Skip to content
Honor of Kings HubUnofficial
Flowborn (Mage)

Flowborn (Mage)

Mid LaneMageDifficulty: Easy

Win, Pick and Ban Rates

Mid Lane
C
Tier / Pop
47.5%
Win Rate
0.33%
Pick Rate
0.05%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
−0.8pt

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

Base Stats

Max HP
3270
Max MP
640
Physical Attack
170
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
360
Attack Range
Ranged
HP Regen / s
45
MP Regen / s
16

Transcribed from the in-game hero status screen. Arcana bonuses are excluded.

Recommended Builds

Build 1HP and lifesteal to keep casting
  • Flash

When two or more high-HP frontliners are on the enemy team and fights run long

Boots of the Arcane go down first at 700G, locking in 60-120 magic penetration and 50 movement speed before anything else. Twilight Stream in slot four adds 20-40 penetration every time you damage an enemy hero, reaching 240 at six stacks. Insatiable Tome in slot five brings 24% magic lifesteal, and its Mana Conversion passive turns that into 12% more cooldown reduction. Mask of Agony closes the build, dealing 3% of the target's current HP four times over three seconds, and +2650 max HP keeps you in range.

Build 2Stacking magic attack for the burst
  • Flash

When the enemy has at most one frontliner and fights are settled quickly

Sage's Tome at 2610G in slot three and Savant's Wrath in slot four put raw magic attack ahead of everything else. Savant's Wrath raises magic attack by 30%, so the Venomous Staff and Void Staff bought after it are worth more than their listed numbers. The total reaches +1222 magic attack, 350 above build 1, and Void Staff finishes by raising magic penetration 45%. Slot one is Boots of Deftness at 70 movement speed rather than the penetration boots, with another 35-70 after five seconds out of combat.

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 turret mage who picks their own stat upgrades through Flow selection. The beam and the three-stage orb are simple area control — a polished template of the mage role.

Best for: players who like re-picking their build direction match to match. The piloting stays light: recasting Skill 2 inside two seconds supplies its own stun. Fire without counting Flow stacks, though, and the bonus cast is missing exactly when it is needed.

Recommended Combos
Three-Stage Lockdown

Recast Skill 2 within 2s and the orb becomes Dual Radiance, then Orb Volley. That supplies a 1/3-second stun and a 0.5-second stun without waiting on a teammate's crowd control, and Orb Volley's extra 25 range makes the third cast the easiest to land. Skill 1 is the refill: casts paid with 4 Flow stacks never enter cooldown.

Layering Under the Beam

Other skills stay available while the beam channels. Keep it burning, fire an orb, and recast within 2s for the stun. The beam links to the enemies around it and damages them once every 0.2 seconds, so the tighter they stand, the more it returns.

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
  • Spending Flow stacks lets Skill 2 and the Ultimate ignore cooldowns entirely
  • Recasting Skill 2 supplies two stuns with no outside help
  • Casting other skills during the Ultimate's beam packs absurd damage density
  • Skill 1's healing and cooldown cut give far more staying power than expected
Weaknesses
  • No mobility skill — once Skill 1's small knockback is baited, nothing else peels
  • Damage ceiling depends heavily on precise nine-stack Flow management
  • Skill 1's stack income and healing shrink without teammates nearby
  • Skill 2 is a straight-line orb, so stepping sideways lets it pass by
Early Game Strategy

Your game starts before you leave the fountain: pick the Flow boon at base. The cooldown option (5-10% CDR) is the default for combo uptime, while the magic-pierce boon punishes opponents who stack magic defense. In mid lane, Skill 2's orb is the chip damage — it detonates on a hero or a monster, or when it reaches the end of its path. It passes through minions, but piercing one shortens the fuse, so clearing the wave and touching the laner behind it rarely happen in the same cast. Decide which one you want before you fire. Treat Skill 1 less as a weapon and more as fuel: it cuts the cooldowns of Skill 2 and the Ultimate by 50% and restocks Flow, so fire it during safe windows while the wave sits on your side and you will never run dry at the 4-minute Tyrant fight. Until the Ultimate arrives at Level 4, winning the chip war is the whole job — don't force kills.

Mid Game Strategy

Around eight minutes, once cooldown boots and a magic-pierce staff are finished, a single orb starts taking frightening chunks out of people. The job now is recasting inside the two-second window to supply your own crowd control. The first cast slows 25% for 0.75s. The second, Dual Radiance, stuns for a third of a second; the third, Orb Volley, stuns for 0.5s and widens the radius by 25. Flow caps at nine stacks, so the iron rule is topping off with Skill 1 before every fight. Walk in empty and the four-stack bonus cast never comes, along with half your output.

Late Game Strategy

Past 15 minutes, holding the full combo in reserve becomes the win condition. With magic attack scaled through the final core items, Orb Volley's 0.5s stun into Skill 3's beam drops anyone with marksman-grade durability. Skill 3 lets you cast other skills mid-channel, so the ideal picture is holding the beam while firing fresh orbs. If someone dives you, you are not empty-handed: Skill 1 knocks them back, Skill 2 slows, and the follow-up casts stun twice. Four Flow stacks keep Skill 2 off cooldown entirely, so how many times you can shove a diver away comes down to the stack count. What Flowborn does not have is a dash or a blink — the moment they stand ahead of the frontline is the moment they die. When setting up before Overlord, always keep a wall and your teammates at your back.

