Deadlock Builds

Hybrid Artillery

by oses  ·  ID: 378177
hybrid carry
Import this build in-game: 378177
This Seven build combines spirit scaling with weapon damage to threaten enemies from all angles. Thunderclap staggers melee attackers while bullets clean up retreating targets. More self-sufficient than pure spirit builds.
Early Game Dual Scaling · 500–1,600 souls

Build both damage types so no single counter item shuts you down.

Monster Rounds
Monster Rounds 800 souls T1 · Weapon
+25% Weapon Damage vs. NPCs  ·  +25% Bullet Resist vs. NPCs  ·  +1 Out of Combat Regen
Accelerates Seven's early soul income through increased NPC kill value. Seven needs to reach mid-game item spikes quickly — Monster Rounds speeds up the lane phase without changing playstyle.
Suppressor
Suppressor 1,600 souls T2 · Spirit
+6 Spirit Power  ·  +50 Bonus Health  ·  Fire Rate: -28% (Conditional)  ·  Duration: 5s
Cuts enemy spirit damage output when Seven's abilities land. Seven often mirrors spirit damage with spirit-heavy opponents — Suppressor tilts early ability exchanges in Seven's favor.
Healbane
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 sustain-heavy laners, Healbane prevents them from healing back the sustained Storm Cloud and Static Charge damage Seven applies.
Intensifying Magazine
Intensifying Magazine 1,600 souls T2 · Weapon
+20% Max Ammo  ·  Max Weapon Damage: +45% (Conditional)  ·  Time for Max Damage: 2.5s
Seven's weapon damage increases the longer he fires continuously. Intensifying Magazine makes the gun increasingly threatening during extended engagements — enemies cannot safely let Seven free-fire.
Ballistic Enchantment
Ballistic Enchantment 3,200 souls T3 · Weapon
Weapon Damage per Stack: +20% (Conditional)  ·  Ability Range: +20%  ·  Duration: 14s
Imbue on Lightning Ball for increased range and weapon damage stacks per hero hit. Seven hitting multiple enemies with Lightning Ball stacks weapon damage rapidly, making the gun follow-up extremely punishing.
Duration Extender
Duration Extender 1,600 souls T2 · Spirit
Ability Duration: +22%
Extends Storm Cloud and all ability durations. More seconds of Storm Cloud means more persistent electric damage — the AoE zone stays active longer and is harder for enemies to wait out.
Mystic Vulnerability
Mystic Vulnerability 1,600 souls T2 · Spirit
+8% Spirit Resist  ·  Spirit Resist: -8% (Conditional)  ·  Duration: 7s
Reduces spirit resist on enemies hit by Seven's abilities. Every subsequent Lightning Ball and Storm Cloud tick hits harder against debuffed targets — Mystic Vulnerability compounds across the entire fight.
Spirit Lifesteal
Spirit Lifesteal 1,600 souls T2 · Vitality
+16% Spirit Lifesteal  ·  +70 Bonus Health  ·  +6 Spirit Power
Converts Seven's continuous spirit damage into sustained healing. Static Charge and Storm Cloud both apply spirit damage — Spirit Lifesteal turns them into a healing source during teamfights.
Enduring Speed
Enduring Speed 1,600 souls T2 · Vitality
+2m Move Speed  ·  +2 Out of Combat Regen  ·  Slow Resist: +25%
Passive move speed for consistent backline positioning. Seven needs to maintain optimal range from enemies — Enduring Speed ensures Seven can reposition without losing ability effectiveness.
Early Game Tip
Use Thunderclap defensively early to punish aggressive dives.
Mid Game Artillery Platform · 3,200–6,400 souls

Range and damage come together — Seven becomes very hard to engage safely.

