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Florentino

Florentino

Clash LaneFighter

Win, Pick and Ban Rates

Clash Lane
B
Tier / Pop
50.02%
Win Rate
0.4%
Pick Rate
1.12%
Ban Rate

Change vs 2026-09-25

Tier
A → B
Win Rate
−0.9pt

Statistics from the official in-game HoK Camp (as of 2026-10-09).

Compare Florentino with another hero →

Recommended Builds

Build 1Pierce and uptime to grind tanks down
  • Flash

When the enemy front line is thick and you need attrition to break it.

Boots of Tranquility open at 700G with 15% Cooldown Reduction, and the finished build reaches 50%. All 100 points of Physical Pierce come from the Mutation and Eagle Eye arcana, so it is live before the first item lands. Overlord's Might closes the build with 30% bonus damage against enemies under 50% HP. With 660 Physical Defense and 2000 Max Health behind him, Florentino can hold the front and finish the job.

Build 2Stacked health for long trades

When the enemy team leans physical and you want to keep trading up front.

Boots of Fortitude lead, cutting physical damage taken by 6-12% from 700G onward. Axe of Torment lands third, putting 90-180 Physical Pierce online at the 4,930G mark. Max Health reaches 2500, and Blood Rage converts it: every basic attack deals bonus physical damage equal to 1.5% of bonus health. Calamity and Compassion arcana finish it with 16% Critical Rate and 10% Cooldown Reduction.

This is what the Popular tab of the in-game Recommended Loadout screen showed on 2026-08-28. The number on each arcana is how many of the 30 slots it fills; each colour adds up to 10. The game also shows a rank and a win rate, but those shift from day to day, so they are not reproduced here.

Strategy Guide

Playstyle

A fencer who scatters bouquets and weaves between them, each pickup refreshing his empowered strikes. He duels by designing routes through his own flowers — elegant to watch, demanding to pilot.

Best for: players who choreograph their footwork mid-fight, since every bouquet touched refreshes Triple Threat and the route between the flowers is the combo.

Recommended Combos
Bouquet Pickup Loop

A landed Skill 1 scatters 3 bouquets around the target for 3.5s. Every bouquet Florentino steps on empowers his next Basic Attack and refreshes Skill 2's cooldown. Each of Skill 2's three strikes adds true damage and trims 1s from Skill 1's cooldown. The bouquets last 3.5s: if the route to all three is not clean, take one and get out.

Marked Duel

The dash marks the first enemy hero it hits and raises their damage taken for 5s. Three bouquets bloom around that target. Crowd control immunity starts at 3s and gains 1s for every bouquet touched. Enhanced Basic Attacks heal double while the skill runs, and each pickup hands Skill 2 back. The duel comes down to how much true damage fits inside those 5 marked seconds.

Hit and Step Away

Simply leaving combat empowers the next Basic Attack. In lane, cash that in for the dash hit and the first two strikes of Skill 2, then walk out. The opening strike carries a 1s extreme slow, so the chase loses ground. Skill 2 enters its real cooldown only after the third strike: stop at two, and that strike plus the quick move behind it becomes the exit.

These combos are not official data. They are this site's own write-up, built only from the skill data transcribed from the in-game display; nothing that the skill text does not state is included.

Strengths
  • Flower pickups reset Skill 2 endlessly, cycling true damage nonstop
  • Enhanced-basic healing — doubled during the Ultimate — wins any slugfest
  • The dash's crowd control immunity forces 1v1s on his terms
  • Constant dashes and bonus moves make roams and split pushes fast
Weaknesses
  • Miss Skill 1 and no flowers bloom — the combo loses its front door
  • Flower spots are predictable; CC placed on the pickup path shreds him
  • Few answers to long-range poke and disciplined kiting
  • Flower tracking and micro-movement demand real practice time
Early Game Strategy

In the clash lane, Level 1 starts with Skill 1. The 0.75-second stun sprouts three flowers around your target, so collect them mid-stun, then chain enhanced basic attack into Skill 2 for a trade loaded with true damage that your opponent simply cannot match. The enhanced basic heals 140 HP when it strikes a hero, which means the longer the slugfest runs, the wider the HP gap grows — that's the Florentino experience. Once the Ultimate arrives at Level 4, the mark's 10% bonus damage taken plus crowd control immunity makes your duels nearly unloseable. Just pick flower routes on the side ganks can't reach.

Mid Game Strategy

Around nine minutes, with your first two core items finished, it's time to move. Chip the enemy tower down, then show up mid: Skill 3's dash into the flower loop makes you a one-man gank engine. In the standoffs before Tyrant or Overlord, one Skill 1 threaded from a river bush is enough to take a pick. When nothing is happening, splitting side towers is genuinely one of your best uses of time. Watch your sustain, though — the enhanced basic's healing is halved against minions, so don't loiter in a lane at low HP expecting to heal it back.

Late Game Strategy

With a frost gauntlet and a sustain piece rounding out your build, the late game rewards duels over head-on 5v5s. Pressure a side lane, then catch whoever comes to answer with Skill 3 and finish them — that's the golden pattern. At rank 3 the mark raises their damage taken by 20%, and cycling Skill 2's true damage through flower pickups on a target like that kills even tanks on a timer. The only real threat is getting surrounded. Crowd control immunity runs 3 seconds and extends 1 second per bouquet you touch, but that ceiling is real — CC timed for the moment it drops will still put you down.

