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September 23 patch

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Meta Analysis

[September 23 Update — Season 16 Meta Analysis] A season update covers more ground than a regular patch. In the order that affects how you play: the canyon, then items and arcana, then the individual heroes. Primal Protection now scales with numbers. In the first four minutes each additional enemy inside the tower's range adds another 3.75% reduction, so a three-man dive faces 32.5% instead of 25%. Early dives pay less than they did, and bringing a wave to push with is worth more than bringing bodies. Base Crit Damage falls from 200% to 185%. Item values are unchanged, so crit-based marksmen and assassins simply cap out lower on the same build. Among heroes, Flowborn (Mage) and Umbrosa changed how they work rather than how much they hit. The mage's damage moves from the ultimate to the empowered Basic Attack, and the ultimate now rewards linking the beam through clumped enemies. Umbrosa's Skill 1 sets up marks that Feathered Tempest collects, which fixes the casting order. The heroes buffed by the numbers — Da Qiao (13th on win rate among roamers at 48.45%), Chano (8th in the farm lane at 50.87%) and Ukyo Tachibana (19th in the jungle at 49.06%) — all sat mid-table or lower. Florentino, cut this patch, was 9th in the clash lane at 51.62% and carried the highest ban rate in that lane at 1.68% (official stats fetched 2026-09-11). The shared Flowborn passive swaps a percentage Movement Speed bonus for a flat one. On its own the numbers are close to even; with Movement Speed items in the build the flat value grows more slowly. All three existing forms are affected. One caveat: rank carry-over reshuffles matchmaking around a season start. Until the statistics settle, a hero you know well is a safer pick than one the tier list likes.

