
Seven Static Charge In Deadlock: How The Delayed Stun And Radius Work
Seven 2 is Static Charge, a delayed stun placed on an enemy hero that turns positioning into a countdown problem.
Static Charge is not just crowd control. It is a calendar invite for everyone standing too close.
Short answer: Static Charge applies a delayed electric charge to a target enemy hero. After the delay, the charge stuns and damages enemies within its radius, making every nearby teammate suddenly interested in personal space.
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Static Charge Seven marks an enemy hero with a delayed charge that stuns and damages enemies within radius after the timer resolves. |
Current Mechanics
Deadlock.one’s current Seven data lists Static Charge with 15m cast range, a 42-second cooldown, 0.9-second stun duration, 3.5-second delay before stun, 35 damage with 0.8 spirit scaling, and a 5m radius. The target is one enemy hero, but the punishment can hit more than one body.
The important phrase is “after a short duration.” Static Charge is not instant control. It is a timer. That timer can force the marked enemy to leave teammates, drag the stun somewhere bad, or accept that a group fight is about to get interrupted.
Upgrade Path
- 1 AP: reduce cooldown by 20 seconds.
- 2 AP: add +7m radius and +5m cast range.
- 5 AP: add +0.9s stun duration and +160 damage.
The cooldown upgrade makes Static Charge a repeat threat. The radius and cast-range upgrade changes how safely Seven can apply it and how hard the enemy team has to spread. The 5 AP upgrade is the real fight-breaker: a longer stun and much more damage means the marked player cannot casually shrug off the countdown.
How To Use It
Use Static Charge on the player who has to choose between staying with the team and griefing the formation. Frontliners, divers, and anyone standing in the middle of a packed objective fight are natural targets. The ability is also nasty when layered with Lightning Ball or Storm Cloud, because the enemy has to move while Seven is already making movement annoying.
Do not waste it on a target who can walk away with no cost unless walking away is the point. Sometimes the win is not the stun. Sometimes the win is forcing the enemy carry to abandon the angle for three and a half seconds while the rest of your team gets to breathe.
Counterplay
Spread from the marked player. If you are the marked player, leave your team unless staying together is worth eating the stun. If you are not marked, do not chase the charged target into your own backline unless the plan is to help Seven do paperwork.
Line of sight, range discipline, and cooldown tracking matter. Once Static Charge is down, Seven loses one of his cleanest setup buttons until it comes back.
Patch Context
The official Minor Update – 06-11-2026 changed Seven’s bullet damage growth, Power Surge T3 duration, and Storm Cloud breakable interaction. It did not list a direct Static Charge change. Current Static Charge numbers here come from Deadlock.one’s Seven page checked on June 16, 2026.
Lore Context
Seven is written like a man who refused the normal end of a sentence. Static Charge feels like that in ability form: the target thinks the moment is still negotiable, and then the timer finishes speaking.
Sources
Current mechanics and the ability icon were checked against Deadlock.one’s Seven page and the Static Charge modal. Patch context was checked against Valve’s June 11, 2026 Steam News item.
For the broader Seven file, see DramaLock’s Seven lore guide, the current best heroes tracker guide, the matchups guide, and the synergies guide.
