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Deadlock›Heroes›Seven
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Seven Build Guide: Best Items & Ability Order

Electrocutes crowds of enemies
OverviewHeroesItems

Seven – Electrocutes crowds of enemies. Over the last 14 days Seven sits in S+ tier with a 54.3% win rate across 737.8K matches, ranked 5 of 44 heroes. In Oracle+ lobbies the win rate is 52.1%. The most common mid-game purchases are Mystic Vulnerability, Healbane and Duration Extender.

Tier
S+
Win rate
54.3%
Change
−0.9%
Pick rate
32.4%
K/D/A
5.8 / 7.2 / 12.2
Avg. souls
43K

Seven item build

The items players buy most in each phase. The percentage is how often the item is bought in that phase; the number below is the win rate when bought.

Early game (0–10 min)

  • I
    Monster Rounds
    74%
    54.2%
  • I
    Extra Spirit
    57%
    54.5%
  • I
    Extra Charge
    40%
    55.0%
  • I
    Extra Regen
    36%
    54.3%
  • I
    Mystic Expansion
    36%
    55.8%
  • II
    Arcane Surge
    26%
    55.8%
  • II
    Improved Spirit
    25%
    56.3%
  • II
    Intensifying Magazine
    22%
    54.8%

Mid game (10–20 min)

  • II
    Mystic Vulnerability
    58%
    55.7%
  • II
    Healbane
    46%
    54.8%
  • II
    Duration Extender
    41%
    56.0%
  • II
    Spirit Lifesteal
    37%
    55.7%
  • III
    Cultist Sacrifice
    32%
    52.5%
  • II
    Improved Spirit
    30%
    53.7%
  • III
    Superior Duration
    21%
    58.6%
  • III
    Greater Expansion
    18%
    58.5%

Late game (20+ min)

  • IV
    Escalating Exposure
    62%
    55.6%
  • III
    Superior Duration
    46%
    54.5%
  • IV
    Boundless Spirit
    44%
    57.4%
  • III
    Superior Cooldown
    34%
    54.9%
  • III
    Greater Expansion
    33%
    54.7%
  • IV
    Unstoppable
    27%
    56.6%
  • IV
    Transcendent Cooldown
    27%
    56.3%
  • IV
    Infuser
    24%
    58.0%

Seven abilities

Ability 1

Lightning Ball

Shoot a ball of lightning that travels in a straight line. Does damage to all targets in its radius. Slows down when damaging enemies and stops if it hits the world.

Damage Per Second: 75Radius: 4.25mLifetime: 5sCooldown: 26sCharges: 1
  1. I

    Charges +1

  2. II

    -28% move speed on hit targets and +1s Lifetime

  3. III

    +58.5 DPS and +1.75m radius

Ability 2

Static Charge

Apply a charge to a target enemy hero. After a short duration, the static charge stuns and damages enemies within the radius.

Delay Before Stun: 3.5sDamage: 35Radius: 5mCooldown: 42sCast Range: 15m
  1. I

    Cooldown -20s

  2. II

    +7m Radius +5m Cast range

  3. III

    +1.1s Stun Duration +160 Damage

Ability 3

Power Surge

Power up your weapon with a shock effect, making your bullets proc shock damage on your target. This shock damage bounces to enemies near your target. Occurs once per burst shot.

Shock Damage: 10Max Jumps: 4Jump Radius: 10mCooldown: 50sDuration: 10s
  1. I

    Cooldown -18s

  2. II

    +3m Move Speed +8 Damage and increased scaling

  3. III

    +10s Duration Applies -15% Spirit Resist

Ultimate

Storm Cloud

Channel an expanding storm cloud around you that damages all enemies within its radius. Enemies do not take damage when they are out of line-of-sight.

Damage Per Second: 95Flight Speed: 1.5mInitial Radius: 10mStrike Damage: 75Strike Radius: 7mCooldown: 205s
  1. I

    +55% Bullet Resist while channeling Storm Cloud

  2. II

    +7s Channel Time +10m Final Radius +5m Initial Radius

  3. III

    +65.0 DPS +4m Flight Speed

Seven ability order

The most common way to spend the first 12 ability points (52% of tracked players). The first point unlocks an ability, the next three upgrade it.

Lightning Ball123456789101112
Static Charge123456789101112
Power Surge123456789101112
Storm Cloud123456789101112

Upgrade priority: Power Surge → Lightning Ball → Storm Cloud → Static Charge

Seven matchups and counters

Seven's win rate when the listed hero is on the enemy team (minimum 200 matches).

Strong against

  • Rem60.1%39.2K
  • Pocket59.9%18.4K
  • Shiv59.8%29.9K
  • Mina59.2%47.4K
  • Silver59.1%38.9K

Struggles against

  • Graves47.9%57.7K
  • Paige48.5%42.2K
  • Rat King49.0%61.8K
  • Victor49.6%49.3K
  • Haze50.3%62.3K

Best teammates

  • Graves61.7%32K
  • Victor59.8%17.7K
  • Paige59.2%17K
  • Rat King59.1%42.4K
  • Haze58.3%18.3K

Frequently asked questions

Is Seven good in Deadlock?

Seven is currently S+ tier with a 54.3% win rate and 32.4% pick rate over the last 14 days. That is down 0.9% compared with the 14 days before.

What are the best items for Seven?

Early game: Monster Rounds, Extra Spirit and Extra Charge. Mid game: Mystic Vulnerability, Healbane and Duration Extender. Late game: Escalating Exposure, Superior Duration and Boundless Spirit. These are the items players buy most often in each phase.

What is the best ability order for Seven?

The most common upgrade priority is Power Surge → Lightning Ball → Storm Cloud → Static Charge.

Who counters Seven?

Seven has the lowest win rate against Graves, Paige and Rat King and the highest against Rem, Pocket and Shiv.

Stats are calculated from matches played in the last 14 days and refreshed twice a day. Hero, ability and item details come from the game's own text. Data source: deadlock-api.com. Last updated: 2 November 2026 at 21:22. Oyunpedia is not affiliated with Valve.

Seven
Weapon
Burst Fire
Health
730
Move speed
6.7 m/s
Difficulty
Easy
Win rate (Oracle+)
52.1%
High VoltageMercilessArea Denial

Playstyle

Seven thrives in a skirmish waiting for the time to strike. Then he rolls into the fight like a storm and batters his enemies with a cascade of lightning.

Lore

When mystic energy awoke on Earth, the world changed... anything was possible. But just because anything WAS possible, didn't mean that anything SHOULD be possible. And so the government made rules. Laws. A means for US citizens to enjoy the benefits of the supernatural world in safety. But rules and laws are for lesser men. Men with limitations. Men who were not Seven.

There are many rumors about what Seven did to land himself in Lost Whisper, an oubliette for the most dangerous of occultists. But there is no doubt about what happened on the night of his execution.

Wards placed by the most powerful ritualists of 7 different nations... wards designed to not just prevent mystical interference with the execution, but to simultaneously obliterate Seven's soul so that it could never be contacted, resurrected, or otherwise be used by someone looking to follow in his footsteps... failed.

Onlookers viewed in horror as the strongest mentalist employed by the US Army's head popped like a grape. They screamed as Scotland Yard's premiere occult investigator, the one who allegedly captured Seven, crumbled to ash. Seven's body buckled and writhed against his restraints; his skin burning from eldritch electricity... and yet he would not die. He laughed.

He laughed as he tore himself free from his bondage.

He laughed as his captors cowered in fear.

He laughed as he massacred his tormentors.

He laughed as he tasted the fresh air that was denied to him for years.

And he laughed when he thought about what he was going to do once he reached New York City.

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