Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- ±0.0pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3250
- Max MP
- 600
- Physical Attack
- 170
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 360
- Attack Range
- Ranged
- HP Regen / s
- 40
- MP Regen / s
- 15
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Recommended Builds
When the enemy team fields two or more high-HP front-liners
Doomsday moves up to second, locking in 500 max HP and 20% physical lifesteal by 2,800G. Its passive adds 80-160 plus 7% of the target's bonus HP to every basic attack, biting hardest into stacked HP. Daybreaker's Virtue also comes early, fourth at 7,410G, for 15% physical penetration (doubled on ranged heroes). Overlord's Might closes the set with 30% extra damage to enemies below 50% HP, taking physical attack to 439 in total.
When enemies dive you often and you want to hold your distance
Shadow Ripper second puts 20% crit rate and 7.5% movement speed on the board at 2,740G. Eternity Blade then comes fourth to raise crit damage early, pushing Daybreaker's Virtue back to fifth. Sunchaser closes the set with an active that adds 125 basic-attack range and 20% movement speed for 5 seconds, on a 75-second cooldown. Totals reach 86% crit rate and 130% attack speed, trading 110 physical attack against build 1 for more shots landed.
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 clean, honest marksman whose individuality lives in Flow selection — choose your own stat growth, then fight with a big arrow and an arrow storm anyone can understand.
Best for: learning marksman fundamentals at a low execution cost — a big arrow, an arrow storm, and one real choice: the Flow you pick back at base.
Chaining casts within 1.5s raises the damage by 25% and then 50%, and the third shot levitates Flowborn. The raw cooldown cannot deliver three in time, so the 4-Flow-stack bonus cast fills the gap. The projectile stops on the first enemy hero it hits, so an angle that puts their frontline in the way will never reach the back.
When someone closes the gap, Skill 1 is the answer: it knocks them back without applying crowd control, restores Health, and banks 5 stacks of Flow. Skill 2 and Skill 3 both return at half cooldown, turning the retreat into return fire. More teammates and minions nearby means more healing and more stacks.
The volley locks on to targets inside the marked area — 7 projectiles at Level 1, with every 3 counting as one Basic Attack. Flowborn also gains 10% Movement Speed, which is what keeps a fleeing target in range. Using the skill again levitates. Hold 5 stacks of Flow and one more cast comes without waiting on the cooldown.
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.
- Attack speed uniquely accelerates skill animations, double-dipping every point
- Skill 1's knockback, healing, and cooldown refund make elite self-peel
- Flow-stack bonus casts create burst windows that ignore cooldowns
- Post-cast movement and aerial attacks on Skill 2 and the Ultimate make kiting exceptional
- Weak base damage before Level 4 — early trades are nearly always losses
- The piercing arrow loses 30% damage after passing through a target, so long-range poke rarely finishes anyone
- Sloppy stack management removes the bonus casts and flattens the damage spikes
- Targeted CC is lethal once Skill 1 is down, with no second escape
Pick your Flow boon at base, then head for the farm lane. Take the max-HP option (300 HP) into aggressive matchups, and borrow damage with the physical attack boon when the lane looks safe. Until Level 4 your base damage is genuinely poor, so this is not a trading window — quietly collect last hits and experience and nothing else. If an enemy closes the gap, Skill 1's knockback and healing reset the exchange more often than not. It also halves the cooldowns of Skill 2 and the Ultimate, so spending it defensively never feels like a waste.
From 8 to 10 minutes, once attack-speed boots and your first damage item are online, Flowborn's signature mechanic starts spinning: attack speed accelerates your skill animations too. You're still not the main character of teamfights, so shove the lane, sweep open jungle camps, and rush your second core item. When called to Tyrant, join from the very back — planting Skill 2's giant arrow into the closest enemy is a full shift on its own. Each cast tacks on a short move afterward, so build the habit of stepping back half a pace every time you fire. It quietly prevents most deaths.
Past 15 minutes, at four items and up, the lead role changes hands. Weaving bonus casts of Skill 2 and the Ultimate between basic attacks — paid for with Flow stacks — creates the damage spikes that define this hero's endgame. Fire Skill 2 three times within 1.5 seconds and the third becomes an aerial attack at 50% bonus damage, so the moment your frontline pins someone is the moment to unload the triple. Skill 1 restocks five stacks, more with allies or minions nearby; never let the tank run empty between fights. And never walk anywhere alone — stay close enough to see a teammate's back at all times.
Your position is locked to the very back, and your target is whoever stands closest. When chased, Skill 1's knockback peels them off while the heal and the 50% cooldown refund on Skill 2 and the Ultimate set up your next burst. Arrowstorm's volley also grants 10% move speed, tailor-made for kiting backward. Once the enemy front cracks, spend your saved Flow stacks on the Skill 2 triple volley into whatever remains of their backline. You are softest right after dumping everything — at zero stacks, sit at max range and refuse to get greedy. That's how this hero grows old.
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: Increases max Health by 300.
Piercing Heart: Increases Physical Attack by 30.
Haste: Increases Movement Speed by 12.5%.
Focus: Increases Cooldown Reduction by 5%.
Enhanced Basic Attack: Fires a piercing projectile, dealing 80 (80 + 20% extra physical attack) physical damage to enemies in its path. Hitting an enemy extends its travel distance while reducing damage by 30%.
Each enhanced Basic Attack consumes 1 stack of Flow.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Enhanced BA Damage | ||
| Enhanced BA Damage | 80 | 160 |
| Max Health | ||
| Max Health | 300 | 600 |
| Physical Attack | ||
| Physical Attack | 30 | 60 |
| MSPD | ||
| MSPD | 3.5% | 7% |
| Cooldown Reduction | ||
| Cooldown Reduction | 5% | 10% |

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 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 12.5 | 12 | 11.5 | 11 | 10.5 | 10 |
| Base Damage | ||||||
| Base Damage | 100 | 120 | 140 | 160 | 180 | 200 |
| Base Recovery | ||||||
| Base Recovery | 150 | 180 | 210 | 240 | 270 | 300 |

Arrow of No Retreat
Flowborn can dash a short distance upon use (use it again within 1.5s to become enhanced).
Second Use: Enhances projectile damage by 25%.
Third Use: Levitates and enhances projectile damage by 50%.
Can spend 4 stacks of Flow to use this skill again.
Casting speed increases with Attack Speed.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
| Cooldown | ||||||
| Cooldown | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
| Base Damage | ||||||
| Base Damage | 450 | 540 | 630 | 720 | 810 | 900 |

Arrowstorm
Can spend 5 stacks of Flow to use this skill again.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 25 | 22.5 | 20 |
| Base Damage | |||
| Base Damage | 40 | 60 | 80 |
| Projectile Count | |||
| Projectile Count | 7 | 10 | 13 |
Patch History


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