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 Ball focused (but not just ball) Seven build. | Read item descriptions where needed.
It might not be meta but if you love lining up those clean ball paths and dueling 1 on 1, this is the build for you.
Ball is not sufficient on its own anymore, use early gun damage to survive or win laning, then hit Mercurial ASAP!
Can immediately start shredding level 3 camps and winning 1v1s, and use that momentum to snowball.
Just manage the wave until some spirit comes online.
I
Monster-Kugeln
Good item to help with fast clearing waves.
I
Zusätzliche Aufladung
Can skip but not much point when building rapid recharge later.
I
Stiefel des Sprinters
Sprint boots are a viable pick up early. Nothing too crazy but if you're going for enduring, you might as well.
I
Zusätzliche Magiekraft
Component for later on that happens to give some spirit to start.
II
Verbesserte Magiekraft
It's an upgrade, can grab if the souls are spare.
II
Veredeln
Abklingzeitraffer
Need some CDR for balls. Skippable for later if needed.
Usually extra regen is enough.
I
Zusätzliche Regeneration
Great item to pick up to stay alive in lane. Almost always pick this up now.
II
Unterdrückung
This item goes crazy early in lane against gun heavy lanes, but trying to fit it in long term is rough.
II
Magieschild
Swap for resists late. Really good this patch.
II
Waffenschild
Yup, it stops damage when there's bullets.
II
Wappen des Zauberers
Can buy this instead of shielding but its a bit greedy imo.
Ball and Surge spirit damage are now the priority.
II
Aktiv
Schnelle Stiefel
Gives a ton of mobility, with some passive bullet damage from investment.
IV
Grenzenlose Magiekraft
Buffed to give a ton of spirit, super good now. If you're struggling on the save up try and pick up a bit later instead.
II
Veredeln
Quecksilber-Nachlader
Mid item on its own, but Magnum makes it worth. Helps with ammo.
IV
Veredeln
Wilde Magnum
Good item that can help with the downtime when ball is on cooldown or just as extra damage. Good because Seven base gun dmg is quite high.
III
Schnelle Aufladung
Rapid fire Balls. Needed for the reduced cooldown between charges.
Can pick these up in between Mid Game or at the end.
II
Mystische Verlangsamung
Good debuff you can spread easily to the whole enemy team. Makes chases and poke better.
II
Magielebensraub
Can pick this up earlier if sustain is still tricky, but eventually builds into infuser anyways.
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
Stiefel des Dauerläufers
Positioning is super important as Seven and even more so when lining up Balls. Pick up earlier or later depending on if the hp and slow is less or more needed.
I
Veredeln
Mystische Erweiterung
IF you have the slots free, maybe pick this up. But make sure to plan future item space like Spirit Burn and defensive.
Look to sell early def, and eventually gun items.
III
Größere Erweiterung
Really nice global upgrade but dependant on how many slots you have.
III
Überlegene Abklingzeit
Cooldown is more required now but still not mandatory if other items have priority.
IV
Moloch
Great upgrade from Enduring Speed. Can wait unless gun damage is crazy.
IV
Schriftrolle des Blitzes
Expensive "upgrade" to Mystic Slow, but only 25 more hp. No need to rush for the ult stun, prioritise surviving first.
IV
Transzendente Abklingzeit
Seems like a decent upgrade late game.
II
Heilungsfluch
Decent item to stop healing, with some of your own on kill. Replace with Spirit Burn late.
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.
IV
Zauberbrecher
Spirit AND Debuff AND burst resist? Huh.
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 :) Left to right in here for roughly how useful it could be
IV
Aktiv
Ätherischer Schleier
Very good pick up, with cooldown can use this all the time for evading everything. I need to use this more, the stim after is crazy good.
III
Gegenzauber
Needs testing from me but this is getting very popular.
IV
Magiebrand
Use ball, surge and magnum to activate for some extra burst and very nice anti healing.
IV
Panzerrüstung
An option for late game bullet, but its unreliable.
II
Aktiv
Magieverlust
Prerequisite to Silence Wave, its okay.
III
Aktiv
Welle der Verstummung
Crazy item that is super easy to use. Shred and silence for a good price. Difficult to slot in.
IV
Veredeln
Aktiv
Echosplitter
Good for double stun.
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
Fluch
If one enemy is carrying a bit too much.
1
1
2
5
1
2
5
2
5
1
2
5