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 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
Balles antimonstres
Great for clearing, bit of weapon damage from investment, and regen is super handy. First to sell.
I
Bonus de régénération
Can replace with your preferred survivability but I find this is the most consistent.
II
Emblème enchanteur
Spirit Resist is good but Regen + CDR + Spirit kinda cracked.
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
Imprégner
Récupération comprimée
Need some CDR for balls. Skippable for later if needed.
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.
II
Sabotage
This item goes crazy early in lane against gun heavy lanes, but trying to fit it in long term is rough.
II
Châtiment curatif
Decent item to stop healing, with some of your own on kill. Replace with Spirit Burn late if healing is still an issue.
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, and with Magnum you can take fights confidently.
II
Active
Pied plume
On demand speed, but the real star is full speed while shooting.
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
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. Scales great with Seven's high base dmg.
I
Charge bonus
Meh pick up to fill some gaps, fell out of favour early as 2>3 charges didn't feel impactful.
III
Recharge rapide
Rapid fire Balls. Needed for the reduced cooldown between charges.
Can pick these up throughout Mid Game or all at the end.
II
Vol de vie spirituel
Good item now, skippable if you aren't getting tagged at all.
II
Ralentissement mystique
Decent debuff to keep enemies in the ball as long as possible. Skippable.
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
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
Imprégner
Expansion mystique
Luxury item if the slots are free. Look ahead at other items first.
Look to sell early def, and eventually gun items.
III
Expansion supérieure
Great upgrade for not just ball but stun too. Again dependant on slots first.
III
Récupération supérieure
Will always be a great item for global CDR, skippable if you want though.
IV
Implacable
Just a nice upgrade to Enduring, but its not needed. Great against gun teams.
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
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.
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
Brise-magie
Spirit AND Debuff AND burst resist, if you don't need to rush Spirit Res.
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
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, that's about it.
IV
Active
Malédiction
If one enemy is carrying a bit too much. Not really great to pick up on Seven though.
III
Imprégner
Regain de puissance
Can stick this on 1 or 3 butttt hard to fit in.
II
Vulnérabilité mystique
Looking more at this item lately but still planning how to fit it. Useless if other teammates build it.
IV
Exposition spirituelle
Mid upgrade to vuln, meh.
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