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Electrocutes crowds of enemies
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.




Share of matches where it is bought, and win rate with it.
The most played Seven builds over the last 7 days, with their real win rate. Filter by the match's average rank.
When mystic energy awoke on Earth, the world changed... anything was possible. But just because anything WAS possible, didn't mean that anything SHOULD be possible. And so the government made rules. Laws. A means for US citizens to enjoy the benefits of the supernatural world in safety. But rules and laws are for lesser men. Men with limitations. Men who were not Seven.
There are many rumors about what Seven did to land himself in Lost Whisper, an oubliette for the most dangerous of occultists. But there is no doubt about what happened on the night of his execution.
Wards placed by the most powerful ritualists of 7 different nations... wards designed to not just prevent mystical interference with the execution, but to simultaneously obliterate Seven's soul so that it could never be contacted, resurrected, or otherwise be used by someone looking to follow in his footsteps... failed.
Onlookers viewed in horror as the strongest mentalist employed by the US Army's head popped like a grape. They screamed as Scotland Yard's premiere occult investigator, the one who allegedly captured Seven, crumbled to ash. Seven's body buckled and writhed against his restraints; his skin burning from eldritch electricity... and yet he would not die. He laughed.
He laughed as he tore himself free from his bondage.
He laughed as his captors cowered in fear.
He laughed as he massacred his tormentors.
He laughed as he tasted the fresh air that was denied to him for years.
And he laughed when he thought about what he was going to do once he reached New York City.
14 builds by Oracle authors, among the 250 most played since Nov 8
Seven · by Lolz (Oracle VI) · version 165 · updated Nov 13
87795Clear wave quickly, don't over extend but use 2 AP Power Surge to apply a ton of pressure.
Monster Rounds0.8 k souls
Weapon · Tier I
Author's noteFaster wave clear speed, but most importantly faster jungle with less downtime because of the resists.
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Extra Regen0.8 k souls
Vitality · Tier I
Author's noteSuper nice for staying topped up in lane. Buy later if somehow not getting damaged. Can be replaced with Healing Rite.
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High-Velocity Rounds0.8 k souls
Weapon · Tier I
Author's notePrereq to Opening Rounds, its okay!
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Opening Rounds1.6 k souls
Weapon · Tier II
Author's noteGives great early stats, you love it all.
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Enchanter's Emblem1.6 k souls
Vitality · Tier II
Author's noteEarly bump in survivability and damage. Rarely can switch for Healbane to get it earlier.
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Suppressor1.6 k souls
Spirit · Tier II
Author's noteThis just cripples any hero in lane that uses a gun (all of them). 30% of the time, get Slowing Hex instead.
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Duration Extender1.6 k souls
Spirit · Tier II
Author's note2 AP Surge is so easy to get in lane now with faster boons it just does too much to wait on. This makes it better.
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Superior Duration3.2 k souls
Spirit · Tier III
Author's noteDuration for Ball, Stun and Ult too, and items like Healbane, EE, and Spirit Burn. 4.8k Spirit spike here.
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Extra Health0.8 k souls
Vitality · Tier I
Author's noteMakes you way harder to burst down in lane and is nice to stack with regen for the 4.8k investment path.
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Healbane1.6 k souls
Vitality · Tier II
Author's noteAnti heal is great and burst heal is insanely nice too. Sell super late for Spirit Burn or other anti heal. 4.8k Health spike here.
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Mystic Expansion0.8 k souls
Spirit · Tier I
Author's noteBuilds into Ballistic now, its fine. Skippable if not taking Ballistic.
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Ballistic Enchantment3.2 k souls
Weapon · Tier III
Author's noteConsistent damage and a ton of range. Can take Cultist instead. (If you wanna build Ball, you need some kind of range)
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After getting EE and invest spikes, it's now time to contribute!
Mystic Vulnerability1.6 k souls
Spirit · Tier II
Author's noteA good spike in spirit damage, doesn't stack with other teammates with the same item.
