAssassinSkirmisherMeleeHybrid damageA heavy 20.10-damage-per-bullet shotgun, with burst on top from RendDurabilitylow (1/3)Burstvery high (3/3)Mobilityhigh (2/3)Healinglow (1/3)58.2% together+4.9% above expected
Seven wins 55.4% of games overall.
Who counters Seven and who Seven counters: all 43 opponents, from Seven's hardest to easiest, with how far each sits from that average. Seven strugglesSeven does well
Paige and Graves are strong against almost every hero this patch, so they sit near the top here too.
Beyond them, the matchups that are hardest for Seven in particular: Haze (Seven wins 51.3%).
Pick an ability to see what it does and how to play around it.
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.
Purpose: 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; +58.5 DPS and +1.75m radius at 5 AP (75 and +58.5 from the game data; the radius from mobalytics 2026)
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 to speed up trooper and guardian clear
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: +58.5 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.
Purpose: 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; +1.1s 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 16m base range — staying outside 16m 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 23s) makes it available for most fights
Upgrade tiers
1 AP: -19s cooldown, taking it from 42s to 23s
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: +1.1s 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.
Purpose: 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
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 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.
Purpose: A teamfight ultimate: 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, 205s cooldown (game data, Oct 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 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
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
5 AP: +65 DPS and allows Seven to move while channelling
Seven's win rate by game length
Game length changes little for Seven compared with other heroes: #5 of 44 in games under 25 minutes, #5 of 44 from 25 to 40, #6 of 44 past 40.
above 50%below 50%under 1,000 gameshow many games end then
See the numbers
Minutes
Wins
vs usual
Games
10–15
49.0%
−6.4%
1,563
15–20
52.2%
−3.2%
3,702
20–25
58.6%
+3.2%
11,125
25–30
58.8%
+3.4%
33,603
30–35
57.1%
+1.7%
69,613
35–40
55.0%
−0.4%
80,160
40–45
53.3%
−2.1%
55,969
45–50
53.7%
−1.7%
29,876
50–55
53.9%
−1.5%
14,288
55–60
53.9%
−1.5%
5,687
60+
55.0%
−0.4%
2,939
"vs usual" is against Seven's 55.4% over all these games. Faded rows have under 1,000 games, where a few percent either way is noise; under 300, no win rate is shown.
Each point is how often Seven won games that ended at that length, not the chance of winning at that minute.
Short games are usually one-sided, so the left side is about closing out a lead and the right side about long, close games.
Games under 10 minutes are left out. Every hero by game length →
Sources and confidence for this record
Record confidence: Strong evidence. Compiled for patch 10-30-2026, researched 2026-10-30.
Difficulty rating: deadlock.io hero page lists Seven at client complexity 1 ('Easy', recommended for new players) — https://deadlock.io/en/heroes/seven