Seven
← Heroes · #9 of 42 in Phantom+

Seven

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.

High VoltageMercilessArea DenialComplexity1
Tier
A
Win rate
52.7%
Pick rate
23.5%
Rewards practice
+0.2
Since the patch
0.0
The kit

Abilities

What each ability does, in the game's own words and numbers. T1, T2 and T3 are the three upgrades you buy with ability points.

Ability 126s

Lightning Ball

Launch a damaging ball of lightning

Shoot a ball of lightning that travels in a straight line. Does damage to all targets in its radius. Slows down when damaging enemies and stops if it hits the world.

75Damage Per Second+0.5 per spirit power
4.25mRadius
5sLifetime
  1. T1+1 Charges
  2. T2-28% move speed on hit targets and +1s Lifetime
  3. T3+58.5 DPS and +1.75m radius
Ability 242s

Static Charge

Apply a delayed area stun to an enemy hero

Apply a charge to a target enemy hero. After a short duration, the static charge stuns and damages enemies within the radius.

0.9sStun Duration
3.5sDelay Before Stun
35Damage+0.792137 per spirit power
5mRadius
  1. T1-20s Cooldown
  2. T2+7m Radius +5m Cast range
  3. T3+0.9s Stun Duration +160 Damage
Ability 350s

Power Surge

Create electric arcs with your shots

Power up your weapon with a shock effect, making your bullets proc shock damage on your target. This shock damage bounces to enemies near your target. Occurs once per burst shot.

10Shock Damage+0.14 per spirit power
4Max Jumps
10mJump Radius
  1. T1-18s Cooldown
  2. T2+3m Move Speed +8 Damage and increased scaling
  3. T3+10s Duration Applies -15% Spirit Resist
Ultimate205s

Storm Cloud

Fry all enemies in a large area

Channel an expanding storm cloud around you that damages all enemies within its radius. Enemies do not take damage when they are out of line-of-sight.

95Damage Per Second+0.6 per spirit power
1.5mFlight Speed
10mInitial Radius

While channeling, press to mark the targeted area to be struck with a powerful lightning bolt that knocks enemies away after a 0.25s delay. One use per cast.

75Strike Damage
7mStrike Radius
  1. T1+55% Bullet Resist while channeling Storm Cloud
  2. T2+7s Channel Time +10m Final Radius +5m Initial Radius
  3. T3+65.0 DPS +4m Flight Speed

What to level first

Point 1 → 15
Lightning Ball481214
Static Charge31315
Power Surge1256
Storm Cloud791011

unlocks upgrades·The most common path in its most played build · 6,111 matches

In numbers

How it plays

Per-match averages in Phantom+, September 30 to October 15, against the other heroes in the same band.

228.5last hits per matchMore than 100% of heroes
41,387souls per matchMore than 98% of heroes
11,262objective damage per matchMore than 95% of heroes

Against the other heroes

Last hits228.5avg. 154.0
Souls41,387avg. 37,344
Objective damage11,262avg. 6,995
Damage to heroes33,180avg. 30,636
Accuracy56%avg. 55%
Deaths5.6avg. 5.9
Assists11.9avg. 12.8
Kills4.6avg. 5.7
Damage taken25,874avg. 30,843

By rank

line = 50%
Sentinel and below#5 of 4253.7%
Mystic / Ritualist#4 of 4254.2%
Emissary / Oracle#9 of 4253.3%
Phantom+#9 of 4252.7%

Mastery

+0.2
52.210–4952.350–9954.0100–24952.3250+matches with the hero

Measured inside one rank band, so the lobby level is held fixed. It does not separate learning the hero from being a better player to begin with.

Win rate over time

Phantom+ · last 30 days
48%50%52%54%56%58%60%Patch Oct 15before 53.2%Sep 15Sep 25Oct 5Oct 15
Matchups

Who to fear

Win rate in the matches where each hero was on the other team (or the same one), September 30 to October 15. Only pairs with 100+ matches.

Build · 51.5% in 6,111 matches

Minute by minute

When each item of the recommended build is finished, on the median.

Suppressor
Arcane Surge
Enchanter's Emblem
Cultist Sacrifice
Healbane
Fleetfoot
Enduring Speed
Toxic Bullets
Superior Duration
Spiritual Overflow
Infuser
Spirit Burn
  1. 5′Suppressor
  2. 8′Arcane Surge
  3. 8′Enchanter's Emblem
  4. 9′Cultist Sacrifice
  5. 13′Healbane
  6. 14′Fleetfoot
  7. 15′Enduring Speed
  8. 20′Toxic Bullets
  9. 21′Superior Duration
  10. 28′Spiritual Overflow
  11. 29′Infuser
  12. 30′Spirit Burn

Soul investment

  • Weapon damage+74%14,400 souls
  • Bonus health+50%11,200 souls
  • Spirit power+5912,800 souls

The core build · 12 items6,111 games, 51.5% won · its items add −0.1 win points

Skill path

The order most players level abilities in, step by step.
Lightning Ball◆123
Static Charge◆12
Power Surge◆123
Storm Cloud◆123

Buy order

Early game0 – 12 min
  1. 800Monster Rounds
  2. 1,600Suppressor
  3. 800Extra Stamina
  4. 1,600Arcane Surge↑
  5. 1,600Enchanter's Emblem
  6. 3,200ActiveCultist Sacrifice↑
Mid game12 – 22 min
  1. 1,600Healbane
  2. 800Sprint Boots
  3. 1,600ActiveFleetfoot
  4. 1,600Spirit Lifesteal
  5. 1,600Mystic Vulnerability
  6. 1,600Enduring Speed↑
  7. 1,600ImbueDuration Extender
  8. 3,200Toxic Bullets
  9. 3,200Superior Duration↑Key
  10. 6,400Escalating Exposure↑
Late game22+ min
  1. 1,600Debuff Reducer
  2. 6,400ActiveUnstoppable↑
  3. 6,400Spiritual Overflow↑Key

Every purchase in order, components included — a tier 4 is built, not bought. The arrow marks a step that upgrades something already bought.

Situational — depends who you face

  • Dispel Magicagainst Mirage, Infernus, Shiv
  • Metal Skinagainst Haze, Vyper, Shiv
  • Plated Armoragainst Vyper, Haze, Infernus

Phantom+, 2026-09-30 to 2026-10-15. Each item measured against players who reached the same minute with the same souls and spent them on something else.

Lore

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. <br><br>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. <br><br>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.<br><br>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.<br><br>He laughed as he tore himself free from his bondage.<br><br>He laughed as his captors cowered in fear.<br><br>He laughed as he massacred his tormentors.<br><br>He laughed as he tasted the fresh air that was denied to him for years.<br><br>And he laughed when he thought about what he was going to do once he reached New York City.

Base attributes

Health
730+41 per boon
Health regen
1/s
Move speed
6.7 m/s
Sprint speed
+1.8 m/s
Stamina
3
Melee
50 / 116light / heavy
Spirit power
+1.1per boon

Weapon

Bullet damage
10.8+0.24 per boon
Fire rate
5.83/s
DPS
6342.8 with reload
Clip
29
Reload
2.35 s
Damage per clip
313.2

Match data from the public deadlock-api.com snapshot · Hero and item art from Valve

© 2026 Vestigo