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All Deadlock heroes: Abrams (Brawler), Apollo (Assassin), Bebop (Brawler), Billy (Brawler), Calico (Assassin), Celeste (Marksman), Drifter (Assassin), Dynamo (Mystic), Graves (Marksman), Grey Talon (Marksman), Haze (Assassin), Holliday (Marksman), Infernus (Marksman), Ivy (Marksman), Kelvin (Brawler), Lady Geist (Mystic), Lash (Assassin), McGinnis (Mystic), Mina (Marksman), Mirage (Assassin), Mo and Krill (Brawler), Paige (Mystic), Paradox (Marksman), Pocket (Assassin), Rem (Mystic), Seven (Mystic), Shiv (Brawler), Silver (Marksman), Sinclair (Mystic), The Doorman (Mystic), Venator (Marksman), Victor (Brawler), Vindicta (Marksman), Viscous (Mystic), Vyper (Assassin), Warden (Brawler), Wraith (Marksman), Yamato (Assassin).
Popular heroes include Victor guide, Dynamo guide, Abrams guide, Bebop guide, Haze guide, Seven guide, Lash guide, Yamato guide. Browse the complete hero list.
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Each hero guide includes base stats, weapon stats, ability breakdowns, item builds, counter matchups, synergies, and FAQs. View all hero guides, check the tier list, and track live stats.
Live statistics for Deadlock including win rates, pick rates, damage output, KDA, net worth, and match volume across all skill brackets. Data sourced from real matches from the deadlock-api.com service. Track the evolving meta with 7-day trend charts showing win rate and pick rate changes over time. Filter heroes by role including Brawler, Marksman, Mystic, and Assassin. Visit the hero stats page for the latest data with win rates and pick rates for every hero.
The Deadlock tier list ranks all heroes using a composite score system. Win rate contributes 40 percent of the score, pick rate contributes 30 percent, match volume contributes 15 percent, and player count contributes 15 percent. S Tier represents the top 14 percent of heroes. A Tier covers the next 20 percent. B Tier includes the next 24 percent. C and D Tier cover the bottom 42 percent. See the full Deadlock tier list for current rankings.
Each hero guide includes item builds for early, mid, and late game phases. Coaching services available in Starter, Pro, and Elite plans with personalized training. Explore pro builds or book coaching sessions.
New to Deadlock? The beginner guide covers soul economy, laning phase, hero roles, map objectives, and core mechanics. The hero roles guide explains Brawler, Marksman, Mystic, and Assassin playstyles. The laning phase guide covers winning your lane and rotating. The soul economy guide explains efficient farming. Browse all Deadlock guides.
Deadlock is a hybrid MOBA-shooter by Valve Corporation in closed alpha. The game combines third-person shooting with MOBA mechanics including lanes, creep waves, towers, and items. Players choose from 38 unique heroes with distinct abilities. Explore hero guides and check live statistics for the current meta.
Compare Seven (Mystic) and Abrams (Brawler) in Deadlock — stats, weapon, abilities, and playstyle side by side.
Seven is a Mystic hero with 730 base health and 62.974 weapon DPS. Abrams is a Brawler hero with 800 base health and 51.429weapon DPS. In a direct comparison, Abrams has the larger health pool, while Seven brings more raw weapon damage per second.
Raw stats only tell part of the story — abilities, item builds, and player skill decide most matchups. Compare the ability lists below, then check each hero's full guide for builds and counters.
Based on real ranked matches from deadlock-api.com, Seven currently has the higher win rate this week — 54.8% for Seven vs 51.2% for Abrams. Seven also sits in tier S in the live meta.
