Tank Mage
Import this build in-game: 242723
A tankier Seven that sits in the middle of fights soaking damage while Storm Cloud kills everything nearby. Defensive items let Seven stay in range for Static Charge chains while still pumping out full spirit damage.
Early Game
Durable Start · 500–1,600 souls
Grab survival items early so you can trade aggressively in lane.
Monster Rounds
800 souls
T1 · Weapon
+25% Weapon Damage vs. NPCs · +25% Bullet Resist vs. NPCs · +1 Out of Combat Regen
Speeds up Seven's early soul income through increased NPC kill rewards. Faster progression toward mid-game items means Seven reaches his ability spike sooner.
Healbane
1,600 souls
T2 · Vitality
+7 Spirit Power · Healing Reduction: -35% (Conditional) · Heal On Hero Kill: 275 · Duration: 8s
Applies healing reduction through Seven's abilities. Against supports or sustain-heavy heroes, Healbane prevents enemies from healing back the gradual damage Seven applies with Static Charge.
Improved Spirit
1,600 souls
T2 · Spirit
+18 Spirit Power · +1.5 Out of Combat Regen
Spirit power step-up that scales Lightning Ball and Storm Cloud directly. This feeds into Boundless Spirit — every point of spirit power here compounds into significantly more damage at T4.
Cultist Sacrifice
3,200 souls
T3 · Weapon · Active
+2 Out of Combat Regen · +30% Weapon Damage vs. NPCs · +30% Bullet Resist vs. NPCs · Weapon Damage: +8% (Conditional)
Consume an NPC for a large soul bonus and a powerful buff including weapon damage, ability range, and bonus health. The ability range bonus makes Seven's abilities reach safely from further away.
Intensifying Magazine
1,600 souls
T2 · Weapon
+20% Max Ammo · Max Weapon Damage: +45% (Conditional) · Time for Max Damage: 2.5s
Weapon damage increases the longer Seven fires continuously. Seven's natural positioning at range allows sustained fire — Intensifying Magazine makes the gun increasingly threatening the longer an engagement lasts.
Duration Extender
1,600 souls
T2 · Spirit
Ability Duration: +22%
Extends Storm Cloud and all ability durations. More Storm Cloud seconds means more persistent zone damage — the area stays lethal longer and is harder for enemies to simply wait out.
Mystic Vulnerability
1,600 souls
T2 · Spirit
+8% Spirit Resist · Spirit Resist: -8% (Conditional) · Duration: 7s
Reduces spirit resist of enemies hit by Seven's abilities. Every Lightning Ball and Storm Cloud tick after landing Mystic Vulnerability hits harder — the debuff compounds the entire damage chain.
Spirit Lifesteal
1,600 souls
T2 · Vitality
+16% Spirit Lifesteal · +70 Bonus Health · +6 Spirit Power
Static Charge and Storm Cloud deal continuous spirit damage — Spirit Lifesteal converts that into sustained healing. In extended teamfights, Seven heals passively from his own zone damage.
Enduring Speed
1,600 souls
T2 · Vitality
+2m Move Speed · +2 Out of Combat Regen · Slow Resist: +25%
Passive move speed for consistent positioning. Seven tanks hits from enemies while deploying Storm Cloud — Enduring Speed helps Seven reposition to maintain optimal ability range.
Early Game Tip
Play closer than typical Seven — your tankiness lets you trade favorably.
Mid Game
Frontline Mage · 3,200–6,400 souls
Spirit power grows while defensive items keep you alive in fights.
Toxic Bullets
3,200 souls
T3 · Weapon
Bleed Damage: 1.7 x0.005%/sec · Healing Reduction: -35% (Conditional) · Duration: 4s
Percentage max health bleed and healing reduction. This build is tankier than most Seven builds, meaning Seven takes hits from enemies — Toxic Bullets ensures his return damage scales with enemy health.
Superior Duration
3,200 souls
T3 · Spirit
+8% Bullet Resist · Ability Duration: +28%
Extends all Seven's ability durations at the tier where teamfights matter most. Storm Cloud active for longer is more zone control and more persistent damage.
Mercurial Magnum
6,400 souls
T4 · Spirit
+20% Max Ammo · +7 Spirit Power · Base Bullet Damage: +25 x0.47% · Damage: 60 x0.16
Provides a spirit power burst when Seven casts abilities. Seven casts constantly — Mercurial Magnum stacks spirit power over a fight, amplifying later ability casts progressively more.
