Build file · 28 Oct to 4 Nov

Seven build and item order

What Seven players buy, what a long game ends with, what changes against each enemy, and the in-game builds they pick.

Matches

381.2k

last 7 days

Finished build

≈11 items

45k souls held in items at the end

Build type

Caster

59% of item souls in spirit

Games past 35 min

58%

the finished build is read from these

The Seven build in brief

Most Seven players open with Monster Rounds and Extra Spirit, then pick up Cultist Sacrifice (around 12 minutes, 49% of games) and Greater Expansion (around 23 minutes, 50% of games).

The build splits in the mid game: the most common big buys from 9 to 20 minutes are Cultist Sacrifice (38%), Superior Duration (22%) and Greater Expansion (19%).

In games past 35 minutes, a finished Seven carries about 11 items, 44.5k souls, 59% of them spirit; most end with Escalating Exposure (86%), Superior Duration (77%) and Boundless Spirit (63%).

Beyond the core items, the commonest big buy from 20 to 30 minutes is Superior Cooldown (25% of games); the late-game duel sets it against Spiritual Overflow (8% of games).

In long games, players pick Improved Spirit or Arcane Surge: of those who buy either, 15% buy both.

The clearest change by opponent: against Haze, Seven players buy Metal Skin at about ×3.58 the usual rate (21,799 buyers; adjusted, with small samples pulled towards ×1).

The most used in-game build is "SPAM BALLS AND SUPER ULTIMATE - deadlocked.gg" by deadlocked.gg, picked in 46,198 games (55% won).

SpiritWeaponVitality
Caster59% of item souls in spiritWeapon 15% · vitality 26% · spirit 59%. The diamond is the average hero.7 days · games over 35 min (58%)

The finished build 7 days · games over 35 min (58%)

AgainstPick up to 6 enemies to see what players change. Enemies that move the finished build come first.

What Seven games of 35 minutes or more end with, slot by slot: the share of those games still holding each item at the end, and when it's bought. Pick an item for its upgrade chain and numbers.

  • usually empty
  • usually empty
  • usually empty
  • usually empty
  • usually empty

Games over 35 minutes end with about 11 items, so 5 sockets read “usually empty”. Solid frames: held at the end of at least half of those games; dashed: fewer. Flex slots take any slot type, and each flex item keeps its own slot colour. From 217,786 long games (58% of Seven games).

Show as table
The finished Seven build in games over 35 minutes, with alternates
SlotItemHeldBoughtSold or upgradedBuy timeCost
WeaponCultist Sacrifice40%53%24%~12:443,200
WeaponToxic Bullets39%41%4%~23:483,200
VitalityHealbane54%66%18%~15:381,600
VitalityUnstoppable36%36%1%~32:546,400
VitalityInfuser35%36%2%~34:446,400
SpiritEscalating Exposure86%87%0%~26:486,400
SpiritSuperior Duration77%78%1%~25:043,200
SpiritBoundless Spirit63%63%1%~31:446,400
SpiritGreater Expansion60%60%1%~24:473,200
Flex (spirit)Rapid Recharge42%42%2%~24:553,200
Flex (spirit)Transcendent Cooldown40%40%1%~34:376,400
Weapon, alternateSpiritual Overflow28%29%1%~33:316,400
Weapon, alternateIntensifying Magazine23%31%24%~10:091,600
Weapon, alternateSpirit Rend16%16%5%~29:333,200
Vitality, alternateIndomitable23%24%2%~33:436,400
Vitality, alternateSpirit Resilience20%21%5%~30:323,200
Vitality, alternateLeech18%18%2%~34:146,400
Spirit, alternateSpirit Burn31%31%1%~36:576,400
Spirit, alternateArcane Surge30%38%22%~9:421,600
Spirit, alternateSurge of Power22%23%2%~20:593,200

Against other heroes 21 days

What players change, not proof it works. ★ marks an item whose buyers win at least 1 point more against that enemy than buyers of other items of its tier, after checking for chance, over 21 days: ★ all pools every hero's buyers, ★ Seven is Seven players only.

The 8 clearest changes in what Seven players buy, across every enemy. Pick enemies above the board to see one lineup.

