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Seven
Electrocutes crowds of enemies

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
Electrocutes crowds of enemies

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.

Description

Fully annotated, max Ball first, Seven build. All items labelled. Off meta 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.

Item Build

#Citadel_HeroBuilds_EarlyGame

Look to clear wave fast and safely, you are not a strong laner.

Deadlock Item

I

Monster Rounds

Great for clearing, bit of weapon damage from investment, and regen is super handy. First to sell.

Deadlock Item

II

Enchanter's Emblem

Spirit Resist is good but Regen + CDR + Spirit kinda cracked.

Deadlock Item

I

Extra Charge

Decent early, nothing special but obviously nice to have.

Deadlock Item

I

Extra Spirit

Prereq for Improved Spirit.

Deadlock Item

II

Improved Spirit

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

Deadlock Item

II

Imbue

Compress Cooldown

Need some CDR for balls, combined with more charges gives a ton of uptime.

Deadlock Item

II

Healbane

Anti healing is almost always handy, and the heal on kill can be clutch if you have a strong laner buddy.

Early Defensive

Deadlock Item

II

Suppressor

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

Deadlock Item

I

Extra Regen

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

Deadlock Item

II

Spirit Shielding

Swap for resists late.

Deadlock Item

II

Weapon Shielding

Spirit Shielding is easier to proc, barrier works against all damage.

#Citadel_HeroBuilds_MidGame

Ball and Surge spirit damage will scale a lot by the end of here.

Deadlock Item

II

Mystic Vulnerability

A surprising spike in spirit damage, doesn't stack with other teammates with the same item.

Deadlock Item

III

Rapid Recharge

Rapid fire Balls. Needed for the reduced cooldown between charges.

Deadlock Item

IV

Boundless Spirit

Crazy power spike, usually have enough room to save up here but if you're really struggling can pick up a little later.

Deadlock Item

II

Spirit Lifesteal

Good item, sustain plus spirit power is good.

Deadlock Item

III

Superior Cooldown

Very very nice upgrade, you really want Surge and Stun up often too to go with all the balls.

Deadlock Item

II

Active

Fleetfoot

On demand speed, but the real star is full speed while shooting.

Deadlock Item

II

Imbue

Quicksilver Reload

Mid item on its own, but Magnum makes it worth. Helps with ammo.

Deadlock Item

IV

Imbue

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.

Mid Support

Deadlock Item

I

Imbue

Mystic Expansion

Feel free to slot this in anywhere in mid game IF you have the slots sitting around AND you have tier 3 ball.

Deadlock Item

IV

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.

Deadlock Item

II

Mystic Slow

Slow is decent, diminishing returns on top of the ball slow. Easily skippable.

#Citadel_HeroBuilds_LateGame

Look to sell early def and gun items. Most items here are luxury upgrades.

Deadlock Item

III

Greater Expansion

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

Deadlock Item

IV

Escalating Exposure

Mid upgrade to vuln, meh.

Deadlock Item

IV

Lightning Scroll

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

Deadlock Item

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.

Mid to Late Defensive

Deadlock Item

II

Enduring Speed

I was a big fan of this item just for the slow resist but finding with more and more time in learning movement tech its less and less required, building more spirit just gives you speed anyways :D

Deadlock Item

IV

Juggernaut

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

Deadlock Item

II

Debuff Reducer

Good vs stuns and DOTs. Usually not needed but can pick up if planning on getting remover or unstop.

Deadlock Item

III

Active

Debuff Remover

Good item for its very niche purpose. Removes incoming effects like Warden Cage, Bebop bomb, and further reduces DOT duration.

Deadlock Item

III

Bullet Resilience

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

Deadlock Item

III

Spirit Resilience

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

Deadlock Item

IV

Active

Unstoppable

If there's a lot of CC, you can grab this if its annoying.

End Game/Random Stuff to Test

If you have any questions or just want to talk Seven, check out the Seven hero channel in the Deadlock discord :)

Deadlock Item

IV

Active

Ethereal Shift

Very good pick up, with cooldown can use this all the time for evading everything. Don't forget the big buff after.

Deadlock Item

III

Counterspell

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

Deadlock Item

IV

Spellbreaker

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

Deadlock Item

III

Spirit Rend

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

Deadlock Item

IV

Crippling Headshot

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

Deadlock Item

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.

Deadlock Item

III

Active

Silence Wave

Crazy item that is super easy to use. Shred and silence for a good price. Difficult to slot in.

Deadlock Item

III

Imbue

Surge of Power

Can stick this on 1 or 3 butttt hard to fit in.

Ability Point Order

Lightning Ball

Static Charge

Power Surge

Storm Cloud

1

1

2

5

1

2

5

2

5

1

2

5