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Flowborn (Assassin)

Flowborn (Assassin)

JungleAssassinDifficulty: Easy

Win, Pick and Ban Rates

Jungle
A
Tier / Pop
50.19%
Win Rate
1.21%
Pick Rate
1.59%
Ban Rate

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

Playstyle

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.

Recommended Combos
Knock Back, Then Chase

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.

Finish with Cutthroat

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.

Empty Out, Then Reload

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.

Strengths
  • 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
Weaknesses
  • 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
Early Game Strategy

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.

Mid Game Strategy

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 Game Strategy

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.

Teamfight Strategy

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.

First Skill to Level Up

Official pickSkill 1: Convergence
1

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
Passive

Flow of the World

SwitchDamage
While at base, Flowborn can channel the Flow into their body, gaining an extra 12.5–25 Movement Speed (scales with hero level) and enhancing one of four stats:
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.
Lvl 1Lvl 15
Enhanced BA Damage
135270
Convergence
Skill 1⏳ CD: 12.5s | Mana: 30

Convergence

EnhanceRecoveryKnock Back
Flowborn channels the Flow, dealing 100 (100 + 30% extra physical attack) physical damage to nearby enemies and knocking them back (without applying crowd control). Also recovers 150 (150 + 4% extra Health) Health, gains 5 stacks of Flow, and reduces the cooldown of Claw Flurry and Mortal Talons by 50%.
Nearby teammates and minions increase the recovery up to 100%, and stacks of Flow up to 9 stacks.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Recovery
150180210240270300
Knockback Damage
100120140160180200
Cooldown
12.51211.51110.510
Claw Flurry
Skill 2⏳ CD: 7.5s | Mana: 30

Claw Flurry

MovementDamageRecovery
Flowborn dashes in the target direction. If there is an enemy near the destination, Flowborn recovers 300 (300 + 4.5% extra Health) Health (halved if a non-hero unit) and then repeatedly phases through enemies while attacking:
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.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Phase Damage
180216252288324360
Execute Damage
180216252288324360
Cooldown
7.57.26.96.66.36
Health Recovery
300360420480540600
Mortal Talons
Ultimate⏳ CD: 25s | Mana: 75

Mortal Talons

Crowd ControlMovementDamage
Flowborn unsheathes their twin claws and dashes to the target location, gaining crowd control immunity and dealing 200 (200 + 65% extra physical attack) physical damage to enemies along the path. Upon reaching the destination, deals an additional 300 (300 + 100% extra physical attack) physical damage and knocks back enemies.
Flowborn can spend 5 stacks of Flow to use an additional Mortal Talons.
Lvl 1Lvl 2Lvl 3
Base Damage
200300400
Claw Damage
300450600
Cooldown
2522.520

Other Jungle 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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