
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!
Setup for left to right buying if you are new.
Don't expect to easily 1v1 other carries, farm, play with your team and put out big AOE damage with debuffs.
Clear wave quickly, try to hold back enemy pressure and don't die.


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. First to sell, unless you have Regen/Rite to sell first.


III
Active
Cultist Sacrifice
Get this fast and start grabbing T3 jungle when you can. Scales your high base damage, and hit gun investment fast. Sell after Suppressor.


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


I
Extra Spirit
Meh but you want Improved Spirit after anyway!


II
Improved Spirit
Nice upgrade, regen is surprisingly 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.
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. Sell super late for Spirit Burn or other anti heal.


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.


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


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.
Probably need one for lane.


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


I
Active
Healing Rite
Nice for a quick in lane heal when super low, but is less consistent than Regen and requires you to sit super safe.


II
Spirit Shielding
Good alternative early for burst damage.


II
Reactive Barrier
Good for laning against CC heavy heroes.


II
Enchanter's Emblem
Great stats for Seven, but to hit green spike effectively you would have to replace one of the other 3 greens <-- over there


II
Active
Guardian Ward
Value defensive item with a nice range bump. Channel your inner Paige.
Sell Early Defensive, CS, and Suppressor for slot space.


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. Spirit Resist is nice too!


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


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


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.


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


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.


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


IV
Lightning Scroll
Very mid upgrade, really don't bother rushing this. Luxury upgrade.
Try to get one or two in Mid or Late game, look at the enemy items! If you are rich, buy better items.


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


III
Bullet Resilience
Decent against gun AND melee damage. Consider Plated Armor or Metal skin instead.


III
Spirit Resilience
Great item for Spirit damage. Consider Spellbreaker instead for more resists.


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


IV
Plated Armor
An okay anti gun late game item, helps with on hit effects.


IV
Active
Unstoppable
Stop all that pesky CC and other negative effects.


III
Counterspell
Very popular item if you're good enough to use it, either against big damage or CC ults, Lash for example.


III
Active
Metal Skin
Great against fed gun carries, suddenly you live 10x longer than they expect, and gives time for your team to help out.


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.


IV
Active
Curse
Ideally a Seven shouldn't buy this but it is crazy OP.


II
Active
Slowing Hex
This can cripple certain heroes.


IV
Active
Vortex Web
This technically combos with Sevens entire kit so you can AOE the fuck out of the enemy team.


IV
Leech
Better than Infuser IF you are getting cursed often. Looks more appealing than it actually is in practice.


III
Active
Warp Stone
Expensive but gives Seven a way out.
A random assortment of odd or alternate items. If you have any questions or just want to talk Seven, check out the Seven hero channel in the Deadlock discord :)


III
Stamina Mastery
An alternative to Speed items.


III
Spirit Rend
If you need even more shred on top of mystic vuln, use this. Consider Crippling Headshot if you are rich.


II
Spirit Shredder Bullets
Easy pickup for a bit of spirit resist shred. Spirit Rend is much better if you can afford it.


IV
Crippling Headshot
Technically even more shred plus anti heal built in but you have to land those headshots.


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.


II
Intensifying Magazine
See this a lot on surge builds but slots are already tight. Could pick up instead of fleet.


III
Toxic Bullets
Nice against tanks. I can't make this item work myself. Swap cooldown for duration.


IV
Spiritual Overflow
An option for just having a single weapon item end game.


II
Imbue [E]
Duration Extender
Prereq to Superior which is what you would rather want.


III
Superior Duration
Duration would be nice if you had infinite slots. Can replace cooldown if you want.


III
Active
Alchemical Fire
Interesting item, could replace Cultist when it gets nerfed or just for fun. Scales with your high spirit.
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