Live data from 1,180,843+ ranked matches · Source: deadlock-api.com · updated weekly
| Stat | Seven | Abrams |
|---|---|---|
| Max Health | 730 | 800 |
| Move Speed | 6.7 | 6.4 |
| Stamina | 3 | 3 |
| Health Regen | 1 | 1.5 |
| Light Melee | 50 | 50 |
| Heavy Melee | 116 | 116 |
| Stat | Seven | Abrams |
|---|---|---|
| DPS | 63.0 | 51.4 |
| Sustained DPS | 42.8 | 30.5 |
| Bullet Damage | 10.8 | 3.6 |
| Fire Rate (RPS) | 5.83 | 1.59 |
| Clip Size | 29 | 9 |
| Reload (s) | 2.4 | 0.4 |
| Bullet Speed | 635 | 609.6 |
| Can Crit | Yes | Yes |
Seven wins fights by shaping where the enemy is allowed to stand. He pokes and zones with Lightning Ball, rides Power Surge on his burst weapon to punish anyone who groups up, and tags a priority target with Static Charge so a delayed stun sets up the kill. He is at his best in drawn-out, area-focused fights where his bullets and abilities keep pressure on several enemies at once. When a fight is committed, he channels Storm Cloud and becomes a moving damage field, with the option to call down one lightning bolt that knocks enemies away. Play him as a ranged controller who grinds the enemy team down, not as the hero who dives in first.
Strong vs: Seven is strong against heroes who like to group up, because Power Surge's shock damage bounces between nearby enemies and Lightning Ball hits everything caught in its radius. He punishes immobile, low-mobility carries who can't dodge the Static Charge setup and the stun that follows. He performs well against heroes who want to hold ground or fight in tight spaces, where his slow and the Storm Cloud damage field cover the whole area. Squishy backline heroes who hide behind their frontline are also easy prey for a well-placed Lightning Ball into a Static Charge setup. Broadly, the more the enemy team clumps, the better Seven's kit works.
Weak vs: Seven struggles against heroes who can disrupt a channel, because Storm Cloud asks him to commit and hold position to get any value. Long-range poke heroes who hit him from outside his ball's reach cause problems, since his biggest damage comes from mid-range area tools. Enemies with reliable displacement, knock-up, or silence can cancel his ultimate and leave him exposed. He is also fragile when caught alone — none of his four abilities is a dash or blink, so once he's pinned he has to fight his way out. Finally, opponents who spread out and refuse to clump blunt Power Surge's bounce damage and make Static Charge a single-target setup rather than a team stun.
Abrams is a close-range juggernaut who wins by walking into the enemy team and refusing to die. Siphon Life drains the enemies around him and heals him for a portion of the damage, so standing in the middle of a fight literally keeps him topped up. Shoulder Charge is his initiate — slam a target into a wall to stun them and pull them out of position. Infernal Resilience turns every hit he takes into stored regeneration, so the enemy's chip damage feeds him instead of killing him. Play him as the tip of the spear: start the fight, isolate one hero, and let his team clean up.
Strong vs: Abrams feasts on fragile backline heroes he can reach and pin down. Shoulder Charge pulls enemies in and a wall hit stuns them, which is exactly how he isolates a squishy carry from the rest of their team. Once he's on top of a target, Siphon Life keeps draining them while Case Closed finishes at point-blank. Enemies with no answer for being dragged into melee, like ranged damage dealers caught in bad positions, are his best prey.
Weak vs: Anything that keeps Abrams at arm's length or shuts down his engage gives him a hard time. His weapon falls off hard past 17m, so ranged heroes can whittle him down while he closes the distance. Shoulder Charge can be dispelled, and both it and Seismic Impact are disabled by Slowing Hex, so slows and dispels blunt his initiation. His engage cooldowns are long — 33s for Shoulder Charge and 215s for Seismic Impact — so baiting the charge and stepping away leaves him exposed. Infernal Resilience only stores healing over time; it doesn't stop a coordinated burst from killing him outright.
Abrams has the larger base health pool at 800, compared to 730 for Seven.
Seven has the higher weapon DPS at 62.974, versus 51.429 for Abrams.
Neither hero is strictly better — they fit different roles. Seven is a Mystic and Abrams is a Brawler, so the right pick depends on your team composition, the enemy draft, and which playstyle you are comfortable with. Check the win rates on our tier list for the current patch.