Lifts compare how often Seven players buy an item in games against a hero with how often they buy it otherwise, over 21 days, with the build's usual items set to ×1 and small samples pulled towards ×1. Cells need 200 buyers. Several enemies are combined from separate match-ups (a weighted average of their lifts), not games against that exact team.

Show as table
What Seven players buy more or less of against each enemy
EnemyItemBuy rate changeBuyersEvidence
HazeMetal Skin×3.5822k—
VindictaKnockdown×3.755.5k—
InfernusDispel Magic×2.3312k—
HazePlated Armor×1.9411k—
HazeBullet Resilience×1.5815k—
Deadman DannyUnstoppable×1.1794k—
AbramsRebuttal×2.114.0k—
ApolloSlowing Hex×2.352.9k—

What you hold, minute by minute 7 days

Each band is one item: the share of Seven games still going at that minute that hold it. The bands stack, so the top edge is the whole inventory. Press play, or drag the slider, to watch a game fill up. Hover a band for its numbers.

45:00about 12.6 items55,455 souls16% of games still going2.3 weapon3.6 vitality6.8 spirit
83% of games still going at 30:00Monster RoundsHealbane481212 items · base slots full, flex aboveitems0m5m10m15m20m25m30m35m40m45m60k soulsWeapon2.3 itemsVitality3.6 itemsSpirit6.7 items
83% still going at 30:004812items0m10m20m30m40m60k souls

At 45:00 you'd typically hold

Estimated from when players buy and sell; assumes what they buy doesn't depend on how long the game will last. Hatched minutes rest on fewer than a quarter of games. The 12-item line is where the base slots are full and flex slots start.

Show as table
Share of Seven games still going that hold each item, every five minutes
Item5:0010:0015:0020:0025:0030:0035:0040:00
Monster Rounds68%71%48%18%14%14%14%14%
Cultist Sacrifice0%17%42%49%50%51%50%45%
Toxic Bullets0%0%3%13%26%33%37%39%
Other weapon items0.20.50.70.91.01.11.21.2
Extra Regen27%35%37%38%35%23%17%17%
Healbane1%9%39%55%60%63%64%62%
Spirit Lifesteal1%8%26%45%54%46%27%25%
Infuser0%0%0%1%3%9%18%30%
Unstoppable0%0%0%1%5%14%23%31%
Other vitality items0.30.70.80.91.11.31.41.5
Extra Charge27%40%44%42%25%15%14%14%
Rapid Recharge0%1%7%14%23%30%36%40%
Extra Spirit30%46%14%2%1%1%1%1%
Improved Spirit4%25%47%55%56%39%23%22%
Boundless Spirit0%0%1%3%11%26%43%58%
Mystic Expansion8%35%45%37%12%6%6%6%
Greater Expansion0%1%6%19%35%44%51%57%
Mystic Vulnerability0%7%32%64%53%20%15%15%
Escalating Exposure0%0%1%12%39%63%76%84%
Duration Extender0%4%22%41%23%9%8%8%
Superior Duration0%1%7%22%42%58%70%76%
Transcendent Cooldown0%0%0%1%4%10%21%34%
Other spirit items0.10.50.81.11.41.61.61.8
Items held, in all2.34.76.68.39.29.610.311.4

Items show the share holding them; other items show the average number held.

Buy windows: clock against souls 7 days

When Seven players buy each big item, and how its buyers did. Bars are buyers; the line is the share of them who won, with its 95% band. Switch to souls at purchase to see how much of the early-buyer edge is just being ahead.

  • buyers
  • won, 95% band
  • 200–500 buyers
  • the item's own overall

Escalating Exposure by the clock: 67% → 51%. By souls at purchase: 56–61%.

  1. Cultist Sacrifice

    187,980 buyers · 54.8% won overall

    most buy it 9–14 min

    By the clock: 62% → 45%. By souls at purchase: 50–58%.

    Show as table
  2. Toxic Bullets

    134,721 buyers · 55.2% won overall

    most buy it 19–26 min

    By the clock: 62% → 48%. By souls at purchase: 51–58%.

