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Seven

MageController Spirit Damage Mid Game Low Difficulty

Patch 10-30-2026, 306,984 matches. Updated daily.

How to counter and play Seven

Items to buy

  • vs channelled ultimates 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 Knockdown Knockdown 3,200 souls Tier 3TechPress +35s Cooldown +0.1s Cast Delay +2s Stun Delay +0.5s Stun Duration +75 Bonus Health +5% Ability Range +5% Radius Silence Wave Silence Wave 3,200 souls Tier 3TechInstantCast +42s Cooldown +3s Duration +0.1s Cast Delay +90 Bonus Health
  • vs zoning and area denial Enduring Speed Enduring Speed 1,600 souls Tier 2ArmorPassive +25% Slow Resist +2 Out of Combat Regen Builds from Sprint Boots Fleetfoot Fleetfoot 1,600 souls Tier 2WeaponInstantCast +16s Cooldown +5s Duration +100 move speed penalty while shooting reduction +35% Slide Distance +6% Bullet Resist +40% Slow Resist +6% Weapon Damage Restorative Locket Restorative Locket 1,600 souls Tier 2ArmorInstantCast +20s Cooldown +0.1s Cast Delay +8% Spirit Resist +25 Max Stacks +3 Max Stamina Restore
  • vs stuns and hard cc Extra Stamina Extra Stamina 800 souls Tier 1ArmorPassive +1 Stamina +12% Stamina Recovery Debuff Reducer Debuff Reducer 1,600 souls Tier 2ArmorPassive +25% Debuff Resist +90 Bonus Health Reactive Barrier Reactive Barrier 1,600 souls Tier 2ArmorPassive +55s Cooldown +10s Duration +1 Out of Combat Regen Builds from Grit
  • 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
  • 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 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: -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 '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
  • 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 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 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

Plan a game against Seven and the rest of their team →

Good at

  • 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

63 DPS

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.

  • 10.80 Bullet Damage
  • 1 Pellets per Shot
  • 5.83 Bullets per sec
  • 29 Ammo
  • 2.35s Reload Time
  • 635m/s Bullet Velocity
  • 50Light Melee
  • 116Heavy Melee
Vitality and movement
  • 730 Health
  • 1 Health Regen
  • 6.70m/s Move Speed
  • 1.80m/s Sprint Speed
  • 3 Stamina
  • 4.50s Stamina 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 Danny Deadman Danny SkirmisherInitiatorMid rangeHybrid damage Free flight: he picks his angles and reaches heroes others can't Durability low (1/3) Burst high (2/3) Mobility very high (3/3) Healing low (1/3) 61.6% together +6.5% above expected
  • Graves Graves ControllerSummonerClose rangeHybrid damage Map pressure while away from the fight via Borrowed Decree Ghouls marching at objectives Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing low (1/3) 62.4% together +6.1% above expected
  • Haze Haze AssassinCarryClose rangeBullet damage Single-target sustained DPS ramps up once Fixation is stacked Durability low (1/3) Burst high (2/3) Mobility high (2/3) Healing high (2/3) 60.5% together +6.0% above expected
  • Victor Victor BruiserInitiatorClose rangeSpirit damage Effectively two health bars via Shocking Reanimation, which invalidates the normal 'focus the bruiser' plan Durability very high (3/3) Burst high (2/3) Mobility high (2/3) Healing very high (3/3) 60.4% together +5.6% above expected
  • Paige Paige SupportControllerMid rangeSpirit damage Peel — Plot Armor is a save and a damage buff on one button. Durability low (1/3) Burst low (1/3) Mobility none (0/3) Healing high (2/3) 61.4% together +5.4% above expected
  • Drifter Drifter AssassinSkirmisherMeleeHybrid damage A heavy 20.10-damage-per-bullet shotgun, with burst on top from Rend Durability low (1/3) Burst very high (3/3) Mobility high (2/3) Healing low (1/3) 58.2% together +4.9% above expected

Every Seven duo →

Every Seven matchup

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 struggles Seven 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%).

Only matches whose average rank was Oracle and above, where Seven wins 52.7% overall.

Abilities

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, 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.

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
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

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.

45% 50% 55% 60% 0.6% of all games end at 10–15 minutes 1.2% of all games end at 15–20 minutes 3.4% of all games end at 20–25 minutes 11.0% of all games end at 25–30 minutes 23.2% of all games end at 30–35 minutes 26.4% of all games end at 35–40 minutes 17.9% of all games end at 40–45 minutes 9.4% of all games end at 45–50 minutes 4.3% of all games end at 50–55 minutes 1.7% of all games end at 55–60 minutes 0.8% of all games end at 60+ minutes 10–15 min: 49.0% over 1,563 games 49.0% 15–20 min: 52.2% over 3,702 games 52.2% 20–25 min: 58.6% over 11,125 games 58.6% 25–30 min: 58.8% over 33,603 games 58.8% 30–35 min: 57.1% over 69,613 games 57.1% 35–40 min: 55.0% over 80,160 games 55.0% 40–45 min: 53.3% over 55,969 games 53.3% 45–50 min: 53.7% over 29,876 games 53.7% 50–55 min: 53.9% over 14,288 games 53.9% 55–60 min: 53.9% over 5,687 games 53.9% 60+ min: 55.0% over 2,939 games 55.0% 10–1515–2020–2525–3030–3535–4040–4545–5050–5555–6060+
above 50% below 50% under 1,000 games how many games end then
See the numbers
MinutesWinsvs usualGames
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