Superior Duration
Superior Duration 3,200 souls T3 · Spirit
+8% Bullet Resist  ·  Ability Duration: +28%
Extends all of Seven's ability durations — Storm Cloud stays active longer, Lightning Ball's damage window extends, and Thunderclap knockback duration increases. More duration means more persistent zone control.
Fleetfoot
Fleetfoot 1,600 souls T2 · Weapon · Active
+35% Slide Distance  ·  +6% Bullet Resist  ·  Move Speed: +3m (Conditional)  ·  Slow Resist: +35%
Active move speed burst lets Seven reposition aggressively or escape dives quickly. The passive removes the shooting penalty so Seven can move and shoot without sacrificing DPS.
Escalating Exposure
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 a fight. Seven's repeated ability hits progressively debuff the target — by mid-fight they take significantly more spirit damage from all sources.
Toxic Bullets
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 from bullets. Against tanky enemies who build bonus health, Toxic Bullets' percentage damage cuts through their health stacks regardless of armor.
Improved Spirit
Improved Spirit 1,600 souls T2 · Spirit
+18 Spirit Power  ·  +1.5 Out of Combat Regen
Significant spirit power step-up that scales Lightning Ball and Storm Cloud damage. Feeds directly into Boundless Spirit for the major damage spike.
Boundless Spirit
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. The +15% spirit power bonus amplifies the entire build.
Infuser
Infuser 6,400 souls T4 · Vitality · Active
+16% Spirit Lifesteal  ·  +10% Spirit Resist  ·  +100 Bonus Health  ·  Spirit Lifesteal: +80% (Conditional)
Amplifies Seven's healing received. Combined with Spirit Lifesteal, Seven heals from ability damage at an amplified rate — passive sustain in extended fights without dedicated healing items.
Siphon Bullets
Siphon Bullets 6,400 souls T4 · Vitality
+15% Weapon Damage  ·  +10% Bullet Resist  ·  Max HP Steal: 2.5%  ·  Steal Duration: 17s
Restores health on bullet hits. Seven at close range during Thunderclap follow-ups or melee moments heals from every bullet that lands — additional sustain layered on top of Spirit Lifesteal.
Transcendent Cooldown
Transcendent Cooldown 6,400 souls T4 · Spirit
+4 Out of Combat Regen  ·  Ability Cooldown Reduction: +25%  ·  Item Cooldown Reduction: +25%
The final CDR tier — Storm Cloud and Lightning Ball cycle near their minimum cooldowns. Seven with Transcendent Cooldown maintains near-permanent electric zone presence.
Mid Game Tip
Keep distance and use both spirit abilities and bullets to whittle enemies.
Late Game Untouchable · 6,400 souls

Defensive items and both damage types make Seven impossible to approach or ignore.

Unstoppable
Unstoppable 6,400 souls T4 · Vitality · Active
+25% Debuff Resist  ·  +125 Bonus Health  ·  Duration: 5.5s
Use before deploying Storm Cloud in a teamfight — 5.5 seconds of CC immunity ensures the full Storm Cloud duration runs without interruption from enemy stuns or silences.
Colossus
Colossus 6,400 souls T4 · Vitality · Active
+300 Bonus Health  ·  +15% Base Health  ·  +15% Weapon Damage  ·  Bullet Resist: 35% (Conditional)
Massive bonus health that makes Seven significantly harder to burst down. Colossus's active also launches nearby enemies away — a knockback on a backline mage is an excellent anti-dive tool.
Plated Armor
Plated Armor 6,400 souls T4 · Vitality
+130 Bonus Health  ·  Deflection Percent: 30%  ·  On-Hit Prevention Percent: 50%
30% chance to negate bullet damage protects Seven from gun carries. Plated Armor combined with Seven's mobility items makes reaching and killing him with bullets extremely difficult.
Divine Barrier
Divine Barrier 6,400 souls T4 · Vitality · Active
+10% Ability Range  ·  Barrier: 600  ·  Move Speed: +2.75m (Conditional)  ·  Buff Duration: 6s
Active shield for Seven or an ally. A tanky Seven who can also shield a carry is a genuine support-tank hybrid — Divine Barrier turns Seven into a bonus layer of protection in teamfights.
Crippling Headshot
Crippling Headshot 6,400 souls T4 · Weapon
+125 Bonus Health  ·  Bullet Resist: -16% (Conditional)  ·  Spirit Resist: -16% (Conditional)  ·  Healing Reduction: -35% (Conditional)
Headshots from Seven's precise long-range fire reduce bullet and spirit resist. Every Lightning Ball that follows a headshot hits the debuffed target harder across both damage types.
Spellbreaker
Spellbreaker 6,400 souls T4 · Vitality
+18% Spirit Resist  ·  +25% Debuff Resist  ·  Spirit Damage Reduction: 65%  ·  Damage Threshold: 175
Absorbs the first heavy spirit burst significantly. Against spirit-heavy comps trying to burst Seven down, Spellbreaker gives him the window to deploy Storm Cloud and start the fight from advantage.
Late Game Tip
Storm Cloud + weapon damage simultaneously overwhelms any tank.
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