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.
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.
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Monster Rounds
Good item to help with fast clearing waves.
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Extra Charge
Can skip but not much point when building rapid recharge later.
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Sprint Boots
Sprint boots are a viable pick up early. Nothing too crazy but if you're going for enduring, you might as well.
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Extra Spirit
Component for later on that happens to give some spirit to start.
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Improved Spirit
It's an upgrade, can grab if the souls are spare.
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Imbue
Compress Cooldown
Need some CDR for balls. Skippable for later if needed.
Usually extra regen is enough.
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Extra Regen
Great item to pick up to stay alive in lane. Almost always pick this up now.
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Suppressor
This item goes crazy early in lane against gun heavy lanes, but trying to fit it in long term is rough.
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Spirit Shielding
Swap for resists late. Really good this patch.
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Weapon Shielding
Yup, it stops damage when there's bullets.
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Enchanter's Emblem
Can buy this instead of shielding but its a bit greedy imo.
Ball and Surge spirit damage are now the priority.
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Active
Fleetfoot
Gives a ton of mobility, with some passive bullet damage from investment.
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Boundless Spirit
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.
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Imbue
Quicksilver Reload
Mid item on its own, but Magnum makes it worth. Helps with ammo.
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Imbue
Mercurial 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.
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Rapid Recharge
Rapid fire Balls. Needed for the reduced cooldown between charges.
Can pick these up in between Mid Game or at the end.
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Mystic Slow
Good debuff you can spread easily to the whole enemy team. Makes chases and poke better.
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Spirit Lifesteal
Can pick this up earlier if sustain is still tricky, but eventually builds into infuser anyways.
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Active
Infuser
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
Enduring Speed
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.
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Imbue
Mystic Expansion
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.
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Greater Expansion
Really nice global upgrade but dependant on how many slots you have.
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Superior Cooldown
Cooldown is more required now but still not mandatory if other items have priority.
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Juggernaut
Great upgrade from Enduring Speed. Can wait unless gun damage is crazy.
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Lightning Scroll
Expensive "upgrade" to Mystic Slow, but only 25 more hp. No need to rush for the ult stun, prioritise surviving first.
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Transcendent Cooldown
Seems like a decent upgrade late game.
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Healbane
Decent item to stop healing, with some of your own on kill. Replace with Spirit Burn late.
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Debuff Reducer
Good vs stuns and DOTs. Usually not needed but can pick up if planning on getting remover or unstop.
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Active
Debuff Remover
Good item for its very niche purpose. Removes incoming effects like Warden Cage, Bebop bomb, and further reduces DOT duration.
IV
Spellbreaker
Spirit AND Debuff AND burst resist? Huh.
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Active
Unstoppable
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
Active
Ethereal Shift
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
Counterspell
Needs testing from me but this is getting very popular.
IV
Spirit Burn
Use ball, surge and magnum to activate for some extra burst and very nice anti healing.
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Plated Armor
An option for late game bullet, but its unreliable.
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Active
Spirit Sap
Prerequisite to Silence Wave, its okay.
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Active
Silence Wave
Crazy item that is super easy to use. Shred and silence for a good price. Difficult to slot in.
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Imbue
Active
Echo Shard
Good for double stun.
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
Curse
If one enemy is carrying a bit too much.
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