Teamfight Strategy

You are not the frontal engage. Wait in a side bush, let the enemy's CC land on your frontline, then commit the Ultimate onto their backline. The dash blooms three flowers on arrival, so once you land, dance the loop — flower, Skill 2, flower, Skill 2 — and your damage never pauses. While the Ultimate runs, enhanced basic healing doubles, letting you shrug off a surprising amount of focus mid-combo. Your one losing script is getting burst before the first flower pickup. In the instant before you dive, check what skills the enemy still has up — every time.

Frequently Paired With

2-hero team
3.03%
2.56%
3-hero team

The figures are the "match rate" published by the official in-game HoK Camp: how often these heroes ended up on the same team (fetched 2026-08-14). It is not a win rate, so a higher number does not mean a stronger pairing.

First Skill to Level Up

Official pickSkill 1: Blossom
1

Source: the official in-game HoK Camp (fetched 2026-08-14). What to level after this depends on the matchup.

Skills

Shuffle
Passive

Shuffle

When Florentino leaves combat or touches a bouquet, his next Basic Attack is enhanced for 5s to include a dash and deal 160 (160 + 50% extra physical attack) extra physical damage. If it hits an enemy hero, he recovers 140 (140 + 2% extra Health) Health (halved against non-hero units).
After the dash ends, he can dash a certain distance again.
Lvl 1Lvl 15
Bonus Damage
160320
HP Regen
140280
Blossom
Skill 1⏳ CD: 9s

Blossom

Florentino tosses a bouquet forward, dealing 300 (300 + 95% extra physical attack) physical damage, stunning the first enemy hit for 0.75s, and scattering 3 bouquets around the target that last 3.5s.
If Florentino touches a bouquet, he gains the enhanced Basic Attack Shuffle and refreshes Triple Threat's cooldown.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
300360420480540600
Cooldown
98.68.27.87.47
Triple Threat
Skill 2⏳ CD: 1.5s

Triple Threat

Florentino attacks the target 3 times with his sword.
1st Attack: Deals 120 (120 + 35% extra physical attack) physical damage and inflicts extreme slow for 1s.
2nd Attack: Deals 120 (120 + 35% extra physical attack) physical damage.
3rd Attack: Deals 120 (120 + 35% extra physical attack) physical damage over 2 hits.
Each hit deals an additional 120 (120 + 35% extra physical attack) true damage to the target and reduces Blossom's cooldown by 1s.
There is a 1.5s cooldown between the first 2 attacks. After the third attack, the skill goes on cooldown. After each attack, Florentino can dash a certain distance.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
120144168192216240
True Damage
120144168192216240
Attack Interval
1.51.41.41.31.31.2
Cooldown
54.84.64.44.24
Gentlemen's Duel
Ultimate⏳ CD: 30s

Gentlemen's Duel

Florentino dashes in the target direction, marking the first enemy hero hit and increasing their damage taken by 10% for 5s while scattering 3 bouquets around them.
During the skill's duration, the recovery effect of Shuffle's enhanced Basic Attack is doubled, and Florentino gains crowd control immunity for 3s, extended by a further 1s for every bouquet he touches.
Touching a bouquet grants Shuffle's enhanced Basic Attack and refreshes Triple Threat's cooldown.
After the dash ends, he can dash a certain distance again.
Lvl 1Lvl 2Lvl 3
Cooldown
302724
Damage Taken Increase
10%15%20%

Patch History

FlorentinoSeptember 23 patch (S16)
Nerf
Florentino — Skill 2 damage cut by just under 10% Skill 2 "Triple Threat" • Base damage: 130 (+26 per skill level) (+40% extra Physical Attack) → 120 (+24 per skill level) (+35% extra Physical Attack) • True damage: 130 (+26 per skill level) (+40% extra Physical Attack) → 120 (+24 per skill level) (+35% extra Physical Attack) What this means Base and true damage come down by the same amount: 120 instead of 130, +24 per rank instead of +26, and a 35% ratio instead of 40%. True damage ignores defence, which is what made this skill reliable into tanky opponents. With that portion reduced, those fights take longer than they used to. Florentino ranked 9th on win rate in the clash lane at 51.62%, with the highest ban rate in that lane at 1.68% (official stats fetched 2026-09-11).
FlorentinoJuly 2 patch
Nerf
Florentino Skill 2 (Triple Threat) • Base damage 140 (+28/lv, 45% bonus AD) → 130 (+26/lv, 40%) • True damage cut identically: 140 (+28/lv, 45%) → 130 (+26/lv, 40%) What this means The painful part is that his true damage was cut alongside the normal damage. True damage ignores defenses, and it was his answer to durable targets — so he now melts tanks noticeably slower. Because Florentino wins through volume, a ~7% reduction per hit compounds across a full combo. His mobility and combo flow are untouched, however.

Other Clash Lane Heroes

Stats: official HoK Camp, as of

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-10-09). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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