
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.
Fully annotated, max Ball first, Seven build. All items labelled. Off meta 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. First to sell.


II
Wappen des Zauberers
Spirit Resist is good but Regen + CDR + Spirit kinda cracked.


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


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
Veredeln
Abklingzeitraffer
Need some CDR for balls, combined with more charges gives a ton of uptime.


II
Heilungsfluch
Anti healing is almost always handy, and the heal on kill can be clutch if you have a strong laner buddy.


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


I
Zusätzliche Regeneration
Can replace with your preferred survivability (Healing Rite etc) but I find this is the most consistent.


II
Magieschild
Swap for resists late.


II
Waffenschild
Spirit Shielding is easier to proc, barrier works against all damage.
Ball and Surge spirit damage will scale a lot by the end of here.


II
Mystische Schwachstelle
A surprising spike in spirit damage, doesn't stack with other teammates with the same item.


III
Schnelle Aufladung
Rapid fire Balls. Needed for the reduced cooldown between charges.


IV
Grenzenlose Magiekraft
Crazy power spike, usually have enough room to save up here but if you're really struggling can pick up a little later.


II
Magielebensraub
Good item, sustain plus spirit power is good.


III
Überlegene Abklingzeit
Very very nice upgrade, you really want Surge and Stun up often too to go with all the balls.


II
Aktiv
Schnelle Stiefel
On demand speed, but the real star is full speed while shooting.


II
Veredeln
Quecksilber-Nachlader
Mid item on its own, but Magnum makes it worth. Helps with ammo.


IV
Veredeln
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.


I
Veredeln
Mystische Erweiterung
Feel free to slot this in anywhere in mid game IF you have the slots sitting around AND you have tier 3 ball.


IV
Aktiv
Magische Infusion
Technically not as consistent as Leech but stronger when its active by a LOT. Can also use with ult in a panic to full heal.


II
Mystische Verlangsamung
Slow is decent, diminishing returns on top of the ball slow. Easily skippable.
Look to sell early def and gun items. Most items here are luxury upgrades.


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


IV
Eskalierende Bloßstellung
Mid upgrade to vuln, meh.


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


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.


II
Stiefel des Dauerläufers
I was a big fan of this item just for the slow resist but finding with more and more time in learning movement tech its less and less required, building more spirit just gives you speed anyways :D


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


II
Schwächungsreduzierer
Good vs stuns and DOTs. Usually not needed but can pick up if planning on getting remover or unstop.


III
Aktiv
Schwächungsentferner
Good item for its very niche purpose. Removes incoming effects like Warden Cage, Bebop bomb, and further reduces DOT duration.


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
If there's a lot of CC, you can grab this if its annoying.
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
Very good 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.


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
Welle der Verstummung
Crazy item that is super easy to use. Shred and silence for a good price. Difficult to slot in.


III
Veredeln
Ansteigende Magiekraft
Can stick this on 1 or 3 butttt hard to fit in.
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