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Escalating Exposure6.4 k souls
Spirit · Tier IV
Author's noteDisgusting damage boosting item. Don't forget, the shred is for your whole team but the Passive Amp from EE is just for you.
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Spirit Lifesteal1.6 k souls
Vitality · Tier II
Author's noteA good chunk of passive healing for fights and jungling. This is sort of flexible, you can skip this until you think you need it, or build into something else.
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Extra Charge0.8 k souls
Spirit · Tier I
Author's noteComponent for Rapid Recharge, it's okay. Sometimes you can slot this in whenever if you have spare money and slots.
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Rapid Recharge3.2 k souls
Spirit · Tier III
Author's noteBall CDR and CD between charges is generally helpful. This isn't a rush buy, if you have a lot banked get Boundless instead etc.
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Boundless Spirit6.4 k souls
Spirit · Tier IV
Author's noteA solid global upgrade to your whole kit, so much spirit. You can skip this for other End Game buys, this is very consistent though and buffs everything.
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Spirit Burn6.4 k souls
Spirit · Tier IV
Author's noteHighest anti-heal in the game. Consistent to proc and a little bit of extra burst, can rush this earlier if you think you need it.
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Unstoppable6.4 k souls
Vitality · Tier IV
Author's noteYou just need this at some point. Yes, good for ult, but also its just important as a immobile carry to become immune to CC.
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space filler
Slowing Hex1.6 k souls
Spirit · Tier II
Author's noteCan replace Suppressor early, absolutely destroys certain heroes (like 50% of the cast), very strong.
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Improved Spirit1.6 k souls
Spirit · Tier II
Author's noteThis can replace Suppressor as a generic more damage option. Feel free to pick this up if you have free slots.
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If you somehow get this late, here are some things to consider.
Infuser6.4 k souls
Vitality · Tier IV
Author's noteA huge amount of lifesteal and damage output on command. Check Leech for replacement info.
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Spiritual Overflow6.4 k souls
Weapon · Tier IV
Author's noteA massive stat stick and you love all of it. Getting built out of Lifesteal is crazy nice.
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Crippling Headshot6.4 k souls
Weapon · Tier IV
Author's noteA ton of shred AND anti-heal but relies on headshots. Great as a gun investment filler late game. Check replacements for more info.
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Transcendent Cooldown6.4 k souls
Spirit · Tier IV
Author's noteI don't think its better than Duration early, requires a bigger buy in to effect items. With no toxic it can definitely see use late game. Stack EE faster and proc Spirit Burn more.
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Quicksilver Reload1.6 k souls
Spirit · Tier II
Author's noteMid item on its own, but Magnum makes it worth. Helps with ammo.
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Mercurial Magnum6.4 k souls
Spirit · Tier IV
Author's noteIt's a good item for improving your 1v1 potential but it struggles with Seven's low bullet growth and fire rate being mid.
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Vortex Web6.4 k souls
Spirit · Tier IV
Author's noteMostly troll pickup but sometimes you never want to sell Slowing Hex so might as well upgrade it and get bonus range too!
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Refresher6.4 k souls
Spirit · Tier IV
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Get one in Mid Game, after EE. L->R sorted to most useful. Look at what the enemy does!
Spirit Resilience3.2 k souls
Vitality · Tier III
Author's noteGreat item for Spirit damage. Consider Spellbreaker instead for high burst spirit.
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Metal Skin3.2 k souls
Vitality · Tier III
Author's noteGreat against fed gun carries, suddenly you live 10x longer than they expect, and gives time for your team to help out.
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Dispel Magic3.2 k souls
Vitality · Tier III
Author's noteReally nice item for dispelling kinda anything. Any debuffs or stacking abilties, even incoming abilities like Bebop bomb.
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Counterspell3.2 k souls
Vitality · Tier III
Author's noteVery popular item if you're good enough to use it, either against big damage or incoming CC, Lash, Bebop, Mo, etc.
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Plated Armor6.4 k souls
Vitality · Tier IV
Author's noteA good anti gun late game item, helps with on hit effects like Infernus and Haze, or M1s who like to build ricochet etc.