Escalating Exposure
6,400 souls
T4 · Spirit
-8% Spirit Resist On Spirit Damage · +17% Spirit Resist · Spirit Amp per Stack: +4.5% · Max Stacks: 12
Stacks spirit vulnerability on enemies across multiple hits. Tank Seven stays in range to hit enemies repeatedly — by mid-fight, Escalating Exposure has stripped enough spirit resist that every hit deals massive damage.
Fleetfoot
1,600 souls
T2 · Weapon · Active
+35% Slide Distance · +6% Bullet Resist · Move Speed: +3m (Conditional) · Slow Resist: +35%
Active move speed burst plus passive shooting penalty removal. Even tank Seven needs mobility — Fleetfoot lets him reposition quickly when dived and maintains gun DPS while moving.
Leech
6,400 souls
T4 · Vitality
+30% Spirit Lifesteal · +30% Bullet Lifesteal · +120 Bonus Health · +12% Weapon Damage
Heals from both bullet and ability damage. Tank Seven absorbs hits and deals persistent damage — Leech turns that sustained output into a healing source, making Seven increasingly hard to kill the longer fights go.
Spirit Resilience
3,200 souls
T3 · Vitality
+30% Spirit Resist · Spirit Resist: +15% (Conditional)
Spirit resist that reduces ability damage taken. Tank Seven is a frontline target for enemy ability spam — Spirit Resilience reduces that incoming damage across the entire fight.
Boundless Spirit
6,400 souls
T4 · Spirit
+15% Spirit Power · +30 Spirit Power · +75 Bonus Health · +4 Out of Combat Regen
Core spirit item — at T4, Storm Cloud and Lightning Ball reach maximum damage output. Even tank Seven deals full spirit damage with proper spirit scaling.
Mid Game Tip
Build Witchmail to make spirit-heavy enemies hurt themselves trying to burst you.
Late Game
Unkillable Storm · 6,400 souls
Full tank + spirit build makes you a nightmare to deal with in extended teamfights.
Unstoppable
6,400 souls
T4 · Vitality · Active
+25% Debuff Resist · +125 Bonus Health · Duration: 5.5s
Use before deploying Storm Cloud in a teamfight — CC immunity for 5.5 seconds ensures the full Storm Cloud duration runs without enemy stuns interrupting it.
Plated Armor
6,400 souls
T4 · Vitality
+130 Bonus Health · Deflection Percent: 30% · On-Hit Prevention Percent: 50%
30% chance to negate bullet damage. Tank Seven is a frontline presence — Plated Armor gives a significant chance to shrug off burst shots that would otherwise punish aggressive positioning.
Juggernaut
6,400 souls
T4 · Vitality
+50% Slow Resist · +2m Move Speed · +25% Melee Resist · +8 Health Regen
Slow resist, move speed, and reduced enemy fire rate when shooting Seven. Tank Seven fights in close range — Juggernaut makes sustained gun exchanges favor Seven the longer they go on.
Metal Skin
3,200 souls
T3 · Vitality · Active
+12% Bullet Resist · Move Speed Penalty: -1.5m · Dash Distance: -20% · Duration: 5s
Temporary bullet invulnerability. Use when an enemy gun carry focuses Seven — Metal Skin negates the burst window, keeping Seven healthy enough to maintain Storm Cloud uptime.
Dispel Magic
3,200 souls
T3 · Vitality · Active
+16% Spirit Resist · HP Healed On Activate: 250 · Move Speed: +2m · Buff Duration: 3s
Removes debuffs on activation. Tank Seven is a priority CC target — Dispel Magic removes slows, roots, and silences that would prevent Seven from maintaining Storm Cloud positioning.
Spellbreaker
6,400 souls
T4 · Vitality
+18% Spirit Resist · +25% Debuff Resist · Spirit Damage Reduction: 65% · Damage Threshold: 175
Absorbs the first heavy spirit hit significantly. Against spirit-heavy teams who want to burst tank Seven, Spellbreaker eats one ability burst and the debuff resist reduces subsequent CC duration.
Late Game Tip
Unstoppable before engaging ensures Storm Cloud runs its full duration uninterrupted.

