Win, Pick and Ban Rates
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
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.
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
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.
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.
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.
- 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
- 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
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.
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.
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.
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
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
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
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.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Enhanced BA Damage | ||
| Enhanced BA Damage | 120 | 240 |

Convergence
Nearby teammates and minions grant additional recovery (up to 100%) and Flow stacks (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 |

Starflow Cascade
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.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Base Damage | ||||||
| Base Damage | 250 | 300 | 350 | 400 | 450 | 500 |
| Damage Over Time | ||||||
| Damage Over Time | 45 | 54 | 63 | 72 | 81 | 90 |
| Slow | ||||||
| Slow | 25% | 30% | 35% | 40% | 45% | 50% |
| Cooldown | ||||||
| Cooldown | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |

Arcane Arts
Can spend 5 stacks of Flow to use an extra Arcane Arts. Other skills can be used during this skill.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Beam Damage | |||
| Beam Damage | 600 | 900 | 1,200 |
| Impact Damage | |||
| Impact Damage | 250 | 375 | 500 |
| Cooldown | |||
| Cooldown | 25 | 22.5 | 20 |
| Slow | |||
| Slow | 25% | 37.5% | 50% |
Patch History

Other Mid Lane Heroes
Stats: official HoK Camp, as of
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