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.
Fully annotated Ball focused (but not just ball) Seven build. | Read item descriptions where needed.
It might not be meta but if you love lining up those clean ball paths and dueling 1 on 1, this is the build for you.
Ball is not sufficient on its own anymore, use early gun damage to survive or win laning, then hit Mercurial ASAP!
Can immediately start shredding level 3 camps and winning 1v1s, and use that momentum to snowball.
Just manage the wave until some spirit comes online.
I
Balles antimonstres
Good item to help with fast clearing waves.
I
Charge bonus
Can skip but not much point when building rapid recharge later.
I
Bottes de course
Sprint boots are a viable pick up early. Nothing too crazy but if you're going for enduring, you might as well.
I
Esprit bonus
Component for later on that happens to give some spirit to start.
II
Esprit amélioré
It's an upgrade, can grab if the souls are spare.
II
Imprégner
Récupération comprimée
Need some CDR for balls. Skippable for later if needed.
Usually extra regen is enough.
I
Bonus de régénération
Great item to pick up to stay alive in lane. Almost always pick this up now.
II
Sabotage
This item goes crazy early in lane against gun heavy lanes, but trying to fit it in long term is rough.
II
Bouclier spirituel
Swap for resists late. Really good this patch.
II
Bouclier balistique
Yup, it stops damage when there's bullets.
II
Emblème enchanteur
Can buy this instead of shielding but its a bit greedy imo.
Ball and Surge spirit damage are now the priority.
II
Active
Pied plume
Gives a ton of mobility, with some passive bullet damage from investment.
IV
Profusion spirituelle
Buffed to give a ton of spirit, super good now. If you're struggling on the save up try and pick up a bit later instead.
II
Imprégner
Rechargement éclair
Mid item on its own, but Magnum makes it worth. Helps with ammo.
IV
Imprégner
Magnum mercuriel
Good item that can help with the downtime when ball is on cooldown or just as extra damage. Good because Seven base gun dmg is quite high.
III
Recharge rapide
Rapid fire Balls. Needed for the reduced cooldown between charges.
Can pick these up in between Mid Game or at the end.
II
Ralentissement mystique
Good debuff you can spread easily to the whole enemy team. Makes chases and poke better.
II
Vol de vie spirituel
Can pick this up earlier if sustain is still tricky, but eventually builds into infuser anyways.
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.
II
Vitesse persistante
Positioning is super important as Seven and even more so when lining up Balls. Pick up earlier or later depending on if the hp and slow is less or more needed.
I
Imprégner
Expansion mystique
IF you have the slots free, maybe pick this up. But make sure to plan future item space like Spirit Burn and defensive.
Look to sell early def, and eventually gun items.
III
Expansion supérieure
Really nice global upgrade but dependant on how many slots you have.
III
Récupération supérieure
Cooldown is more required now but still not mandatory if other items have priority.
IV
Implacable
Great upgrade from Enduring Speed. Can wait unless gun damage is crazy.
IV
Parchemin de foudre
Expensive "upgrade" to Mystic Slow, but only 25 more hp. No need to rush for the ult stun, prioritise surviving first.
IV
Récupération transcendante
Seems like a decent upgrade late game.
II
Châtiment curatif
Decent item to stop healing, with some of your own on kill. Replace with Spirit Burn late.
II
Atténuateur d'effets négatifs
Good vs stuns and DOTs. Usually not needed but can pick up if planning on getting remover or unstop.
III
Active
Dissipateur d'effets négatifs
Good item for its very niche purpose. Removes incoming effects like Warden Cage, Bebop bomb, and further reduces DOT duration.
IV
Brise-magie
Spirit AND Debuff AND burst resist? Huh.
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 :) Left to right in here for roughly how useful it could be
IV
Active
Refuge céleste
Very good pick up, with cooldown can use this all the time for evading everything. I need to use this more, the stim after is crazy good.
III
Contresort
Needs testing from me but this is getting very popular.
IV
Brulure spirituelle
Use ball, surge and magnum to activate for some extra burst and very nice anti healing.
IV
Armure de plates
An option for late game bullet, but its unreliable.
II
Active
Sape spirituelle
Prerequisite to Silence Wave, its okay.
III
Active
Onde de silence
Crazy item that is super easy to use. Shred and silence for a good price. Difficult to slot in.
IV
Imprégner
Active
Éclat d'écho
Good for double stun.
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
Malédiction
If one enemy is carrying a bit too much.
1
1
2
5
1
2
5
2
5
1
2
5