Teamfight Strategy

Open every fight from the absolute backline. Skip the enemy tank; land Skill 2 on the fighter pushing into your carries, then chain the second and third casts' stuns to freeze their front. Once you see an enemy blink go down, commit the Ultimate — its beam links to the enemies around it and keeps ticking every 0.2 seconds. A Skill 2 paid for with four Flow stacks never touches its cooldown, so you can keep firing as long as stacks remain; that loop is the whole point of this hero. When you're spent, don't chase — fall back and let Skill 1's healing patch you up.

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.

Frequently Paired With

2-hero team
1.54%
1.52%
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 2: Starflow Cascade
2

Source: the official in-game HoK Camp (fetched 2026-08-14). 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 50–100 Magical Attack (scales with hero level) and enhancing one of four stats:
Vitality: Gains an extra 300–600 Health.
Piercing Heart: Gains an extra 50–100 Magical Pierce.
Haste: Gains an extra 12.5–25 Movement Speed.
Focus: Gains an extra 5%–10% Cooldown Reduction.
Flowborn can use 1 stack of Flow to unleash an enhanced Basic Attack, spreading its damage to up to 3 nearby enemies and dealing an extra 120 (120 + 24% magical attack) magical damage.
Lvl 1Lvl 15
Enhanced BA Damage
120240
Convergence
Skill 1⏳ CD: 12.5s | Mana: 50

Convergence

EnhanceRecoveryKnock Back
Flowborn channels the Flow, dealing 100 (100 + 20% magical attack) magical 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 Starflow Cascade and Arcane Arts by 50%.
Nearby teammates and minions grant additional recovery (up to 100%) and Flow stacks (up to 9 stacks).
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Recovery
150180210240270300
Knockback Damage
100120140160180200
Cooldown
12.51211.51110.510
Starflow Cascade
Skill 2⏳ CD: 7.5s | Mana: 40

Starflow Cascade

Crowd ControlDamage
Flowborn throws an orb in the target direction that explodes upon hitting a hero, monster, or reaching its endpoint, dealing 250 (250 + 50% magical attack) magical damage and slowing enemies by 25% for 0.75s, then dealing 3 strikes of 45 (45 + 9% magical attack) magical damage.
Using the skill repeatedly within 2s enhances the effects:
Dual Radiance: Stuns enemies for 1/3s instead of slowing them.
Orb Volley: Increases range by 25 and stuns enemies for 0.5s instead of slowing them.
When the orb pierces a minion, it triggers explosion damage in advance. Can spend 4 stacks of Flow to use an extra Starflow Cascade.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Base Damage
250300350400450500
Damage Over Time
455463728190
Slow
25%30%35%40%45%50%
Cooldown
7.57.26.96.66.36
Arcane Arts
Ultimate⏳ CD: 25s | Mana: 70

Arcane Arts

Damage
Flowborn channels the Flow forward, dealing 250 (250 + 50% magical attack) magical damage and slowing enemies by 25% for 0.75s. They then form a beam that pulls in all nearby enemies, dealing a total of 600 (600 + 120% magical attack) magical damage once every 0.2s.
Can spend 5 stacks of Flow to use an extra Arcane Arts. Other skills can be used during this skill.
Lvl 1Lvl 2Lvl 3
Beam Damage
6009001,200
Impact Damage
250375500
Cooldown
2522.520
Slow
25%37.5%50%

Patch History

Flowborn (Mage)September 23 patch (S16)
Buff
Flowborn (Mage) — double damage on the empowered attack, and an ultimate that now rewards placement Passive "Flow of the World" • Movement Speed: +3.5%–7% → +12.5–25 (both scale with hero level) • Empowered Basic Attack bonus damage: 60–120 (+12% Magical Attack) → 120–240 (+24% Magical Attack) • The empowered Basic Attack no longer deals area damage; it now chains to nearby enemies Skill 2 "Starflow Cascade" • Can now be cast while moving • Second cast in a chain: 0.5s knock-up → 0.333s stun • Third cast in a chain: area increased by 25 • Base damage: 325–650 (+65% Magical Attack) → 250–500 (+50% Magical Attack) • Damage over time: 65–130 (+13% Magical Attack) → 45–90 (+9% Magical Attack) • Slow: 30%–60% → 25%–50% • Slow duration: 1s → 0.75s Skill 3 "Arcane Arts" • Base damage: 700–1400 (+140% Magical Attack) → 250–500 (+50% Magical Attack) • Added: 25% slow for 0.75s • Linked beam damage (total against enemies in the area): 350–700 (+70% Magical Attack) → 600–1200 (+120% Magical Attack) What this means The damage has moved off the ultimate and onto the basic attack. The empowered hit now does twice as much and chains to nearby enemies instead of splashing, so waves clear faster and poke trades land harder. The ultimate tells the opposite story: base damage falls from 700–1400 to 250–500, while the linked beam climbs from 350–700 to 600–1200. It is no longer a single big hit. Line it up through a clumped team and it pays; drop it on one target and it does not. Skill 2 can be cast on the move, and its second cast trades a 0.5s knock-up for a 0.333s stun. That is a shorter window, so it holds a fleeing enemy less reliably than before. With every number on the skill reduced, the passive is where the lost damage comes back. The Movement Speed bonus is now a flat value instead of a percentage. At a base of 360 (this site's measured figure) the bonus goes from 12.6 to 12.5 at level 1 and from 25.2 to 25 at max, so it is close to even — until you stack Movement Speed items, where the flat value grows more slowly.

Other Mid Lane Heroes

Stats: official HoK Camp, as of

Spotted an error on this page? Email us. Naming the section, the correct value, and how you verified it makes the fix faster.

Report an error on this page

© 2026 Honor of Kings Hub. All rights reserved.

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.

This website is an unofficial fan site and is not affiliated with Tencent or Level Infinite in any way.
Honor of Kings is a registered trademark of Tencent.