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Flowborn (Marksman)

Flowborn (Marksman)

Farm LaneMarksmanDifficulty: Easy

Win, Pick and Ban Rates

Farm Lane
B
Tier / Pop
49.84%
Win Rate
0.82%
Pick Rate
0.04%
Ban Rate

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

Build 1Finishing with 439 physical attack
  • Flash

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.

Build 2Extra range and attack speed
  • Flash

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

Playstyle

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.

Recommended Combos
Triple No-Retreat Volley

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.

Push Off and Fire 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.

Arrowstorm Pursuit

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.

Strengths
  • 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
Weaknesses
  • 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
Early Game Strategy

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.

Mid Game Strategy

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.

Late Game Strategy

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.

Teamfight Strategy

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

2-hero team
2.24%
1.81%
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 1: Convergence
1

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
Flowborn can draw the Flow into their body at the Base, increasing Attack Speed by 10%-20% (increases with hero level) and enhancing one of four other stats.
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.
Lvl 1Lvl 15
Enhanced BA Damage
80160
Max Health
300600
Physical Attack
3060
MSPD
3.5%7%
Cooldown Reduction
5%10%
Convergence
Skill 1⏳ CD: 12.5s | Mana: 50

Convergence

EnhanceRecoveryKnock Back
Flowborn channels the Flow, dealing 100 (100 + 25% 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 Arrow of No Retreat and Arrowstorm 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
Cooldown
12.51211.51110.510
Base Damage
100120140160180200
Base Recovery
150180210240270300
Arrow of No Retreat
Skill 2⏳ CD: 7.5s | Mana: 25

Arrow of No Retreat

MovementDamage
Flowborn shoots an enormous projectile at the target (can be blocked by enemy heroes), dealing 450 (450 + 120% extra physical attack) physical damage and knocking back non-hero units.
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.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
7.57.26.96.66.36
Base Damage
450540630720810900
Arrowstorm
Ultimate⏳ CD: 25s | Mana: 60

Arrowstorm

DamageSpeed Up
Flowborn shoots 7 volleys of light projectiles at the target location (casting speed increases with Attack Speed), dealing 75 (40 + 21% physical attack) physical damage (every 3 projectiles counts as 1 Basic Attack). Projectiles lock on to targets within range. Also gains a 10% Movement Speed increase. Use this skill again to levitate.
Can spend 5 stacks of Flow to use this skill again.
Lvl 1Lvl 2Lvl 3
Cooldown
2522.520
Base Damage
406080
Projectile Count
71013

Patch History

Flowborn (Marksman)September 23 patch (S16)
Nerf
Flowborn (Marksman) — the passive's Movement Speed becomes a flat value Passive "Swift" (shared across Flowborn forms) • Movement Speed bonus: +3.5%–7% → +12.5–25 What this means This is a change to the passive all three Flowborn forms share: the bonus is now a flat value rather than a percentage. At a base of 360 (this site's measured figure) the bonus moves from 12.6 to 12.5 at level 1 and from 25.2 to 25 at max, which is close to nothing by itself. It bites once Movement Speed items are in the build, since the percentage used to scale with them. This follows the September 10 update, which cut the base damage on this hero's ultimate, so it is a second reduction in a row. Flowborn (Marksman) ranked 7th on win rate in the farm lane at 51.5% (official stats fetched 2026-09-11).
Flowborn (Marksman)September 10 patch
Nerf
Flowborn (Marksman) — ultimate base damage down a fifth at every level Ultimate (Arrowstorm) • Base damage 50 (+25 per level, 24% physical attack) → 40 (+20 per level, 21% physical attack) What this means The base damage falls by a fifth at every level: 50 → 40 at level 1, 100 → 80 at level 3. The physical attack ratio drops from 24% to 21% too. Skills 1 and 2 and the basic attack are untouched. Targets that used to fall to the ultimate's damage may now need one more push. After casting the ultimate, it is safer to land a few basic attacks before committing to the kill. Flowborn (Marksman) ranked 4th of 18 farm lane heroes on win rate at 52.26%, with a 1.17% pick rate in 9th (official statistics, retrieved 2026-09-04). This is a trim for a hero who was already winning, and none of the skill mechanics changed.

Other Farm Lane 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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