Deadlock Seven Build Guide: Items & Abilities
- Average speed
- km/h
- Result
- Finish time
- 50 min
- You entered
- Distance
- 10 km
- You entered
This guide explains how to build Seven in Deadlock, covering ability priorities, item choices, and playstyle. You enter the match as Seven, and you get a build that maximizes his damage output and survivability, with a focus on his Lightning Ball and Power Surge abilities.
Who Is Seven?
Seven is a versatile hero in Deadlock, known for his high area damage and strong late-game scaling. He excels at clearing waves, controlling space, and punishing grouped enemies. His kit revolves around electricity, with abilities that chain between targets and a powerful ultimate that can zone entire fights. Seven is a popular pick for players who enjoy a mix of poke damage and teamfight presence.
Ability Breakdown and Priorities
Seven has four abilities, each serving a distinct role. Understanding what they do and when to upgrade them is the first step to a good build.
- Lightning Ball: Fires a slow-moving orb that damages enemies it passes through. Upgrading increases its damage and radius. This is your primary wave-clear and poke tool.
- Power Surge: Buffs your next few shots to deal bonus damage and chain to nearby enemies. This is your single-target and sustained damage steroid.
- Storm Cloud: Creates a cloud that damages and slows enemies inside it. Good for area denial and setting up kills.
- Thundering Strike (Ultimate): Channels a massive lightning storm around you, damaging all enemies in a large radius. This is your teamfight-winning ability.
For most builds, the skill point order is: max Lightning Ball first for wave clear and poke, then Power Surge for damage, with Storm Cloud getting points as needed for utility. Your ultimate should be taken at levels 1, 2, and 3 whenever available.
Core Item Build
Seven’s item build focuses on ability power, cooldown reduction, and some survivability. Here is a core set of items that works well in most matches:
- Early Game: Start with a basic weapon item like High-Velocity Mag for ammo, and an ability item like Extra Charge for an extra Lightning Ball. Monster Rounds helps with jungle camps.
- Mid Game: Build Improved Burst for ability damage, Duration Extender for longer Storm Cloud and ultimate, and Cooldown Reduction items like Improved Cooldown to spam abilities.
- Late Game: Go for Escalating Exposure to amplify damage over time, Superior Cooldown for even more uptime, and Improved Armor or Enchanter’s Barrier for defense.
This is a general framework. Adapt your build based on the enemy team—if they have heavy magic damage, buy more spirit resist; if they dive you, consider Reactive Barrier.
How to Play Seven Effectively
Seven’s strength lies in controlling space and dealing damage from a safe distance. In lane, use Lightning Ball to push the wave and harass the enemy. Once you have your ultimate, look for fights in tight corridors or around objectives where enemies are forced to group. Your job is not to dive in first, but to follow up after your frontline engages.
During teamfights, position yourself behind your team and use Storm Cloud to split the enemy. When the fight breaks out, activate Thundering Strike to force enemies out of the area or melt them if they stay. Power Surge should be used on the highest-value target you can safely hit.
Common Mistakes and How to Avoid Them
Many new Seven players make a few predictable errors. Here is what to watch out for:
- Overextending for kills: Seven is not a tank. Do not chase enemies into dangerous territory—your range and abilities are your defense.
- Wasting your ultimate: Thundering Strike has a long cooldown. Do not pop it on a single enemy or when the fight is already lost. Save it for when you can hit at least two or three targets.
- Ignoring farm: Seven needs items to scale. Make sure you are last-hitting creeps and taking jungle camps between fights.
- Poor positioning: If you are caught out of position, you will die quickly. Stay near your team and use the environment to block enemy initiation.
Alternatives and Situational Items
While the core build is solid, you can adjust it to match the game’s flow. If the enemy has a lot of healing, consider Healing Booster for yourself or Suppressor to reduce their healing. If you are ahead and want more burst, Mystic Burst and Boundless Spirit are strong. If you are behind, focus on defensive items like Spirit Armor and Debuff Reducer to survive longer.
Remember that Deadlock is a dynamic game—no build is set in stone. The best players adapt their itemization every match based on the enemy composition and their own team’s needs.
Frequently Asked Questions
What is the best ability to max first on Seven?
Most players max Lightning Ball first because it provides wave clear, poke, and a reliable way to farm. It also scales well with spirit power, making your damage output higher in the mid-game. Power Surge is a close second, but Lightning Ball’s utility is generally more valuable.
Is Seven a good hero for beginners?
Yes, Seven is considered one of the more beginner-friendly heroes. His abilities are straightforward, and he doesn’t require precise mechanical skill to be effective. However, positioning is key, so new players should focus on staying safe and learning when to engage.
How do I counter Seven?
Seven is vulnerable to heroes with high mobility or long-range poke that can force him out of position. Items like Silencer or Knockdown can interrupt his ultimate. Also, spreading out in teamfights reduces the impact of his Lightning Ball and ultimate.
Should I buy weapon items on Seven?
Seven’s damage mostly comes from abilities, so weapon items are not a priority. However, a few early weapon items like High-Velocity Mag can help with last-hitting and early trades. Focus on spirit items for the majority of the game.
What is the best ultimate usage?
Use Thundering Strike when the enemy team is grouped up, such as during a fight over an objective like the Rejuvenator. It is also great for defending a choke point. Avoid using it when you are low on health or when the enemy has abilities that can cancel it.
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