
Seven thrives in a skirmish waiting for the time to strike. Then he rolls into the fight like a storm and batters his enemies with a cascade of lightning.
Seven thrives in a skirmish waiting for the time to strike. Then he rolls into the fight like a storm and batters his enemies with a cascade of lightning.
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 Rounds
Great for clearing, bit of weapon damage from investment, and regen is super handy. Builds into Cultist.


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


I
Extra Charge
Decent early, nothing special but obviously nice to have.


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


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


I
Extra Spirit
Prereq for Improved Spirit.


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


II
Imbue [E]
Compress Cooldown
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
Enduring Speed
After the big move speed nerf patch, this item is back to being semi required. Feel free to swap for stamina instead.


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


II
Battle Vest
This is okay.
Ball and Surge spirit damage will scale a lot by the end of here.


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


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


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


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


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


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


IV
Imbue [E]
Mercurial 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.


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


IV
Active
Infuser
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.


II
Mystic Vulnerability
A good spike in spirit damage, doesn't stack with other teammates with the same item.


I
Imbue [E]
Mystic Expansion
A nice lil bump to your ball range. Don't priority this, if you have 800 sitting around and spare slots its okay.
Look to sell early def and gun items. Most items here are luxury upgrades.


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


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


IV
Lightning Scroll
Very mid upgrade, really don't bother rushing this. Luxury upgrade.


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


II
Enchanter's Emblem
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
Juggernaut
Just a nice upgrade to Enduring, but its not needed. Great against gun teams.


II
Debuff Reducer
Bad item but prereq to a couple good ones.


III
Active
Debuff Remover
Use this for all of those cringe DOTs and incoming abilities.


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


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


IV
Active
Unstoppable
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
Active
Ethereal Shift
Nice pick up, with cooldown can use this all the time for evading everything. Don't forget the big buff after.


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


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


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


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


III
Toxic Bullets
Scaling bleed damage with heal reduction, another chance for gun investment.


III
Tesla Bullets
Funny item, technically a consideration for investment but not as good on ball build.


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


III
Active
Silence Wave
If you need silence this is okay. As a general note, Seven is pretty reliant on getting good items so building counters like Curse really hampers your late game potential.


III
Active
Warp Stone
Expensive but gives Seven a way out.


IV
Plated Armor
An okay anti gun late game item.
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