    Show as table
  3. Greater Expansion

    192,105 buyers · 56.6% won overall

    most buy it 18–28 min

    56.6% of all its buyers won.

    Show as table
  4. Rapid Recharge

    134,749 buyers · 55.8% won overall

    most buy it 17–29 min

    55.8% of all its buyers won.

    Show as table
  5. Superior Duration

    252,796 buyers · 56.4% won overall

    most buy it 19–28 min

    56.4% of all its buyers won.

    Show as table
  6. Escalating Exposure

    273,841 buyers · 57.3% won overall

    most buy it 22–29 min

    By the clock: 67% → 51%. By souls at purchase: 56–61%.

    Show as table
  7. Boundless Spirit

    177,283 buyers · 57.9% won overall

    most buy it 26–35 min

    57.9% of all its buyers won.

    Show as table
  8. Transcendent Cooldown

    103,474 buyers · 57.0% won overall

    most buy it 28–38 min

    57.0% of all its buyers won.

    Show as table

For Cultist Sacrifice, Toxic Bullets and Escalating Exposure, buying early wins more mostly because early buyers are already ahead: by souls at purchase the line is much flatter. Win rates describe; they don't say an item wins games.

Two late games, side by side 7 days

What Seven players buy after 30 minutes, split by the big item they took at 20–30 minutes. Bars are the share of each side's games reaching 30 minutes that bought the item. Pick the two sides to compare.

Superior Cooldown at 20–30 min

91,824 games · 56.8% won · 78% reach 30 min

Spiritual Overflow at 20–30 min

31,489 games · 61.5% won · 75% reach 30 min

Either way, 6 of the top 8 late items are the same.

Late items (30 minutes on) for Superior Cooldown at 20–30 min against Spiritual Overflow at 20–30 min: share of each side's games reaching 30 minutes that bought each, and how they did
A wonA buysLate itemB buysB won
56.4%57.0%
57.6%
57.1%56.6%
57.1%59.1%
55.0%53.9%
60.5%62.0%
56.9%60.4%
56.4%57.7%
60.4%
59.4%

Shares are of each side's games reaching 30 minutes; an item a side doesn't list was bought by fewer than its smallest listed share. ⇄: both sides buy it in 15% or more of games. Win dots run from 40% to 65%, with a tick at 50%, adjusted for souls at purchase where upstream gives it, with 95% whiskers, hollow under 2,000 buyers. They describe; they don't prove.

Either/or, and sets 7 days · games over 35 min (58%)

Items Seven players choose between in games over 35 minutes, and items they buy as a package. Every number is printed under its cards; click a card to outline the item in every chart.

Either/or

  • Improved Spirit or Arcane Surge: 15% buy both.

    Only Improved Spirit54.0% won · 115,289 games

    Both15%

    Only Arcane Surge53.1% won · 53,699 games

    Players who bought only one won about the same either way. Out of 198,320 long games with either.

  • Arcane Surge or Intensifying Magazine: 11% buy both.

    Only Arcane Surge53.6% won · 67,814 games

    Both11%

    Only Intensifying Magazine52.7% won · 51,948 games

    Players who bought only one won about the same either way. Out of 134,979 long games with either.

  • Intensifying Magazine or Enchanter's Emblem: only 5% buy both.

    Only Intensifying Magazine52.7% won · 61,437 games

    Both5%

    Only Enchanter's Emblem53.7% won · 46,405 games

    Players who bought only one won about the same either way. Out of 113,570 long games with either.

Sets

  • 2.0× as likely together

    19% of long games · 41,053 games

  • 2.0× as likely together

    17% of long games · 35,991 games

  • 2.0× as likely together

    13% of long games · 27,634 games

Descriptive: players who pick one may play differently from those who pick the other. Pairs that are one item's upgrade path are left out.

How players get there, 0–30 min 7 days

The items most bought in each phase of the game, and what their buyers bought next. Pick a mid-game item to follow only the players who bought it. Hover an item for its numbers.

