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Seven Mystic hero · Easy to learn

Electrocutes crowds of enemies

High VoltageMercilessArea Denial Good first hero

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.

Seven starts with 730 health and a gun that deals 75 damage per second. Their abilities are Lightning Ball, Static Charge and Power Surge, with Storm Cloud as the ultimate.

Health
730
Regen
1/s
Move speed
6.7m/s
Sprint
+1.8m/s
Stamina
3
Gun DPS
75

Win rate 54.9% Pick rate 33.9% 1.1M matches in the last 30 days Counters and synergy

The kit

Seven abilities

Ability 1

Lightning Ball

Cooldown
26s

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.

Damage Per Second
75 ×0.5 Spirit
Radius
4.25m
Lifetime
5s
  1. I

    +1 Charges

    1 AP
  2. II

    -28% move speed on hit targets and +1s Lifetime

    2 AP
  3. III

    +58.5 DPS and +1.75m radius

    5 AP

Ability 2

Static Charge

Cooldown
42s
Range
15m

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

Delay Before Stun
3.5s
Damage
35 ×0.79 Spirit
Radius
5m
  1. I

    -20s Cooldown

    1 AP
  2. II

    +7m Radius
    +5m Cast range

    2 AP
  3. III

    +0.9s Stun Duration
    +160 Damage

    5 AP

Ability 3

Power Surge

Cooldown
50s
Duration
10s

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.

Shock Damage
10 ×0.14 Spirit
Max Jumps
4
Jump Radius
10m
  1. I

    -18s Cooldown

    1 AP
  2. II

    +3m Move Speed
    +0.23 Damage and increased scaling

    2 AP
  3. III

    +10s Duration
    Applies -15% Spirit Resist

    5 AP

Ultimate

Storm Cloud

Cooldown
205s

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.

Damage Per Second
95 ×0.6 Spirit
Flight Speed
1.5m
Initial Radius
10m
Strike Damage
75 ×0.5
Strike Radius
7m
  1. I

    +55% Bullet Resist while channeling Storm Cloud

    1 AP
  2. II

    +7s Channel Time
    +10m Final Radius
    +5m Initial Radius

    2 AP
  3. III

    +65 DPS
    +4m Flight Speed

    5 AP

What players buy

Seven build

The items Seven players pick most often in the early game, and how often they buy each one.

  1. I
    Monster Rounds 800
    Picked in 64% of games
  2. I
    Extra Spirit 800
    Picked in 44% of games
  3. I
    Extra Regen 800
    Picked in 33% of games
  4. I
    Extra Charge 800
    Picked in 29% of games

From recent matches

Teammates and counters

Seven wins 54.9% of 1.1M matches in the last 30 days. Here's who Seven does best with, the heroes Seven struggles against most, and the ones Seven beats most often.

From recent matches

Items Seven players buy

How often Seven players buy each item and how often they win with it, over 1.1M matches in the last 30 days. Expensive items bought late often show high win rates because the game was already going well.

ItemBought inWin rateUsually bought at
Mystic Vulnerability83.4%55.6%17 min
Monster Rounds75.9%54.5%3 min
Escalating Exposure74.5%57.4%26 min
Spirit Lifesteal68.7%56.1%18 min
Superior Duration66.8%56.5%24 min
Healbane64.0%55.4%15 min
Extra Spirit63.6%54.9%7 min
Improved Spirit61.9%55.3%13 min
Duration Extender59.6%55.9%17 min
Mystic Expansion52.4%55.6%11 min

Highest win rates (bought in 5% of matches or more)

  1. Spirit Burn 62.0% won · bought in 19.1%
  2. Lightning Scroll 59.8% won · bought in 13.1%
  3. Indomitable 59.7% won · bought in 16.9%
  4. Mercurial Magnum 59.4% won · bought in 6.2%
  5. Infuser 58.5% won · bought in 26.7%
  6. Spiritual Overflow 58.4% won · bought in 22.9%

Gun

Cold Calculus

Seven's weapon
DPS
75
While firing
Sustained DPS
48
Including reloads
Bullet damage
10.8
Fire rate
6.97/s
Magazine
29
Empties in 4.16s
Reload
2.35s

Damage over distance

Full damage to 19.99m Drops to 10% by 57.51m

Headshots deal ×1.65 damage. Bullets travel at 635 m/s and drop over long distances.

Initiate to Eternus

Seven win rate by rank

How often Seven wins at each rank (by the average rank of the match) over the last 30 days. The middle line is 50%.

  1. Initiate 54.1% · 18k
  2. Seeker 54.2% · 34k
  3. Acolyte 53.3% · 29k
  4. Sentinel 52.9% · 22k
  5. Mystic 54.0% · 19k
  6. Ritualist 53.0% · 17k
  7. Emissary 53.6% · 16k
  8. Oracle 53.7% · 15k
  9. Phantom 52.9% · 13k
  10. Ascendant 52.2% · 4,925
  11. Eternus 50.0% · 1,359

Every boon

Growth per level

Collecting souls levels you up. Each level from 2 onward is a boon, and every boon permanently adds:

Health
+41
Bullet damage
+0.24
Melee damage
+1.58
Spirit power
+1.1

Quick answers

Seven questions

What type of hero is Seven?
Seven is a mystic. Ability-focused heroes whose damage and control scale with spirit power. Complexity: easy to learn.
What are Seven's abilities?
Lightning Ball, Static Charge and Power Surge, plus the ultimate Storm Cloud. Each one has three upgrades that cost 1, 2 and 5 ability points.
How much health does Seven have?
Seven starts with 730 health and gains 41 more with every boon (each level from 2 onward).
Is Seven good for beginners?
Yes. Seven is one of the heroes Deadlock recommends to new players.
What should I buy first on Seven?
Most Seven players open with Monster Rounds, Extra Spirit and Extra Regen. See the full Seven build for mid and late game items.

Case history

Seven 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.

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.

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Last updated 26 October 2026

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