Cooldown Spam
Import this build in-game: 412075
Seven uses aggressive cooldown reduction to chain Lightning Ball, Static Charge, and Thunderclap in rapid succession. The goal is to never let enemies leave the damage window — constant ability uptime means constant pressure.
Early Game
CDR Start · 500–1,600 souls
Stack spirit and early CDR items to get ability uptime rolling.
Headshot Booster
800 souls
T1 · Weapon
+30 Bonus Health · Head Shot Bonus Damage: +45
Seven's precise shots from range land headshots consistently. Headshot Booster makes those procs deal bonus damage on a 9-second cooldown — reliable extra burst on the first shot of each engagement.
Battle Vest
1,600 souls
T2 · Vitality
+18% Bullet Resist · +3 Out of Combat Regen · Weapon Damage: +15% (Conditional) · Fire Rate: +7% (Conditional)
Bonus health that keeps Seven alive through early trades. Seven is naturally squishy — Battle Vest provides the health buffer to absorb poke damage while building toward CDR items.
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. Intensifying Magazine rewards sustained fire that Seven naturally does from range — enemies cannot safely let him free-fire without taking escalating damage.
Monster Rounds
800 souls
T1 · Weapon
+25% Weapon Damage vs. NPCs · +25% Bullet Resist vs. NPCs · +1 Out of Combat Regen
NPC kill value bonus accelerates early soul income. Seven needs to hit mid-game CDR items quickly — Monster Rounds speeds up progression without changing lane behavior.
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)
Consumes an NPC for a large soul bonus and a powerful long-duration buff including weapon damage, bonus health, and ability range. The ability range bonus makes Lightning Ball and Storm Cloud reach even further.
Bullet Resist Shredder
1,600 souls
T2 · Spirit
+8% Bullet Resist · +65 Bonus Health · Bullet Resist: -10% (Conditional) · Duration: 8s
Reduces nearby enemies' bullet resist, amplifying all gun damage Seven deals. Combined with Intensifying Magazine's scaling damage, the shredded bullet resist makes Seven's weapon surprisingly threatening.
Surge of Power
3,200 souls
T3 · Spirit
Imbued Ability Spirit Power: +24 · Fire Rate Bonus: 20% (Conditional) · Move Speed: +1.75m (Conditional)
Grants spirit power when Seven casts abilities, stacking up. Seven casts constantly — Surge of Power maintains a building spirit power stack throughout fights, amplifying later ability casts.
Hollow Point
3,200 souls
T3 · Weapon
+4.5 Out of Combat Regen · +125 Bonus Health · Weapon Damage: +35% (Conditional) · Bullet Resist: -9% (Conditional)
When above 65% health, Seven deals extra weapon damage and reduces enemy bullet resist. Seven with proper positioning stays healthy — Hollow Point is near-permanently active and compounds with Bullet Resist Shredder.
Bullet Lifesteal
1,600 souls
T2 · Vitality
+16% Bullet Lifesteal · +90 Bonus Health
Heals Seven from bullet damage dealt. Combined with Intensifying Magazine's sustained fire, Bullet Lifesteal turns extended gun engagements into a healing source — Seven sustains while dealing escalating damage.
Ballistic Enchantment
3,200 souls
T3 · Weapon
Weapon Damage per Stack: +20% (Conditional) · Ability Range: +20% · Duration: 14s
Imbue on Lightning Ball for increased ability range and weapon damage stacks per hero hit. More range means safer Lightning Ball deployment, and weapon damage stacks make the gun follow-up devastating.
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 — Enduring Speed keeps him mobile without sacrificing ability effectiveness.
Early Game Tip
Compress Cooldown is your first major mid purchase — it changes everything.
Mid Game
Ability Chain · 3,200–6,400 souls
Cooldown items compound — abilities come back before enemies recover.
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. Against tanky enemies, Toxic Bullets' percentage damage cuts through bonus health regardless of armor — a reliable tool against tanks building defensive.
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. Feeds into Boundless Spirit for the major mid-game ability damage spike.
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 with +30 flat and +15% bonus spirit power amplifying the entire kit.
Superior Duration
3,200 souls
T3 · Spirit
+8% Bullet Resist · Ability Duration: +28%
Extends Storm Cloud's active duration — more seconds of persistent electric zone means more damage and more ability for the team to fight inside the protected area.
