GameGoldLab is the ultimate Deadlock knowledge and coaching platform. Master every hero with in-depth guides, ability breakdowns, optimal item builds, pro builds, counter matchups, synergies, combos, and expert gameplay tips. Track live hero stats including win rates, pick rates, KDA, and match volume. Browse the tier list for the current patch. Book pro coaching sessions to level up.
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.
Hero portraits:
![]()
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.
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.
Seven is a mystic hero in Deadlock, the hybrid MOBA-shooter by Valve. With 730 max health, 62.974 weapon DPS, and 3 stamina,Seven excels at spirit damage and utility.Core strengths: 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.. Key weakness: 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..Find Seven's abilities, builds, matchups, and tier ranking on GameGoldLab.
Quick Answer: Seven is a ranged area-control hero: zone with Lightning Ball, punish grouped enemies with Power Surge'd bullets, pick targets with Static Charge, and win fights by channelling Storm Cloud. Play him at mid range behind your frontline, commit your ultimate only once the enemy is forced to fight, and avoid getting caught alone — his kit has no escape.
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.
In the laning phase, lean on Cold Calculus' burst fire and Lightning Ball to shove waves and trade at medium range. Lightning Ball slows the enemies it damages and stops when it hits the world, so aim it down the lane to make your opponent eat the damage or reposition. Power Surge adds shock damage that bounces to nearby targets, which makes enemy heroes standing next to your lane opponent pay for it. Pick up Static Charge early so you can threaten a stun whenever your lane partner moves in. Seven has no dash or blink in his kit, so keep your distance and let the ball do the zoning for you.
Mid game is where Seven's area control starts to decide fights; group with your team and use Lightning Ball to block chokes and deny the enemy's approach. Power Surge turns your burst weapon into a threat against clumped enemies, so look for skirmishes in tight jungle corridors where the shock damage bounces to everyone. Static Charge is your pick tool — tag a squishy target and let the delayed stun set up your teammates' burst. Between fights, shove waves and take map control, because Seven scales off area denial rather than single-target duels. Stay disciplined with your positioning, since you have no built-in escape if you get caught out.
Late game, Seven is a teamfight warden — set up around objectives and force the enemy to walk into your Lightning Balls. Storm Cloud is your commit tool: channel it to turn a fight, sweeping the expanding cloud over carries while Fire drops a knockback lightning bolt on the biggest clump. Static Charge gives you a stun to open or finish, and Power Surge keeps your bullets threatening several enemies at once. Remember Storm Cloud deals reduced damage to objectives, so use it to win the fight around the objective rather than to shred the objective itself. Stay behind your frontline, hold the Cloud for the moment the enemy commits, and don't burn the channel early.
The standard pick is Static Charge first, then Lightning Ball so the slow and damage overlap as the stun lands, finished with Power Surge'd bullets while the target is held in place. In teamfights, switch Power Surge on before you commit, drop Lightning Ball across the enemy's path, and Static Charge the carry as your frontline engages. Once enemies are grouped and stuck in, channel Storm Cloud and sweep it over them, saving the single lightning bolt for the biggest clump or to knock a carry out of position. Lightning Ball's slow makes Power Surge's bounce damage easier to chain, because slowed enemies can't spread apart as quickly. Sequence matters: set up the stun first, then unload, since Seven's damage is strongest while the target can't move.
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.
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.
Seven pairs well with teammates who can lock enemies in place, turning his ball and cloud into guaranteed damage. Anyone who groups enemies together maximises his Power Surge bounces and the reach of his Storm Cloud. A frontline that can hold a choke while he channels lets Seven free-cast the ultimate without being interrupted. Supports who keep him alive through the Cloud commit are ideal, since he is most vulnerable while channelling. He also wants teammates who start fights he can finish from range, rather than heroes who need him to be the first one in.
Get 1-on-1 coaching or duo-queue with a pro to climb faster on Seven.
Live data from 1,176,900 ranked matches · Source: deadlock-api.com · updated weekly

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.
Lightning Ball
Static Charge
Power Surge
Storm Cloud
Lightning Ball
Static Charge
Power Surge
Storm CloudRecommended item build from the community wiki.
Monster Rounds
Enduring Spirit
Extra Spirit
Spirit Lifesteal
Spirit Armor
Bullet Armor
Mystic Vulnerability
Suppressor
Majestic Leap
Tesla Bullets
Mystic Slow
Improved Spirit
Leech
Escalating ExposureData sourced from game files & community analytics. Values may change with patches.