Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- +1.9pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3340
- Max MP
- 470
- Physical Attack
- 173
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 385
- Attack Range
- Melee
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Strategy Guide
A jungle assassin that chains dashes which heal on landing near enemies, diving into ganks and teamfights. Official difficulty: Easy.
Best for: players who can land Claw Flurry right next to an enemy, since it only heals and strikes when one is near where it ends. If tracking Flow stacks and Skill 1's cooldown together still feels busy, cycling just Skill 1 and Skill 2 is enough to start.
Casting Convergence first banks Flow for the bonus casts later. Mortal Talons dashes in with crowd control immunity and knocks back enemies at the destination. Claw Flurry closes the gap to the target you knocked away, and the recast within 2s turns the final strike into Darkest Shadow.
Chain casts within 2s and Darkest Shadow raises the final strike's damage by 50%; Cutthroat keeps that boost and adds 10% of the target's lost Health. Bonus casts cost 4 stacks each, so 9 stacks pay for two and leave one for an enhanced Basic Attack.
Slot Convergence in right after spending Mortal Talons and Claw Flurry. Both cooldowns drop by 50% and Health comes back. Convergence always grants at least 5 Flow stacks, exactly enough to fire Mortal Talons a second time.
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.
- Claw Flurry restores 300 Health (Level 1) each time it lands near an enemy, sustaining deep dives
- Convergence cuts the cooldowns of Claw Flurry and Mortal Talons by 50%, bringing both dashes back sooner
- Mortal Talons dashes in with crowd control immunity, so enemies holding CC can't stop the dive
- Cutthroat adds 10% of the target's lost Health, making wounded targets easy to finish
- Claw Flurry neither heals nor strikes without an enemy near its endpoint, so a miss is just movement
- No stun or slow; Flowborn can only knock enemies back or pull them in slightly
- Melee range, and every skill needs Flowborn close to the target
- Bonus casts depend on Flow stacks; run dry and the chain gets shorter
Official HoK Camp data lists Flowborn (Assassin) as a jungler. Start on the red or blue buff and head straight for Level 4, when your ultimate unlocks. Claw Flurry's healing is halved against monsters, but it still restores 150 at Level 1, so you keep your Health up as you clear. Cast alone in the jungle, Convergence gives only its base healing and Flow. Cast it while a teammate helps with your first camp, and both go up. Your first gank comes at Level 4 with Mortal Talons. You have no stun or slow of your own, so start with lanes where your laner has crowd control.
Before a gank, cast Convergence next to your minions or your laner. The more of them nearby, the more Flow you gain, up to 9 stacks, and that decides how many bonus casts you get. With 8 stacks you can fire Claw Flurry three times in a row, and the third becomes Cutthroat. Cutthroat adds 10% of the target's lost Health, so it hits hardest on targets your team has already worn down. The Tyrant and Overlord both spawn at 4:00; stock up next to your team before contesting them too. Invade the enemy jungle alone and Convergence yields only 5 stacks, which covers a single bonus cast.
Late in the game, leave the initiation to your frontline. You fight at melee range with no way to hold an enemy in place, so going in first tends to get you surrounded before you reach the backline. Go for backliners your team has chipped, or anyone who has stepped too far forward. Mortal Talons gives you crowd control immunity as you dash, so you can still get in while the enemy holds crowd control. Keep 5 stacks of Flow in reserve and you can cast Mortal Talons again to get out after the kill. Claw Flurry works as an escape too, but fired away from enemies it restores no Health.
Before the fight, cast Convergence near your team and stock as much Flow as you can (up to 9). Let your frontline open, and wait on the flank. Dive the enemy backline with Mortal Talons; the knockback at the destination scatters anyone bunched up. Recast Claw Flurry within 2 seconds each time and finish the weakened target with Cutthroat. Each Claw Flurry that lands near an enemy restores 300 Health at Level 1, so you can hold out while surrounded as long as the casts keep coming. When you run dry, weave in Convergence: it pushes nearby enemies back, cuts the cooldowns of Claw Flurry and Mortal Talons by 50%, and returns at least 5 stacks of Flow.
Counters & Synergies
Countered-by and synergy picks are this site's own reading, based on each hero's kit. What the official app publishes is how often heroes are picked together (see "Frequently Paired With" below); it does not publish any rating of how well they match up.
First Skill to Level Up
Source: the official in-game HoK Camp (fetched 2026-09-24). What to level after this depends on the matchup.
Skills

Flow of the World
Vitality: Gains an extra 300–600 Health.
Piercing Heart: Gains an extra 30–60 Physical Attack.
Haste: Gains an extra 50–100 Physical Pierce.
Focus: Gains an extra 5%–10% Cooldown Reduction.
Flowborn can use 1 stack of Flow to unleash an enhanced Basic Attack, dealing an extra 135 (135 + 45% extra physical attack) + 3% max Health magical damage to enemies in the center of the attack area.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Enhanced BA Damage | ||
| Enhanced BA Damage | 135 | 270 |

Convergence
Nearby teammates and minions increase the recovery up to 100%, and stacks of Flow up to 9 stacks.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Recovery | ||||||
| Base Recovery | 150 | 180 | 210 | 240 | 270 | 300 |
| Knockback Damage | ||||||
| Knockback Damage | 100 | 120 | 140 | 160 | 180 | 200 |
| Cooldown | ||||||
| Cooldown | 12.5 | 12 | 11.5 | 11 | 10.5 | 10 |

Claw Flurry
The first two phase strikes deal 180 (180 + 60% extra physical attack) physical damage to enemies in range.
The final strike deals 180 (180 + 60% extra physical attack) physical damage and slightly pulls in enemies.
Use repeatedly within 2s to cycle through the different skill effects in sequence:
Darkest Shadow: Final strike damage is increased by 50%.
Cutthroat: Final strike damage is increased by 50%, and it also deals extra physical damage equal to 10% of the target's lost Health.
Flowborn can spend 4 stacks of Flow to use an additional Claw Flurry.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Phase Damage | ||||||
| Phase Damage | 180 | 216 | 252 | 288 | 324 | 360 |
| Execute Damage | ||||||
| Execute Damage | 180 | 216 | 252 | 288 | 324 | 360 |
| Cooldown | ||||||
| Cooldown | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
| Health Recovery | ||||||
| Health Recovery | 300 | 360 | 420 | 480 | 540 | 600 |

Mortal Talons
Flowborn can spend 5 stacks of Flow to use an additional Mortal Talons.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Base Damage | |||
| Base Damage | 200 | 300 | 400 |
| Claw Damage | |||
| Claw Damage | 300 | 450 | 600 |
| Cooldown | |||
| Cooldown | 25 | 22.5 | 20 |
Other Jungle Heroes
Stats: official HoK Camp, as of
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