Skip to content
Honor of Kings HubUnofficial
Flowborn (Tank)

Flowborn (Tank)

Clash LaneTankFighterDifficulty: Easy

Win, Pick and Ban Rates

Clash Lane
C
Tier / Pop
49.45%
Win Rate
0.52%
Pick Rate
0.06%
Ban Rate

Change vs 2026-09-25

Tier
unchanged
Win Rate
+0.1pt

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

Base Stats

Max HP
3650
Max MP
600
Physical Attack
188
Magic Attack
0
Physical Armor
150|20%
Magic Defense
75|11.1%
Movement Speed
375
Attack Range
Melee
HP Regen / s
80
MP Regen / s
15

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

Recommended Builds

Build 1Cooldown-first bruiser tank
  • Flash

When another front-liner is already on your team and you can add damage yourself.

Boots of Tranquility open the build at 700G, so cooldown reduction lands before anything else. Frostscar's Embrace and Blood Rage come third and fourth, and with ten Stealth arcana they bring physical attack to +151. Cooldown reduction totals 31%, alongside +4887 max HP and +863 physical defense. Blood Rage gradually drains 30% of current HP in exchange for a shield worth 40% of max HP that lasts four seconds.

Build 2Pure HP and tenacity wall

When the enemy team is stacked with hard CC and you have to hold the front.

Boots of Resistance start with 25% tenacity, and everything after is HP and defense. Overlord's Platemail at third raises max HP by 4% and regenerates 0.5% of it every second. Frigid Charge at fifth hands you a shield worth 10% of max HP whenever hard CC other than suppression lands on you. The totals reach +6687 max HP, +943 physical defense and +520 magic defense, 1800 more HP than the first build.

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, well-built tank with Flow customization on top. His charge knockback and leaping knock-up open fights exactly as a frontliner should — the easy rating is honest.

Best for: learning the tank role — the engage call is the only hard part, and spending Flow to recast Skill 2 and the ultimate is the one extra layer.

Recommended Combos
Bank the Flow First

Skill 1 gives 5 stacks flat, plus 1 more for every nearby teammate and every 2 minions, up to 9. Cast alone it stops at 5, so step into the wave before pressing it. Spending 4 stacks keeps Skill 2 off cooldown, and reaching Clearing and Rifting Slash means three casts on the same target inside 1.5s — that costs 8 stacks.

Five Stacks, Two Leaps

A cast paid for with 5 stacks does not enter cooldown afterwards. The second leap follows with no gap at all. The payment is only available while Skill 3 is off cooldown, so casting the first one normally kills the double. Skill 2 works the same way for 4 stacks.

Backline Interpose

Charge through the diver glued to your carry and absorb the trade behind a 350 shield at Lvl 1. The enhanced Basic Attack costs 1 Flow stack but restores 125 Health at Lvl 1, so he can hold the spot and hit back. Skill 1's knockback is explicitly not a crowd control effect — it shoves them off, and locking them down is your team's job.

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
  • Flow stacks buy cooldown-free recasts of Skill 2 and the Ultimate
  • Chained, escalating knock-ups deliver exceptional lockdown
  • Empowered-basic healing and shields sustain a long frontline shift
  • The pre-game Flow choice tunes him against any enemy comp
Weaknesses
  • With an empty Flow bank he's an ordinary tank with ordinary CC
  • Skill 1's income scales with nearby bodies, so isolated fights starve him
  • No mobility beyond the charge; long-range poke drains him for free
  • Stack accounting plus chained inputs make him busier than he looks
Early Game Strategy

The game starts before the gates open: pick your Flow enhancement at base, and if you're frontlining, the dual-defense option is the safe default. The early rule that matters most: cast Skill 1 near allies or minions. Flow stacks scale with the bodies around you (up to 9) and the healing climbs with them, so the same button is a different skill depending on where you press it. Roam or clash lane both work. When the Ultimate unlocks at level 4, syncing its knock-up with your jungler's gank is your first highlight moment.

Mid Game Strategy

Through the 8-to-12-minute objective fights, your Flow bank is your voice in the game. Skill 2 recasts free of cooldown for 4 stacks and the Ultimate for 5, so at full stacks you're effectively a tank with double the spellbook. Engage with the Ultimate's center hit (50% bonus damage plus a 0.75-second knock-up), then chain Skill 2 into the same target: the second and third strikes add escalating knock-ups on top. Land the full chain and the average carry simply does not walk away.