Mid Game Tip
Chain abilities without gaps — never let the damage stop between cooldowns.
Late Game
Endless Storm · 6,400 souls
Near-zero cooldowns mean Storm Cloud and Lightning Ball are nearly permanent.
Lucky Shot
6,400 souls
T4 · Weapon
+30% Max Ammo · Bonus Weapon Damage: +100% · Proc Chance: 25%
A 25% chance to deal double weapon damage on any bullet. With Intensifying Magazine's sustained fire, Lucky Shot procs frequently and the bonus damage cannot critically fail — reliable burst chance.
Crippling Headshot
6,400 souls
T4 · Weapon
+125 Bonus Health · Bullet Resist: -16% (Conditional) · Spirit Resist: -16% (Conditional) · Healing Reduction: -35% (Conditional)
Headshots reduce bullet and spirit resist and apply healing reduction. Seven landing headshots consistently from range debuffs targets so every subsequent ability hit lands harder.
Cursed Relic
6,400 souls
T4 · Spirit · Active
-10% Damage Penalty · Duration: 3.25s · Cast Range: 20m
Reduces enemy spirit resist when Seven's abilities hit. Every Lightning Ball and Storm Cloud tick strips a bit more spirit resist — by deep into a fight, targets take dramatically increased spirit damage.
Escalating Resilience
3,200 souls
T3 · Weapon
+30% Max Ammo · +75 Bonus Health · +15% Weapon Damage · Max Bullet Resist: 30%
Stacks bullet resist when bullets land on enemy heroes. Seven at range taking shots from enemies builds up to 30% bullet resist passively — a significant defensive layer without dedicated tank items.
Blood Tribute
3,200 souls
T3 · Weapon · Active
+8% Spirit Resist · +4 Out of Combat Regen · Health Drain: 50/s · Fire Rate: +35%
Toggleable: drain health for a massive fire rate, debuff resist, and move speed boost. Seven with Blood Tribute active fires at a dramatically higher rate — the DPS window is enormous for the health cost.
Dispel Magic
3,200 souls
T3 · Vitality · Active
+16% Spirit Resist · HP Healed On Activate: 250 · Move Speed: +2m · Buff Duration: 3s
Removes debuffs from Seven on activation. Seven is a high-priority target — Dispel Magic removes slows, silences, and other CC effects that would prevent him from repositioning to safety.
Bullet Resilience
3,200 souls
T3 · Vitality
+30% Bullet Resist · Bullet Resist: +15% (Conditional)
Passive bullet resist that reduces sustained gun damage. Seven takes gun fire from multiple directions in teamfights — Bullet Resilience reduces each hit across the entire fight.
Spirit Resilience
3,200 souls
T3 · Vitality
+30% Spirit Resist · Spirit Resist: +15% (Conditional)
Spirit resist that reduces ability damage Seven takes. Spirit-heavy enemies who try to counter Seven with burst abilities deal less damage — Spirit Resilience combined with Spellbreaker is strong layered defense.
Metal Skin
3,200 souls
T3 · Vitality · Active
+12% Bullet Resist · Move Speed Penalty: -1.5m · Dash Distance: -20% · Duration: 5s
Temporarily invulnerable to bullet damage on activation. Use during a burst window when an enemy gun carry is shredding Seven — Metal Skin negates the burst, deploy Storm Cloud, and retaliate.
Leech
6,400 souls
T4 · Vitality
+30% Spirit Lifesteal · +30% Bullet Lifesteal · +120 Bonus Health · +12% Weapon Damage
Combined bullet and spirit lifesteal. Seven heals from both gun damage and abilities simultaneously — with Toxic Bullets ticking and abilities dealing constant spirit damage, Leech provides massive passive healing.
Plated Armor
6,400 souls
T4 · Vitality
+130 Bonus Health · Deflection Percent: 30% · On-Hit Prevention Percent: 50%
30% chance to completely negate bullet damage. Plated Armor combined with Bullet Resilience and Escalating Resilience makes Seven's bullet resistance extreme despite not being a dedicated tank.
Late Game Tip
Transcendent Cooldown makes Storm Cloud have almost no downtime.

