
Seven zeigt sein ganzes Können in Scharmützeln und wartet auf den richtigen Moment, um zuzuschlagen. Dann stürzt er sich wie ein aufziehendes Gewitter ins Kampfgeschehen und übertrumpft seine Gegner mit einem Blitzhagel.
Seven zeigt sein ganzes Können in Scharmützeln und wartet auf den richtigen Moment, um zuzuschlagen. Dann stürzt er sich wie ein aufziehendes Gewitter ins Kampfgeschehen und übertrumpft seine Gegner mit einem Blitzhagel.
Off meta, fully annotated, max Ball first, Seven build. All items labelled. Ability based spirit carry, reject boring ult builds.
Don't expect to 1v1 other carries, play with your team and put out that constant DPS with great debuffs.
Look to clear wave fast and safely, you are not a strong laner.


I
Monster-Kugeln
Great for clearing, bit of weapon damage from investment, and regen is super handy. Builds into Cultist.


II
Unterdrückung
Really good item vs any gun hero and even some that are ability based.


I
Zusätzliche Aufladung
Decent early, nothing special but obviously nice to have.


III
Aktiv
Kultopfer
Get this online and start leeching tier 3 jungle when you can safely. Scales your high base damage, and hit gun investment fast.


II
Aktiv
Schnelle Stiefel
On demand speed, but the real star is full speed while shooting. Big spike on gun damage now!


I
Zusätzliche Magiekraft
Prereq for Improved Spirit.


II
Verbesserte Magiekraft
It's an upgrade, can grab if the souls are spare. Regen is nice early.


II
Imbue [E]
Abklingzeitraffer
Need some CDR for balls, combined with more charges gives a ton of uptime. Should hit nice spirit spike here close to T3 ball.


II
Stiefel des Dauerläufers
After the big move speed nerf patch, this item is back to being semi required. Feel free to swap for stamina instead.


I
Zusätzliche Regeneration
Can replace with your preferred survivability (Healing Rite etc) but I find this is the most consistent.
Ball and Surge spirit damage will scale a lot by the end of here.


II
Magielebensraub
Good item, sustain plus spirit power is good. Get Healbane first if the enemies are healing a lot.


II
Heilungsfluch
Anti heal is great and burst heal not only keeps you topped up after fights but surprises enemies too. Big HP spike here.


III
Schnelle Aufladung
Rapid fire Balls. Needed for the reduced cooldown between charges. If you are close to 4.8k, get Boundless first instead.


IV
Grenzenlose Magiekraft
A huge global upgrade to your whole kit. Ton of spirit power and even more Regen.


III
Überlegene Abklingzeit
Very nice upgrade, you really want Surge and Stun up as often as possible too.


II
Mystische Verlangsamung
Slow is good this patch, with less movespeed everywhere AND reducing dash range when everyone relies on it.


II
Imbue [E]
Quecksilber-Nachlader
Mid item on its own, but Magnum makes it worth. Helps with ammo.


IV
Imbue [E]
Wilde Magnum
Gives a lot of extra constant damage on top of ball and surge, and removes the need to reload entirely. Scales great with Seven's high base dmg.


IV
Aktiv
Magische Infusion
Not as consistent as Leech but just pop this at the start of a fight and you get a crazy DPS improvement and SO much lifesteal.


I
Imbue [E]
Mystische Erweiterung
A nice lil bump to your ball range. Don't priority this, if you have 800 sitting around and spare slots its okay.


II
Mystische Schwachstelle
A good spike in spirit damage, doesn't stack with other teammates with the same item.
Look to sell early def and gun items. Most items here are luxury upgrades.


IV
Eskalierende Bloßstellung
Decent upgrade to vuln, don't forget this is NOT more shred, it is spirit amp.


III
Größere Erweiterung
Great upgrade for not just ball but stun too. Again dependant on slots first.


IV
Transzendente Abklingzeit
Again mostly a luxury upgrade but at least you can build a lot of good items to make use of the item CDR.


IV
Schriftrolle des Blitzes
Very mid upgrade, really don't bother rushing this. Luxury upgrade.


II
Wappen des Zauberers
Spirit Resist is good but Regen + CDR + Spirit kinda cracked. Take instead of healbane if you think you don't need the heal reduction AND heal on kill.


IV
Moloch
Just a nice upgrade to Enduring, but its not needed. Great against gun teams.


II
Schwächungsreduzierer
Bad item but prereq to a couple good ones.


III
Aktiv
Schwächungsentferner
Use this for all of those cringe DOTs and incoming abilities.


III
Verstärkte Kugelrüstung
Not many good bullet counters late game so this might have to do if its all bullet.


III
Verstärkte Magierüstung
This item is good but spellbreaker is basically an upgrade if you can afford it.


IV
Aktiv
Unaufhaltsam
Stop all that pesky CC and other negative effects.
If you have any questions or just want to talk Seven, check out the Seven hero channel in the Deadlock discord :)


IV
Aktiv
Ätherischer Schleier
Nice pick up, with cooldown can use this all the time for evading everything. Don't forget the big buff after.


III
Gegenzauber
Very popular item if you're good enough to use it.


IV
Zauberbrecher
Spirit AND Debuff AND burst resist, if you don't need to rush Spirit Res.


III
Magieriss
If you need even more shred on top of mystic vuln, use this.


IV
Verkrüppelnder Kopfschuss
Technically even more shred plus anti heal built in but on Seven you gotta be goated to use this.


III
Giftige Kugeln
Scaling bleed damage with heal reduction, another chance for gun investment.


IV
Magiebrand
Use ball, surge and magnum to activate for some extra burst and very nice anti healing, but its expensive and unreliable on Seven.


III
Aktiv
Teleport-Stein
Expensive but gives Seven a way out.


IV
Panzerrüstung
An okay anti gun late game item.
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