
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. First to sell.


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


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
Vitesse persistante
After the big move speed nerf patch, this item is back to being semi required. Feel free to swap for stamina instead.


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


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


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


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


II
Bouclier spirituel
Swap for resists late.


II
Bouclier balistique
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
Vulnérabilité mystique
A surprising spike in spirit damage, doesn't stack with other teammates with the same item.


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


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


II
Vol de vie spirituel
Good item, sustain plus spirit power is good.


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


II
Active
Pied plume
On demand speed, but the real star is full speed while shooting. Consider a 3.2k gun item for the investment spike.


II
Imprégner
Rechargement éclair
Mid item on its own, but Magnum makes it worth. Helps with ammo.


IV
Imprégner
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.


II
Ralentissement mystique
Slow is decent, diminishing returns on top of the ball slow. With less move speed across the board, might go hard this patch.


IV
Active
Second souffle
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.


I
Imprégner
Expansion mystique
Feel free to slot this in anywhere in mid game IF you have the slots sitting around AND you have tier 3 ball.
Look to sell early def and gun items. Most items here are luxury upgrades.


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


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


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


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.


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.


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


II
Atténuateur d'effets négatifs
Usually not needed but can pick up if planning on getting remover or unstop.


III
Active
Dissipateur d'effets négatifs
Very good item for its very niche purpose. Removes incoming effects like Warden Cage, Bebop bomb, Infernus DOT, and much more.


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


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


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


III
Active
Sacrifice rituel
Popular item for hitting investment, but personally not a fan.


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


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


III
Balles toxiques
Scaling bleed damage with heal reduction, another chance for gun investment.


III
Balles teslas
Funny item, technically a consideration for investment but not as good on ball build.


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.


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


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