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 Seven build. All items labelled. Off meta spirit carry, reject boring ult builds.
Ball does not carry solo! Use the whole kit to survive early, and snowball with Mercurial :)
Just manage the wave until some spirit comes online.
I
Monster-Kugeln
Great for clearing, bit of weapon damage from investment, and regen is super handy. First to sell.
I
Zusätzliche Regeneration
Can replace with your preferred survivability but I find this is the most consistent.
II
Wappen des Zauberers
Spirit Resist is good but Regen + CDR + Spirit kinda cracked.
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. Skippable for later if needed.
I
Sprintstiefel
Sprint boots are a viable pick up early. Nothing too crazy but if you're going for enduring, you might as well.
II
Unterdrückung
This item goes crazy early in lane against gun heavy lanes, but trying to fit it in long term is rough.
II
Heilungsfluch
Decent item to stop healing, with some of your own on kill. Replace with Spirit Burn late if healing is still an issue.
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, and with Magnum you can take fights confidently.
II
Aktiv
Schnelle Stiefel
On demand speed, but the real star is full speed while shooting.
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
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. Scales great with Seven's high base dmg.
I
Zusätzliche Aufladung
Meh pick up to fill some gaps, fell out of favour early as 2>3 charges didn't feel impactful.
III
Schnelle Aufladung
Rapid fire Balls. Needed for the reduced cooldown between charges.
Can pick these up throughout Mid Game or all at the end.
II
Magielebensraub
Good item now, skippable if you aren't getting tagged at all.
II
Mystische Verlangsamung
Decent debuff to keep enemies in the ball as long as possible. Skippable.
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
I love this item for the positioning but resisting slows is super important. Feel free to rush for the regen if you think its needed.
I
Veredeln
Mystische Erweiterung
Luxury item if the slots are free. Look ahead at other items first.
Look to sell early def, and eventually gun items.
III
Größere Erweiterung
Great upgrade for not just ball but stun too. Again dependant on slots first.
III
Überlegene Abklingzeit
Will always be a great item for global CDR, skippable if you want though.
IV
Moloch
Just a nice upgrade to Enduring, but its not needed. Great against gun teams.
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
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
Zauberbrecher
Spirit AND Debuff AND burst resist, if you don't need to rush Spirit Res.
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
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, that's about it.
IV
Aktiv
Fluch
If one enemy is carrying a bit too much. Not really great to pick up on Seven though.
III
Veredeln
Ansteigende Magiekraft
Can stick this on 1 or 3 butttt hard to fit in.
II
Mystische Schwachstelle
Looking more at this item lately but still planning how to fit it. Useless if other teammates build it.
IV
Eskalierende Bloßstellung
Mid upgrade to vuln, meh.
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