  • Weapon
  • Vitality
  • Spirit
0–9 min9–20 min20–30 min30 min +Monster RoundsExtra SpiritExtra ChargeExtra RegenMystic ExpansionArcane SurgeMystic VulnerabilityHealbaneDuration ExtenderSpirit LifestealCultist SacrificeImproved SpiritEscalating ExposureSuperior DurationSuperior CooldownGreater ExpansionBoundless SpiritToxic BulletsBoundless SpiritTranscendent CooldownInfuserSpirit BurnEscalating ExposureUnstoppableEvery game100% reach 9 min96% reach 20 min71% reach 30 min
Show as table
Seven's most bought items by phase
PhaseItemBought inWon (souls-adjusted)Games
0–9 minMonster Rounds73%54.9%272,884
0–9 minExtra Spirit54%55.1%201,035
0–9 minExtra Charge38%55.6%143,611
0–9 minExtra Regen34%55.1%126,133
0–9 minMystic Expansion31%56.4%114,054
0–9 minArcane Surge23%56.5%86,594
9–20 minMystic Vulnerability60%56.0%225,893
9–20 minHealbane50%56.3%187,203
9–20 minDuration Extender43%56.2%159,684
9–20 minSpirit Lifesteal39%56.2%144,414
9–20 minCultist Sacrifice38%55.3%143,695
9–20 minImproved Spirit35%55.5%130,075
20–30 minEscalating Exposure47%57.5%176,654
20–30 minSuperior Duration34%56.3%126,190
20–30 minSuperior Cooldown25%57.2%91,824
20–30 minGreater Expansion24%57.1%88,299
20–30 minBoundless Spirit21%58.4%76,843
20–30 minToxic Bullets19%55.4%70,238
30 min +Boundless Spirit25%55.8%92,497
30 min +Transcendent Cooldown19%55.2%71,388
30 min +Infuser17%55.3%63,226
30 min +Spirit Burn16%59.0%61,633
30 min +Escalating Exposure16%55.3%59,100
30 min +Unstoppable14%54.2%54,185

Bar heights compare how often items are bought within a phase; fewer items are bought late, and the row underneath shows how many games last that long. Win rates are adjusted for the buyer's souls at purchase, so players who are already ahead don't make an item look better than it is; they still describe, not prove.

Ability order

Lightning Ball381214
Static Charge41015
Power Surge1257
Storm Cloud691113

The most played full upgrade path (4% of matches, 54.8% won). Power Surge is maxed first in 57% of matches.

In-game builds players pick 7 days

  1. SPAM BALLS AND SUPER ULTIMATE - deadlocked.ggby deadlocked.gg · 27,865 players11 of 11 board items
    46,198 games
    54.8% won

    EARLY GAME

    EARLY GAME

    MID GAME

    MID GAME

    LATE GAME

    LATE GAME

  2. Seven - Spirit-Vampiric [57% WR] [tracklock.gg]by Tracklock · 11,457 players9 of 11 board items
    16,507 games
    53.9% won
  3. Ball Out with Sevenby Lolz · 7,683 players10 of 11 board items
    12,692 games
    57.4% won
  4. Parzelion's Seven Buildby Parzelion · 7,324 players10 of 11 board items
    11,728 games
    57.6% won
  5. SUPER ULT SEVEN - SHMUCKby Little Shmuck · 7,021 players11 of 11 board items
    11,122 games
    54.9% won

The build each player had selected when the match started; known for 41% of Seven games, mostly at higher ranks. The tag counts how many of the finished build's items each one includes.

About these numbers

7 days
28 Oct to 4 Nov. The build, timing, the late game, the path and in-game builds, from standard ranked and unranked Seven matches.
21 days
14 Oct to 4 Nov. Versus: a longer window, so rarer match-ups have enough games.
Games past 35 min
217,786 (58% of Seven games). The finished build, choices and the soul split read only these.
Patch
The latest big patch was 29 Sept; no window reaches back before it.
Sample sizes
5,000+ games 1,000 to 5,000 200 to 1,000Nothing under 200 is drawn.
Win rates
Shown with their 95% range and the games behind them. They describe rather than prove: players who buy an item may differ in other ways.

Via deadlock-api. Updated 4 Nov. Not affiliated with or endorsed by Valve.