Patch 09-16-2026 Data researched 2026-09-21 What changed
SE Seven — ranged frame

Seven

MageController mid range spirit damage mid-game Low difficulty

Measured 55.1% win rate, 2.8% pick rate on patch 09-16-2026 across 65,984 matches.

Strengths

  • Best-in-class wave and jungle clear, so he reaches item breakpoints ahead of most mid-laners
  • Storm Cloud denies objectives outright even when it deals no damage
  • Static Charge punishes any team that groups tightly for a push or an urn run
  • Power Surge chain damage means he contributes real DPS even with all cooldowns down

Weaknesses

  • No mobility, no escape and no self-sustain — he is the most position-dependent hero in this group
  • Every part of his ultimate is defeated by line of sight
  • Storm Cloud is a 180s cooldown that can be nullified by a single well-timed knockdown
  • Static Charge's fuse gives competent opponents a full 3.5 seconds of reaction time

Weapon

burst-fire rifle. Fires in bursts for roughly 63 DPS at 10.8 damage per bullet and 5.83 bullets/second from a 29-round magazine with a slow 2.35s reload. The large clip and burst cadence make it comfortable for trooper cleanup and mid-range chip, but the long reload is a real commitment window and Power Surge only procs its shock once per burst.

Abilities

Lightning Ball

Ability 1 · slow travelling piercing orb

Seven launches an orb of lightning that drifts forward in a straight line, damaging every enemy inside its radius as it passes. The orb decelerates each time it damages something and is destroyed on contact with world geometry.

What it is for: Seven's farming and lane-poke button: one cast strips a trooper wave while chipping whoever is standing behind it. Later it becomes a damage-over-area zoning tool in corridors.

Damage
75 damage per second inside a 4.25m radius over a 5s lifetime; +65 DPS and +1.75m radius at 5 AP (mobalytics 2026, matches deadlock.one base value of 75)
Crowd control
None at base. The 2 AP upgrade adds a 35% movement slow to enemies it damages.

How to play against it

  • It travels in a fixed straight line and cannot be steered — strafe laterally rather than backpedalling, which keeps you in it
  • Put any pillar or wall between you and Seven; the orb is destroyed on world geometry
  • Stand on the far side of your own trooper wave: the orb decelerates while damaging troopers and gives you free seconds to leave the lane
  • In lane, hold high ground off the main lane axis so the straight-line path never crosses your farming position

Interactions

  • Dies on world collision, so it cannot be curved around cover or shot through a doorframe at an angle
  • Slows its own travel as it damages targets, so a trooper wave physically stalls it in the lane
  • Stacks with Power Surge for the fastest trooper and guardian clear among the heroes in this group
  • The 2 AP slow is what makes Static Charge's 3.5s fuse reliably land on a hero who wanted to walk away
Upgrade tiers
  • 1 AP: +1 charge (two balls back to back for instant double-wave clear)
  • 2 AP: applies a 35% movement slow to damaged enemies
  • 5 AP: +65 DPS and +1.75m radius, turning it into a genuine hero-killing zone

Static Charge

Ability 2 · targeted debuff with delayed AoE stun detonation

Seven attaches a charge to a single enemy hero. After a short fuse the charge detonates, dealing damage and stunning every enemy inside its radius — including anyone standing next to the carrier.

What it is for: Seven's only hard lockdown and the setup piece for Storm Cloud. It is also a grouping punisher: the charged hero drags the stun to whoever they stand near.

Damage
35 base, +160 at 5 AP (mobalytics 2026; deadlock.one lists the same 35 base)
Crowd control
0.9s stun in a 6m radius after a ~3.5s fuse; +0.9s stun at 5 AP, +7m radius at 2 AP
Defensive
Usable as self-peel — charging a diver before they reach you stuns them off the engage.

How to play against it

  • The ~3.5s fuse is the entire counterplay window — the moment the charge lands on you, physically separate from your teammates
  • If you are the carrier, retreat out of the 6m (13m upgraded) radius of your team rather than fighting; if you are not the carrier, walk away from them
  • Cleanse it with a debuff-removal item before detonation; it is a removable debuff, not an instant
  • It is single-target cast at 15m base range — staying outside 15m of Seven in a standoff denies the cast entirely

Interactions

  • Detonation is centred on the carrier, not on Seven, so the carrier's own team eats the stun if they group
  • Standard debuff-cleanse items remove the charge before the fuse expires
  • Stun-into-Storm-Cloud is Seven's signature combo; the 1 AP cooldown cut (42s to 22s) makes it available for most fights
Upgrade tiers
  • 1 AP: -20s cooldown, taking it from 42s to roughly 22s
  • 2 AP: +7m radius and +5m cast range — the radius upgrade is what makes it a teamfight stun rather than a single-target one
  • 5 AP: +0.9s stun duration and +160 damage

Power Surge

Ability 3 · timed weapon enchant with chain damage

Seven charges his gun so that shots apply a shock proc to the target, and that shock arcs to nearby enemies. The proc fires once per burst rather than once per bullet.

