Win, Pick and Ban Rates
Change vs 2026-09-25
- Tier
- unchanged
- Win Rate
- +2.2pt
Statistics from the official in-game HoK Camp (as of 2026-10-09).
Base Stats
- Max HP
- 3250
- Max MP
- 620
- Physical Attack
- 165
- Magic Attack
- 0
- Physical Armor
- 150|20%
- Magic Defense
- 75|11.1%
- Movement Speed
- 365
- Attack Range
- Ranged
Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Strategy Guide
A roamer that hands out shields and range from a platform at their feet, and uses sound waves to damage and heal at the same time. With no hard crowd control, the kit leans into protection and support.
Best for: players happy to stay glued to a teammate. The shield and range only exist on the platform, so long stretches of scouting alone waste them. Mechanically, the habit to build is checking that you still hold 4–5 stacks of Flow before each extra cast.
Cast Skill 1 near teammates and minions to bank at least 8 stacks of Flow. Every 4 stacks buys one extra Protection Melody, so you can recast twice in a row on the platform. Each recast refreshes the duration and adds 25%, then 50% more shield.
Lingering Melody can be cast again by spending 5 stacks of Flow. Bank at least 5 with Skill 1 first and you can fire two full sets of 8 sound waves back to back. Every hit also restores Health to you (60 at Lvl 1), which helps you hold out while the waves are firing.
Skill 2 raises the platform and knocks back a diver; if they are still close, Skill 1 knocks them back again. Meanwhile your allies pick up the platform shield. Spend 1 Flow from Skill 1 on an enhanced Basic Attack and its ricochet heals an allied hero (80 Health at hero Lvl 1).
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.
- Protection Melody hands a shared shield and 75 extra range to every ally on the platform
- Convergence heals more and grants more Flow the more teammates and minions are nearby
- Lingering Melody's 8 sound waves damage the enemies they hit and heal the allies they hit
- The enhanced Basic Attack ricochets to nearby units twice, healing the allies it reaches
- Every knockback applies no crowd control, and the kit has no stun or launch
- The shield and range bonus only reach allies standing on the platform at Flowborn's feet
- Extra casts cost 4–5 stacks of Flow, and once they are spent you get fewer casts until Skill 1 is back
- The shield and self-healing scale with extra Health, while damage and ally healing scale with magical attack, so item stats get split between the two
Official HoK Camp data lists Flowborn (Roamer) as a roamer. Convergence restores more Health and grants more Flow the more teammates and minions are nearby, so early on it gets the most value beside a minion wave and your laner. Each stack of Flow can be spent on an enhanced Basic Attack. Its sound wave ricochets to nearby units twice, and a ricochet that reaches an allied hero restores 80 Health (at hero Level 1). With no allied hero nearby, it heals no one. Once Lingering Melody unlocks at Level 4, move with your jungler's ganks. You have no way to hold enemies in place, so let your teammates call the engage.
The Tyrant and Overlord both spawn at 4:00. Before contesting them, stock at least 8 stacks of Flow with Convergence. Protection Melody costs 4 stacks for an extra cast, so recasting twice on the platform takes it to its third stage, Harmonious Song. Each recast extends the platform and raises the shield by 25%, then 50%. The platform only appears beneath your own feet, so stand next to the teammate you want to protect before you cast. Teammates on it gain 75 attack and skill range and can fire from further back than usual.
Late in the game, your place is beside your marksman or mage. Nothing in your kit stops an enemy, so you answer divers with knockbacks and shields. Protection Melody serves both offense, stretching your team's range, and defense, pushing divers away. Cast it to attack, and its knockback is gone until the cooldown ends. Keep 4 stacks of Flow in reserve and you can cast it again on the spot. Teammates leaving the platform dash in the direction they are moving, so after a knockback, step off together with your backliner to fall back.
Fights start with you standing just behind your frontline and dropping Protection Melody. Backliners who step onto the platform fire with the shared shield and 75 extra range. When enemies close in, push them back with Convergence, which also cuts the cooldowns of Protection Melody and Lingering Melody by 50% and returns at least 5 stacks of Flow. Lingering Melody fires 8 sound waves, damaging enemies and healing allies they hit. Aim it where both teams are tangled up, and one cast reaches both sides. Waves that hit a wall ricochet into new waves (up to 3, at 75% damage), so in jungle corridors, aiming at a wall gives you more waves.
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.
First Skill to Level Up
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
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, firing a sound wave that deals an extra 90 (90 + 13.5% magical attack) magical damage to the target and ricochets to nearby units 2 times, dealing equal damage. When it ricochets to a teammate, it restores 80 (80 + 12% extra magical attack) Health.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
| Base Damage | ||
| Base Damage | 90 | 180 |
| Health Recovery | ||
| Health Recovery | 80 | 160 |

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 |
| Health Recovery | ||||||
| Health Recovery | 150 | 180 | 210 | 240 | 270 | 300 |

Protection Melody
Use the skill repeatedly while on the casting platform to cycle through the different skill effects in sequence:
Scudding Clouds: Expands the casting platform and extends its duration, while granting an extra 25 attack and skill range and 25% shield.
Harmonious Song: Expands the casting platform and extends its duration, while granting an extra 50 attack and skill range and 50% shield.
Can spend 4 stacks of Flow to use an extra Protection Melody. Gains an extra 50% increase to attack and skill range while on the platform.
| 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 |
| Shield | ||||||
| Shield | 320 | 384 | 448 | 512 | 576 | 640 |
| Self Buff | ||||||
| Self Buff | 50% | 60% | 70% | 80% | 90% | 100% |

Lingering Melody
Hits an enemy: Deals 92 (92 + 14% magical attack) magical damage.
Hits an ally: Restores 60 (60 + 9% extra magical attack) Health.
Hits a wall: Ricochets up to 3 times, creating new sound waves that deal 75% damage.
Flowborn can spend 5 stacks of Flow to use an additional Lingering Melody.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
| Cooldown | |||
| Cooldown | 25 | 22.5 | 20 |
| Base Damage | |||
| Base Damage | 92 | 138 | 184 |
| Ally Recovery | |||
| Ally Recovery | 60 | 90 | 120 |
| Self Recovery | |||
| Self Recovery | 60 | 90 | 120 |
| Self Speed Up | |||
| Self Speed Up | 90 | 135 | 180 |
Other Roam Heroes
Stats: official HoK Camp, as of
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