Seven, a Deadlock hero
How to play

How to play Seven in Deadlock

Farming carry and area pressureHigh VoltageMercilessArea Denial
DifficultyEasy
WeaponBurst Fire
RoleGun Carry · Spirit Carry
Win rate53.0%
Pick rate28.0%
Trend −0.9% down
Average K / D / A5.2 / 6.3 / 12.1
Quick answer
Your job
Turn efficient soul collection into sustained damage around important fights. Your job is to make enemy approaches dangerous and help your team keep attacking, rather than waiting only for a large ultimate.
Positioning
Play behind or beside your team’s close fighters with a clear route to cover.
How to win fights
Send Lightning Ball through a useful wave or enemy approach, ideally creating pressure on both.
When you’re in trouble
Move back behind cover and use your control to discourage pursuit.
Strong at
  • Efficient clearingArea tools help collect waves and nearby camps.
  • Delayed setupStatic Charge gives allies time to prepare damage.
  • Space pressureRepeated damage makes objective approaches costly.
Weak to
  • Direct rushesAn attacker reaching him threatens his firing position.
  • Long-attack exposureA channel invites interrupts or concentrated fire.
  • Avoided sightlinesEnemies can leave an ultimate’s useful damage area.

How to play Seven

The full version of the quick answer.

Your goal

Turn efficient soul collection into sustained damage around important fights. Your job is to make enemy approaches dangerous and help your team keep attacking, rather than waiting only for a large ultimate.

Positioning

Play behind or beside your team’s close fighters with a clear route to cover. Choose a view of the paths enemies need to cross for an objective. Avoid standing alone at the front or taking a distant camp when your team is already preparing a nearby fight.

How to fight

  1. Send Lightning Ball through a useful wave or enemy approach, ideally creating pressure on both. Static Charge is delayed, so give yourself and teammates time to prepare damage where the target will be when it lands. Keep shooting and use Power Surge when it supports the exchange.
  2. Storm Cloud is useful when enemies are committed to an area or held by teammates, not simply whenever several appear on screen. They can leave your sightline or interrupt you, so choose a protected position and an opening that makes escaping your damage inconvenient.

When an enemy threatens you

Move back behind cover and use your control to discourage pursuit. If a close attacker reaches you, seek help instead of beginning a long exposed ultimate and hoping it wins before they finish you.

Seven Items & Ability Order

Popular Seven Items

See which items Seven players purchase from early farming through late-game fights, with common choices grouped into clear time windows.

0–9 min
9–20 min
  • Mystic Vulnerability68%
  • Healbane56%
  • Spirit Lifesteal48%
  • Duration Extender41%
20–30 min
  • Escalating Exposure52%
  • Superior Duration30%
  • Unstoppable27%
  • Greater Expansion19%
30+ min
  • Boundless Spirit21%
  • Unstoppable17%
  • Infuser17%
  • Refresher14%

Seven Ability Order

Explore Seven’s popular upgrade paths and how players distribute their first 10 points between farming, control and teamfight damage.

Seven ability order 1: used by 22% of players
Ability point12345678910
Power Surge12––5––––10
Static Charge––3––6––––
Lightning Ball–––4–––8––
Storm Cloud––––––7–9–

Seven game plan

Timings are approximate. When teams start grouping and pushing objectives, use the next phase’s advice.

Early game

~0–10 min

Clear troopers efficiently with useful Ball placement and secure souls. Prepare damage for Static Charge rather than only casting it and waiting.

Mid game

~10–25 min

Collect waves and nearby safe camps, then arrive for important fights. Do not spend the whole stage farming while teammates repeatedly contest objectives.

Late game

~25+ min

Control enemy approaches with ordinary damage and spells. Use Storm Cloud from protection when the fight makes leaving your sightline difficult.

Tips

Good to know

  • Lightning Ball's slow is reapplied every 0.1s tick, which effectively ignores debuff resist — don't rely on cleanse to walk through it.
  • Storm Cloud was nerfed to 71.25 DPS — it's zone control first, damage second; the targeted lightning strike is the real burst.
  • Power Surge's shock bounces to 4 nearby enemies, and its T3 shreds 15% spirit resist for 10s for your whole team.

Avoid these mistakes

  • Standing exposed during a long ultimate.
  • Collecting camps so long that you miss your team’s important fight.

If you’re struggling

Clear safe waves and help with stuns; do not force a long ultimate while exposed.

One useful tip

Enemies can leave Storm Cloud’s sightline. Use it where an objective or allied control makes staying costly.

Matchups to watch

Heroes that change how you play Seven. Situational adjustments, not rankings.

AbramsOpportunity · Lane
Watch for

His close approach must cross space you can pressure.

Do this

Use Ball and delayed stun where he needs to move, then retreat before he reaches a useful wall angle.

LashThreat · Teamfights
Watch for

An aerial approach can reach your channel position from outside the front line.

Do this

Watch above and preserve cover; do not begin Storm Cloud while his landing can reach you freely.

Grey TalonThreat · Teamfights
Watch for

Ranged pressure can punish you without remaining in your preferred area.

Do this

Use structures to limit his sightline and choose objective ground instead of channeling in an open street duel.

Seven Stats & Trends

Win Rate53.0% −0.9% down
TierAA tier
Pick Rate28.0%
Average K / D / A5.2Kills6.3Deaths12.1Assists

Damage Breakdown

Damage source
17%Gun83%Abilities
Kill style
71%Ability22%Gun7%Melee
Damage by range
  • Gun
  • Abilities
18%
0–10 m
30%
10–20 m
24%
20–30 m
15%
30–40 m
9%
40–50 m
6%
50+ m

See all heroes in the Meta Report