What it is for: Seven's sustained damage and his second wave-clear tool. In fights it punishes any clumped group because every burst chains off the primary target.

Damage
10 shock damage per proc, chaining up to 4 jumps within 10m, over a 10s duration; +8 damage and +0.23 spirit scaling at 2 AP (mobalytics 2026)
Mobility
The 2 AP upgrade grants +3m/s move speed for the duration, which is Seven's only movement tool of any kind.

How to play against it

  • Do not stand within 10m of a teammate Seven is shooting — the chain needs a neighbour to jump to
  • Fight Seven from behind cover that breaks his burst rhythm; the proc is once per burst, so forcing him to re-acquire costs him most of the damage
  • It is a 10s window on a long cooldown — trading through it and re-engaging after it drops is a real plan, unlike most enchants
  • Killing or clearing the troopers he is chaining through removes the intermediate jump targets

Interactions

  • Only procs once per burst, so raw fire-rate items help it far less than the weapon damage numbers suggest
  • Chains through troopers, so a hero standing behind a wave still takes shock damage
  • 5 AP applies -15% spirit resist for 8s, which directly amplifies Lightning Ball, Static Charge and Storm Cloud
Upgrade tiers
  • 1 AP: -18s cooldown (50s to roughly 32s)
  • 2 AP: +3m/s move speed, +8 shock damage, +0.23 spirit scaling
  • 5 AP: applies -15% spirit resist for 8s and +10s duration

Storm Cloud

Ultimate · self-centred channelled expanding AoE

Seven roots himself and channels a storm that grows outward from his position, damaging every enemy inside it. Enemies who break line of sight to Seven take no damage. Seven gains bullet resistance for the duration of the channel.

What it is for: The defining teamfight ultimate in this group: it converts any contested objective or corridor into unusable space, and it forces the enemy team to either disengage, find hard cover, or spend a hard CC to stop it.

Damage
95 damage per second base plus a 75 strike component; +65 DPS at 5 AP. 7s channel, 10m starting radius expanding to 30m, 180s cooldown (mobalytics and deadlock.one, 2026)
Crowd control
No direct CC, but it functions as area denial — the practical effect on enemy positioning is closer to a zone lockout than to damage.
Mobility
Seven is stationary for the channel at base. The 5 AP upgrade allows movement while channelling, which is the single biggest power jump in his kit.
Defensive
Bullet resist during the channel at base, with +55% bullet resist at 1 AP — he is genuinely hard to shoot down mid-channel without CC.

How to play against it

  • Break line of sight, not distance — the damage check is per-enemy line of sight, so ducking behind one pillar zeroes it even at 5m
  • Save a knockdown, stun or silence specifically for this channel; interrupting it burns Seven's 180s cooldown for nothing
  • Do not shoot him through the channel before 5 AP if he took the 1 AP bullet resist — spirit damage or CC only
  • Before the 5 AP movement upgrade he is physically rooted: flank to a position he cannot rotate to and take the objective behind him
  • Fight in rooms with pillars and elevation breaks, never in open street or on a flat objective platform

Interactions

  • Line of sight is checked per enemy, so a single pillar completely nullifies it for anyone hiding behind it
  • Any knockdown, stun or silence interrupts the channel — knockdown effects are the standard hard answer
  • Static Charge's stun into Storm Cloud is the combo that makes it land; without the stun, mobile heroes simply leave
  • The 1 AP bullet resist bonus means gun heroes alone usually cannot break the channel — you need CC or spirit damage
Upgrade tiers
  • 1 AP: +55% bullet resist while channelling
  • 2 AP: +7s channel time and +5m radius
  • 5 AP: +65 DPS and allows Seven to move while channelling

Laning strengths

  • Lightning Ball clears a full trooper wave and chips the enemy laner in the same cast, giving Seven one of the best last-hit-plus-poke buttons in the game
  • Static Charge threat alone pushes an aggressive laner off the wave, since standing near your own troopers or duo partner is punished
  • Large 29-round magazine means he rarely has to reload during a contested wave

Laning weaknesses

  • 730 max health with zero movement abilities until Power Surge's 2 AP move speed — he cannot escape a committed dive
  • The 2.35s reload is a hard window; a diver who times it gets a free approach
  • Static Charge base cooldown is 42s, so a dodged or cleansed charge leaves him with no lockdown for most of a minute
  • Lightning Ball dies on geometry, so lanes with heavy cover blunt his poke

