
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, 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.
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. First to sell.


II
Enchanter's Emblem
Spirit Resist is good but Regen + CDR + Spirit kinda cracked.


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


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


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


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


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


II
Spirit Shielding
Swap for resists late.


II
Weapon Shielding
Spirit Shielding is easier to proc, barrier works against all damage.
Ball and Surge spirit damage will scale a lot by the end of here.


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


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


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.


II
Spirit Lifesteal
Good item, sustain plus spirit power is good.


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


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


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


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.


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.


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.


II
Mystic Slow
Slow is decent, diminishing returns on top of the ball slow. Easily skippable.
Look to sell early def and gun items. Most items here are luxury upgrades.


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


IV
Escalating Exposure
Mid upgrade to vuln, meh.


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
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


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


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


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


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
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
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.


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.


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


III
Imbue
Surge of Power
Can stick this on 1 or 3 butttt hard to fit in.
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