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Spellbreaker6.4 k souls
Vitality · Tier IV
Author's noteGood if the Spirit damage is mainly burst, with debuff resist on top. Sometimes Resilience is better if it is more consistent chip or drain though.
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Juggernaut6.4 k souls
Vitality · Tier IV
Author's noteGives a nice amount of speed and passively counters gun and melee heavy teams. It's very solid.
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Bullet Resilience3.2 k souls
Vitality · Tier III
Author's noteDecent against gun AND melee damage. Consider Plated Armor or Metal Skin instead.
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Indomitable6.4 k souls
Vitality · Tier IV
Author's noteOccasionally better than Unstop if you are getting caught out or if the enemy has very little CC so allows more ult uptime. Nice stats too.
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Ethereal Shift6.4 k souls
Spirit · Tier IV
Author's noteIf you are getting dived a lot this might buy you valuable seconds for your team to help. Big buff after too!
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Reactive Barrier1.6 k souls
Vitality · Tier II
Author's noteGood for laning against CC heavy heroes, builds into indomitable now.
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Spirit Shielding1.6 k souls
Vitality · Tier II
Author's noteTheoretically nice early for countering damage early, but you don't really want to fight early, so get damage and buy better defensives later imo.
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Weapon Shielding1.6 k souls
Vitality · Tier II
Author's noteSame notes as spirit shielding but for gun.
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Diviner's Kevlar6.4 k souls
Vitality · Tier IV
Author's noteCompy ult build? Probably not.
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An assortment of alternate items, and why you should (not) care. If you have any questions or just want to talk Seven, check out the Seven hero channel in the Deadlock discord :) Feel free to ping me :P
Cultist Sacrifice3.2 k souls
Weapon · Tier III
Author's noteCan swap with Ballistic if you think you just want to farm and get bonus souls. Worse for fighting generally and need to play around the buff timer.
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Spirit Shredder1.6 k souls
Weapon · Tier II
Author's noteLate game focused pickup for a bit of spirit resist shred and lifesteal, but less early weapon damage. Can replace Opening Rounds if you want.
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Spirit Rend3.2 k souls
Weapon · Tier III
Author's noteKinda similar use case to Crippling Headshot, can get technically higher shred with repeat headshots, but causes awkward spikes.
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Toxic Bullets3.2 k souls
Weapon · Tier III
Author's noteScales with many parts of your kit, build and general game state. However, it's falling out of favour due to hp nerfs and Spirit Burn consistency.
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Fleetfoot1.6 k souls
Weapon · Tier II
Author's noteUsed to be the goat but other 1.6k items just feel more impactful.
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Enduring Speed1.6 k souls
Vitality · Tier II
Author's noteNot using this for HP spike anymore but you could take it instead of Regen and HP, but feels less needed now.
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Leech6.4 k souls
Vitality · Tier IV
Author's noteTake Leech instead of Infuser if you are getting Cursed and/or can't use Infuser well. It is less total lifesteal and stats but generally more consistent (or if you are gross and go gun heavy).
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Echo Shard6.4 k souls
Spirit · Tier IV
Author's noteRest in peace echo shard 28/07.
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Lightning Scroll6.4 k souls
Spirit · Tier IV
Author's noteTechnically high impact but the stun duration isn't that long and I'm not a huge fan of sitting in Ult for long. Just try echo shard instead if you want CC.
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Arcane Surge1.6 k souls
Spirit · Tier II
Author's noteThis can replace Suppressor early, stat wise this is cracked but I hate using it.
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Recharging Rush1.6 k souls
Weapon · Tier II
Author's noteDespite Zerggy propaganda if you aren't going gun heavy, I don't think this is worth an item slot. You shouldn't run out of 4 charges often...
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Battle Vest1.6 k souls
Vitality · Tier II
Author's noteSeeing experimentation with this in lane stage, either replacing Enchanter's or doing both!
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Fully annotated, max Ball focus, Seven build. All items labelled. Est. 2024 from a true balleiver. Setup for left to right buying if you are new. Refresh the build page often for updates! Farm, play with your team and use big AOE damage with debuffs.