Power spikes

  • ult unlock: Storm Cloud immediately converts Seven from a farmer into an objective-control hero; any uncontested cast on a grouped team wins the fight
  • 1 AP into Static Charge: -20s cooldown brings the stun from 42s to roughly 22s, making stun-into-Storm-Cloud available for nearly every fight
  • 2 AP into Static Charge: +7m radius turns the delayed stun from a single-target nuisance into a multi-hero teamfight opener
  • 5 AP into Storm Cloud (late 35min+): Movement while channelling removes the one reliable counter — walking away from a rooted Seven

Playing against Seven

  • Fight Seven only in geometry-dense areas — Storm Cloud checks line of sight per enemy, so pillars, doorframes and elevation changes are a hard counter, not a soft one
  • Hold one knockdown, stun or silence in the team specifically for the Storm Cloud channel; before 5 AP he cannot move out of the interruption
  • Spread out permanently. Static Charge's radius and Power Surge's 10m chain both need you within a few metres of an ally to matter
  • Dive him during the 2.35s reload or while Static Charge (42s base) is down — with 730 HP and no escape he dies to any committed gap-closer
  • Cleanse Static Charge with a debuff-removal item rather than trying to outrun the detonation in a fight you cannot leave
  • Strafe laterally across Lightning Ball rather than backing up in its straight-line path, and stand behind troopers so it decelerates

Bait these first

  • Static Charge first. It is his only hard CC, it is his combo enabler for Storm Cloud, and at 42s base it leaves a huge hole. Walk into his 15m cast range on a durable body, take the charge, then separate and wait out the fuse
  • Then Lightning Ball, especially after the 1 AP second charge — burning both charges on a wave means he has no zoning and no slow for the next engage
  • Do not bait Storm Cloud by fake-committing unless you can guarantee line-of-sight break; a Seven who channels into an empty room still holds the objective for 7 seconds
  • Power Surge is the lowest bait priority — it is a 10s self-buff, and forcing it early costs him clear speed, not fight power

What Seven does to you

  • Static Charge into Storm Cloud: the 0.9s (1.8s upgraded) stun lands you in the cloud with no window to leave, and 95+ DPS over a 7s channel is lethal to anything squishy
  • Contesting an objective (urn, Patron, mid boss) inside Storm Cloud's expanding 10m-to-30m radius is simply not survivable — he wins the space without needing a kill
  • Lightning Ball with the 2 AP slow into any of his follow-up: the 35% slow means the delayed stun is no longer dodgeable by walking
  • Power Surge shock chaining 4 jumps within 10m punishes any grouped push or defensive stack, even through your own trooper wave
  • A 2 AP Static Charge at 13m radius on your frontliner stuns your whole team if you are stacked in a lane chokepoint

Punish windows

  • The 2.35s weapon reload — his DPS is zero and he has no escape button to cover it
  • Immediately after Lightning Ball is thrown and before it is recharged: at 26s base with a 6s inter-charge timer, one used charge is a real gap
  • Any time Static Charge is on cooldown (42s base, ~22s at 1 AP) — he has no answer to a gap-closer without it
  • During the Storm Cloud channel before the 5 AP movement upgrade: he is rooted in place and telegraphed for 7 seconds, which is enough time to flank behind cover and take the objective or land a knockdown
  • Level 1-4 in lane before Power Surge's move-speed upgrade — 730 HP, zero mobility, and no stun charge means a coordinated duo-lane dive is close to free

Hardest matchups for Seven

Ranked by how far below Seven's own baseline each pairing measures — not by raw win rate.

Graves 49.6% -5.5 pts
Vindicta 52.2% -2.9 pts
Wraith 52.7% -2.4 pts
Calico 53.1% -2.0 pts
Haze 53.1% -2.0 pts
Dynamo 53.6% -1.5 pts
Celeste 53.7% -1.4 pts
Lash 53.9% -1.2 pts

Best matchups for Seven

Same measure, other direction.

Silver 60.7% +5.6 pts
Mirage 60.0% +4.9 pts
Pocket 59.7% +4.6 pts
Rem 58.5% +3.4 pts
Billy 57.1% +2.0 pts
Yamato 57.1% +2.0 pts
McGinnis 56.7% +1.6 pts
Grey Talon 56.2% +1.1 pts

Every Seven matchup

Analyse a full enemy team

Matchup pages cover one enemy. The tool reads all six together.

Open the tool as Seven
Sources and confidence for this record

Record confidence: Strong evidence. Compiled for patch 09-16-2026, researched 2026-09-21.

Difficulty rating: deadlock.io hero page lists Seven at client complexity 1 ('Easy', recommended for new players) — https://deadlock.io/en/heroes/seven