Strengths and weaknesses
Good at
- Very strong wave clear and lane pressure with Lightning Ball
- Static Charge stuns are reliable and grow into area stuns
- Storm Cloud can wipe a team that's fighting in a small space
- Simple, forgiving kit, which makes him one of the easiest carries to learn
Struggles with
- Low health (730) and few escape tools
- Storm Cloud is a channel, so stuns and silences can cancel it
- Predictable; enemies know to scatter when the storm starts
- Bullet resist and spirit resist both matter against him, depending on build
Abilities
Ability order
Spend points in this order. Each ability's tiers cost 1, 2 and 5 points.
- Unlock Lightning Ball
- Unlock Static Charge
- Unlock Power Surge
- Lightning Ball T1
- Static Charge T1
- Unlock Storm Cloud
- Lightning Ball T2
- Static Charge T2
- Lightning Ball T3
- Storm Cloud T1–T2
- Power Surge T1
- Static Charge T3
- Storm Cloud T3
- Power Surge T2–T3
Item build
A starting build that works in most games. Swap pieces based on the enemy team; the notes explain what each stage is for.
Checked against 23,357 Seven matches from October 6–7, 2026 (all ranks). It keeps the items most Seven players buy and fills the other slots with the items that won most often. See the item tier list for how we measure that.
WeaponVitalitySpirit
| Stage | Items |
|---|---|
| Laning (800-soul items)Monster Rounds and Extra Spirit are the usual start. Extra Stamina and Grit have the best results of his cheap items. | |
| Mid game core (1,600–3,200)Seven's spirit core: Mystic Vulnerability, Spirit Lifesteal, Superior Duration for longer Storm Cloud, and Healbane. Many players also buy Cultist Sacrifice to farm. | |
| Late game (6,400)Escalating Exposure is the usual finisher but scores poorly in our data. Spirit Burn has much better results, then Lightning Scroll, and Indomitable keeps you alive while channelling Storm Cloud. | |
| SituationalDiviner's Kevlar for a safer ultimate, Mystic Slow and Bullet Resist Shredder for team fights, Spirit Rend for a hybrid build. |
Rate this build in the build rater → See its grade, and the heroes it does well and badly against.
How to play
Seven is a spirit carry who controls space. Lightning Ball pushes waves and pokes enemies, Static Charge delays a stun, Power Surge turns his gun into chain lightning, and Storm Cloud fills a huge area with lightning for several seconds.
Laning phase (0–10 min)
- Lightning Ball is your best tool. Fire it through the trooper wave so it also hits the enemy hero behind them.
- Static Charge the enemy hero when they’re standing near their troopers; the stun after 3.5 seconds gives you a free trade.
- Clear waves fast, then farm. Seven is a strong farmer, so use quick wave clears to fit in jungle camps.
Mid game (10–25 min)
- Farm hard. Seven gets much stronger with spirit items; Mystic Vulnerability and Superior Duration are big spikes.
- Fight around objectives. Lightning Balls are great at denying space in choke points like the Rift zone or the Mid Boss pit.
- Static Charge T2 (+7m radius) turns the stun into a team-fight tool. Use it on an enemy standing in a group.
Late game and team fights (25+ min)
- Storm Cloud wins fights in small spaces. Use it when enemies are committed: fighting at the Rift, in the Mid Boss pit, or around the Patron.
- Don’t open with it. Wait for the enemy to use their stuns and silences first, or buy Unstoppable or Debuff Reducer.
- Use lightning strikes (fire button) during the storm for extra damage on key targets.
Combos
- Wave clear and poke: Lightning Ball through the wave → Power Surge → shoot; shocks bounce between troopers and heroes.
- Delayed stun: Static Charge the target → Lightning Ball where they’ll be → stun lands while they’re in the ball.
- Team wipe: wait for enemy CC → Storm Cloud over the fight → Static Charge the biggest group → lightning strikes on low targets.
Matchups
- Good against: melee and close-range heroes who have to walk through his lightning.
- Hard against: long-range snipers who can kill him before he can reach them, and anyone with reliable stuns or silences that cancel Storm Cloud.
- Divers can reach him and kill him quickly. Stay behind your frontline.
Pro tips
- Lightning Ball T1 adds a charge. Two balls in a row clear waves and camps very quickly.
- Power Surge T3 shocks reduce spirit resist by 15%, which boosts your other abilities.
- Storm Cloud T1 gives +55% bullet resist while channelling, so gun heroes struggle to stop you.
Lore
Seven is an occultist who broke the government's rules on mystical power and blasted his way out of prison before his execution. Now free, the megalomaniac scientist wants to reach godhood through an ancient ritual, with lightning at his fingertips.
Frequently asked questions
Is Seven good for beginners?
Yes. Seven's abilities are easy to land, Lightning Ball clears waves and pokes in lane, and Storm Cloud is simple to use. He's a great first carry.
How do you counter Seven's ultimate?
Storm Cloud is a channel, so a stun or silence cancels it. You can also spread out or leave the area; the storm grows slowly from 10 to 30 metres, so there's time to get out.
Should Seven build gun or spirit?
Spirit is the standard build, since Lightning Ball, Static Charge and Storm Cloud all scale with spirit power. Gun builds around Power Surge are possible but usually weaker.
Ability numbers are checked against the game and the community-run Deadlock Wiki after every patch. Builds are our own recommendations, checked against public match data. Spotted something out of date? Tell us.