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 Seven build. All items labelled. Off meta spirit carry, reject boring ult builds.
Ball does not carry solo! Use the whole kit to survive early, and snowball with Mercurial :)
Just manage the wave until some spirit comes online.
I
Monster Rounds
Great for clearing, bit of weapon damage from investment, and regen is super handy. First to sell.
I
Extra Regen
Can replace with your preferred survivability but I find this is the most consistent.
II
Enchanter's Emblem
Spirit Resist is good but Regen + CDR + Spirit kinda cracked.
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. Skippable for later if needed.
I
Sprint Boots
Sprint boots are a viable pick up early. Nothing too crazy but if you're going for enduring, you might as well.
II
Suppressor
This item goes crazy early in lane against gun heavy lanes, but trying to fit it in long term is rough.
II
Healbane
Decent item to stop healing, with some of your own on kill. Replace with Spirit Burn late if healing is still an issue.
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, and with Magnum you can take fights confidently.
II
Active
Fleetfoot
On demand speed, but the real star is full speed while shooting.
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
Imbue
Quicksilver Reload
Mid item on its own, but Magnum makes it worth. Helps with ammo.
IV
Imbue
Mercurial Magnum
Good item that can help with the downtime when ball is on cooldown or just as extra damage. Scales great with Seven's high base dmg.
I
Extra Charge
Meh pick up to fill some gaps, fell out of favour early as 2>3 charges didn't feel impactful.
III
Rapid Recharge
Rapid fire Balls. Needed for the reduced cooldown between charges.
Can pick these up throughout Mid Game or all at the end.
II
Spirit Lifesteal
Good item now, skippable if you aren't getting tagged at all.
II
Mystic Slow
Decent debuff to keep enemies in the ball as long as possible. Skippable.
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
Enduring Speed
I love this item for the positioning but resisting slows is super important. Feel free to rush for the regen if you think its needed.
I
Imbue
Mystic Expansion
Luxury item if the slots are free. Look ahead at other items first.
Look to sell early def, and eventually gun items.
III
Greater Expansion
Great upgrade for not just ball but stun too. Again dependant on slots first.
III
Superior Cooldown
Will always be a great item for global CDR, skippable if you want though.
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.
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
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
Spellbreaker
Spirit AND Debuff AND burst resist, if you don't need to rush Spirit Res.
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
Spirit Burn
Use ball, surge and magnum to activate for some extra burst and very nice anti healing.
IV
Plated Armor
An option for late game bullet, but its unreliable.
II
Active
Spirit Sap
Prerequisite to Silence Wave, its okay.
III
Active
Silence Wave
Crazy item that is super easy to use. Shred and silence for a good price. Difficult to slot in.
IV
Imbue
Active
Echo Shard
Good for double stun, that's about it.
IV
Active
Curse
If one enemy is carrying a bit too much. Not really great to pick up on Seven though.
III
Imbue
Surge of Power
Can stick this on 1 or 3 butttt hard to fit in.
II
Mystic Vulnerability
Looking more at this item lately but still planning how to fit it. Useless if other teammates build it.
IV
Escalating Exposure
Mid upgrade to vuln, meh.
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