
Seven est spécialiste en embuscade. Quand vient le moment opportun, il surgit de nulle part et déchaine sa foudre sur l'équipe ennemie.
Seven est spécialiste en embuscade. Quand vient le moment opportun, il surgit de nulle part et déchaine sa foudre sur l'équipe ennemie.
Off meta, fully annotated, max Ball first, Seven build. All items labelled. Ability based 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
Balles antimonstres
Great for clearing, bit of weapon damage from investment, and regen is super handy. Builds into Cultist.


II
Sabotage
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.


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


III
Active
Sacrifice rituel
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
Pied plume
On demand speed, but the real star is full speed while shooting. Big spike on gun damage now!


I
Esprit bonus
Prereq for Improved Spirit.


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


II
Imbue [E]
Récupération comprimée
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
Vitesse persistante
After the big move speed nerf patch, this item is back to being semi required. Feel free to swap for stamina instead.


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


I
Active
Rite de guérison
Nice for a quick in lane heal from 10hp, but feels less consistent than Regen.
Ball and Surge spirit damage will scale a lot by the end of here.


II
Vol de vie spirituel
Good item, sustain plus spirit power is good. Get Healbane first if the enemies are healing a lot.


II
Châtiment curatif
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
Recharge rapide
Rapid fire Balls. Needed for the reduced cooldown between charges. If you are close to 4.8k, get Boundless first instead.


IV
Profusion spirituelle
A huge global upgrade to your whole kit. Ton of spirit power and even more Regen.


III
Récupération supérieure
Very nice upgrade, you really want Surge and Stun up as often as possible too.


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


II
Imbue [E]
Rechargement éclair
Mid item on its own, but Magnum makes it worth. Helps with ammo.


IV
Imbue [E]
Magnum mercuriel
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.
Buy these whenever.


IV
Active
Second souffle
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.


I
Imbue [E]
Expansion mystique
A nice lil bump to your ball range. Don't priority this, if you have 800 sitting around and spare slots its okay.


II
Vulnérabilité mystique
A good spike in spirit damage, doesn't stack with other teammates with the same item.
Look to sell early def and gun items. Most items here are luxury upgrades.


IV
Exposition spirituelle
Decent upgrade to vuln, don't forget this is NOT more shred, it is spirit amp.


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


IV
Récupération transcendante
Again mostly a luxury upgrade but at least you can build a lot of good items to make use of the item CDR.


IV
Parchemin de foudre
Very mid upgrade, really don't bother rushing this. Luxury upgrade.


II
Emblème enchanteur
Spirit Resist is good but Regen + CDR + Spirit kinda cracked. Take instead of healbane if you think you don't need the heal reduction AND heal on kill.


II
Protection d'urgence
Good for laning against CC heavy heroes.


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


III
Active
Dissipateur d'effets négatifs
Use this for all of those cringe DOTs and incoming abilities.


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


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


IV
Active
Intouchable
Stop all that pesky CC and other negative effects.
A random assortment of useful items. If you have any questions or just want to talk Seven, check out the Seven hero channel in the Deadlock discord :)


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


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


III
Maitrise d'endurance
An alternative to Speed items.


II
Bouclier spirituel
Good alternative early for burst damage.


IV
Active
Refuge céleste
Nice pick up, with cooldown can use this all the time for evading everything. Don't forget the big buff after.


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


II
Active
Sentinelle gardienne
Value defensive item with a nice range bump.


II
Balles anti-esprit
Easy pickup for a bit of spirit resist shred.


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


IV
Brulure spirituelle
Use ball, surge and magnum to activate for some extra burst and very nice anti healing, but its expensive and unreliable on Seven.


IV
Armure de plates
An okay anti gun late game item.


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


III
Active
Pierre de distorsion
Expensive but gives Seven a way out.


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


IV
Saturation spirituelle
An option for just having a single weapon item end game.


IV
Fronde magique
Another option for that end game weapon item. Not that great though.


II
Bouclier balistique
Pretty much worse than Spirit Shielding tbh.


IV
Cuirasse ensorcelée
Funny end game defensive item.


III
Prolongation supérieure
Duration would be nice if you had infinite slots. However....


II
Active
Malédiction de ralentissement
This can cripple certain heroes.


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