Late Game Strategy

When the game settles into 5v5 set pieces, your edge is initiating twice by yourself: once with the normal rotation, once more with stack-funded recasts. The most lethal Ultimate of the night is the second one — cast right as the enemy steps forward believing you're out of cooldowns. Hold the frontline with Flow-empowered basic attacks: each one heals, so as long as you keep swinging you're genuinely hard to bring down. Just remember Skill 1's stack income depends on nearby bodies — never drift into isolated fights.

Teamfight Strategy

You take the front, but top off with Skill 1 before committing — a full Flow bank changes how brave you're allowed to be. Enter on the Ultimate's center hit, then run Skill 2 three times into one target: the chained knock-ups juggle them while your team pours in damage. If the backline gets dived, Skill 2's charging knockback carves the assassin off your carry while the shield absorbs the exchange. A habit worth building: keep at least 4 stacks in reserve at all times, so a surprise engage can always be answered with an instant recast.

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
1.76%
1.63%
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

SwitchDamageRecovery
Flowborn can draw the Flow into their body at the Base to enhance stats.
Vitality: Increases max Health by 300 and Physical and Magical Defense by 50.
Piercing Heart: Increases max Health by 300 and Physical Attack by 30.
Haste: Increases max Health by 300 and Movement Speed by 12.5.
Focus: Increases max Health by 300 and Cooldown Reduction by 5%.
Spend 1 stack of Flow to perform an enhanced Basic Attack that deals 408 (220 + 100% physical attack + 4% extra Health) physical damage and recover 125 (125 + 2.5% extra Health) Health.
Lvl 1Lvl 15
Enhanced BA Damage
220440
On-Hit Recovery
125250
Convergence
Skill 1⏳ CD: 12.5s | Mana: 45

Convergence

EnhanceRecoveryKnock Back
Flowborn channels the Flow, reducing the cooldown of other skills by 50% while gaining 5 stacks of Flow and recovering 150 (150 + 4% extra Health) Health. Gains 1 extra stack and recovers extra Health for every teammate and every 2 minions nearby, for up to 9 stacks and double the recovery.
Flowborn deals 100 (100 + 2% extra Health) physical damage to nearby enemies and knocks them back (without applying crowd control).
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
12.51211.51110.510
Base Recovery
150180210240270300
Knockback Damage
100120140160180200
Power From Within
Skill 2⏳ CD: 7.5s | Mana: 25

Power From Within

DamageCrowd ControlShield
Flowborn charges toward the target, knocking back enemies in the path, then slashes forward to deal 600 (600 + 185% extra physical attack) physical damage and gain a 350 (350 + 7% extra Health) shield for 3s.
Using this skill continuously on the same target for 1.5s changes its effects in the following order.
Clearing Slash: Deals equal slash damage to enemies, launches them for 0.33s, and gains a shield of the same amount.
Rifting Slash: Deals equal slash damage to enemies, launches them for 0.66s, and gains a shield of the same amount.
If the skill is not on cooldown, spend 4 stacks of Flow to stop it from entering cooldown after this use.
All non-hero units within range of this skill are affected by the same crowd control effect.
Lvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
7.57.26.96.66.36
Slash Damage
6007208409601,0801,200
Base Shield
350420490560630700
All In
Ultimate⏳ CD: 25s | Mana: 60

All In

Crowd ControlDamage
Flowborn leaps to the target location and attacks, dealing 400 (400 + 70% extra physical attack + 8% extra Health) physical damage and knocking back enemies for 0.75s. Deals an extra 50% damage at the center of the attack.
If the skill is not on cooldown, can spend 5 stacks of Flow to stop it from entering cooldown after this use.
Lvl 1Lvl 2Lvl 3
Cooldown
2522.520
Base Damage
400600800

Patch History

Flowborn (Tank)September 23 patch (S16)
Nerf
Flowborn (Tank) — 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 375 (this site's measured figure) the bonus slips from 13.1 to 12.5 at level 1 and from 26.3 to 25 at max — small on its own. The real difference shows once Movement Speed items are in the build, because a percentage used to scale with them and a flat value does not. Flowborn (Tank) ranked 25th on win rate in the clash lane at 48.96% (official stats fetched 2026-09-11).

Other Clash 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.