Season & New Heroes
New
Season 16 "Rivers Converge" begins — two more Flowborn forms • The season starts with a no-downtime server update on September 23, 00:00–01:00 (UTC±0) • New hero Flowborn (Assassin): a jungler with twin claws whose skill cooldowns shorten as Flow stacks • New hero Flowborn (Roamer): fights with a mystic platform and a zither • New hero Wang Wei arrives on October 8 • Mai Shiranui's Legendary skin 「百花繚乱」 returns for a limited run (no price or end date is given in the announcement) • Season data maintenance starts 1.5 hours before the update, and ranked and peak matches are closed during that window • Rank carry-over is based on where you finished Season 15 Worth your time Flowborn now covers five forms with the Assassin and Roamer added. Their shared passive, Swift, switches from a percentage to a flat Movement Speed bonus, so the three existing forms change at the same time. Around a season start, rank carry-over reshuffles who you are matched against. Until the statistics settle, picking a hero you already know beats picking by tier or win rate.
Game Systems
Adjust
Canyon changes — towers hold better against a crowd Primal Protection • First 4 minutes: enemies inside your tower's range take 25% reduced damage → 25% reduction with one enemy (unchanged), plus a further 3.75% for each additional enemy in range • 4–10 minutes: 10% reduction → 10% with one enemy (unchanged), plus a further 1.5% for each additional enemy in range Hero base stats • Base Crit Damage: 200% → 185% Roaming items • Added Life Flower sharing. When the roamer picks one up, the lowest-Health ally nearby also heals (for 60% of the amount). When a non-roaming ally picks one up, a nearby roamer heals as well (60%) • Added an effect when an ally receives the roaming item's aura (at most once every 30 seconds) • Tier 3 passive "Skirmish": dropped gold now moves to the nearest hero one coin every 10 seconds • Tier 3 passive "Skirmish": removed the effect that sent gold to the nearest tower after four minutes unclaimed Display and visuals • Gold gain text is positioned better and now appears for minions and monsters killed off-screen • The Red and Blue Golems have new models, effects and animations • Improved the active effects and sounds on the Shadowguard shields • Luara's Skill 1 shows a new wall-crossing animation and a landing marker (no numbers changed) What this means Tower dives now do arithmetic you have to watch. The reduction used to be the same whether one hero dove or three; from now on each extra body inside the range makes the tower tougher. Early three-man dives pay less than they did. Base Crit Damage dropping from 200% to 185% touches every hero built around crits. Item values did not change, so the same build simply caps out lower per hit. Life Flower sharing gives roamers a reason to travel with someone. Standing near an ally turns one pickup into two heals, which beats hovering behind the lane on your own.
Item Changes
Adjust
Items — Assassin's Wristbow joins, and the defensive options swap roles New: Assassin's Wristbow • 2040 gold, built from Cloud Piercer and Sunglow Striker • 40 Physical Attack, 650 Health, 20% Attack Speed, 20% Crit Rate • Active "Without a Trace": enter stealth (2.5s at range, halved in close combat) with 30% Movement Speed, healing 130–260 per second plus 6% of the Health lost in the previous 3 seconds. Stealth breaks 0.5s after a skill or Basic Attack • The in-game shop text differs: the heal ticks every 0.5s, and a skill or Basic Attack ends stealth immediately (checked 2026-09-24) Bloodweeper • Physical Attack: 85 → 80 • New passive: converts 50% of overhealing into max Health (up to 350–700) Dragon's Rage • Physical Defense: 180 → 160 / Magical Defense: 90 → 80 Overlord's Platemail • Physical Defense: 160 → 180 / Magical Defense: 80 → 90 Longnight Guardian • Physical Defense: 90 added / Magical Defense: 210 → 180 / Health: 1000 → 900 • Passive: taking damage above 30% of max Health in 3 seconds healed (320 + 8% max Health) over the next 3 seconds → taking damage above 25% of max Health in 2.5 seconds heals 10% of max Health over the next 2.5 seconds and cuts slows by 50% Magical Attack items • Breakthrough Robe: 120 → 130 • Splendor: 160 → 170 • Enigma - Moon Goddess: 160 → 170 • Venomous Staff: 240 → 230 What this means Assassin's Wristbow stands out for carrying 650 Health alongside Attack Speed and Crit Rate. Its stealth also adds Movement Speed, so it serves both the engage and the exit — though any skill or Basic Attack ends it. On the defensive side, Dragon's Rage and Overlord's Platemail have traded numbers: Overlord's Platemail is now the thicker option against physical damage. Longnight Guardian picks up Physical Defense but gives back Health and Magical Defense, and its heal triggers sooner. The added slow resistance is what earns it a slot when you are the one being chased. Three Magical Attack items went up while Venomous Staff came down. It still carries Imperil, so it stays on the list against enemies who heal a lot.
Arcana Changes
Adjust
Arcana — twelve blue and green arcana adjusted Blue • Longevity: Health 75 → 90 • Meditation: Health regen per 5s 4.5 → 7 • Prosperity: +4.1 Magical Defense → +5 Physical Defense • Harmony: Health 45 → 40 / Health regen per 5s 5.2 → 5 / Movement Speed 0.4% → 0.5% Green • Fortify: Physical Defense 5 → 7 / Magical Defense 5 → 7 • Void: Health 37.5 → 45 / Cooldown Reduction 0.6% → 0.5% • Reverence: Physical Defense 5.9 → 7 • Tribute: Magical Attack 2.4 → 2.2 / Cooldown Reduction 0.7% → 0.75% • Reverberation: Physical Defense 2.7 → 3.5 / Magical Defense 2.7 → 3.5 / Cooldown Reduction 0.6% → 0.75% • Bulwark: Physical Defense 9 → 14 • Cognizance: Magical Defense 9 → 14 What this means Defence takes the biggest step. Bulwark and Cognizance move from 9 to 14, which is 90 to 140 across a full colour of ten slots, and Fortify and Reverence rise as well, so green is a stronger defensive pick than it was. Prosperity changes what it gives rather than how much: Magical Defense becomes Physical Defense. Any page built around it for magic resistance needs rebuilding. Cooldown Reduction goes both ways. Void drops from 0.6% to 0.5% while Tribute and Reverberation climb; across ten slots that is 6% to 5% for Void and 6% to 7.5% for Reverberation. The figures above are what the announcement says. The arcana list on this site is transcribed from the in-game display, so those numbers stay as they are until the screens are checked.
Other Events
New
Season features — a new player skill and a three-minute battle royale New player skill "Flow" • On cast, instantly cuts the current cooldown of every skill by 50% and summons a Flowborn weapon matched to your role • 100-second cooldown, available for this season only • Support: a zither that heals the first ally it hits and deals magic damage to enemy heroes; if it hits you, it heals you for the same amount • Mage: a mystic implement dealing magic damage over time and slowing by 30% for 2 seconds • Tank / Fighter: a heavy shield dealing physical damage around the first enemy hit and knocking it up for 0.5 seconds • Marksman: a heavy crossbow dealing physical damage three times; the first shot knocks back • Assassin / assassin-style Fighter: twin claws that dash in for true damage equal to 16% of the target's missing Health, with physical damage along the path 3-Minute Royale Beta (limited time) • A 2v2v2v2 battle royale. Teams start in the four corners and the last team standing wins • Monsters and chests spawn at random; the gold they drop buys EXP, items, Health and Mana recovery, and ultimate cooldown reduction • Dying drops your gold and respawns you at an ally's position after 10 seconds. Losing the whole team ends the match • The safe zone shrinks toward the centre and reaches its smallest size in about three minutes. Outside it, Health drains • At 90 seconds a Dark Tyrant appears in the middle and grants a buff to whoever kills it • Two players on the same team may pick the same hero System additions • Weekly hero challenges: three each week, picked from three suggested heroes, paying extra ranked points on completion • The "Road to Glory" track has been added Worth your time Flow halves whatever cooldowns are running. Used right after an ultimate, it shortens the wait before the next fight. Each role summons a different weapon, so it is worth checking what yours does before you queue. A round of 3-Minute Royale lasts three minutes, and the shrinking safe zone asks for different decisions than the canyon does.
Fixes & Optimizations
Adjust
Fixes and optimizations • Fixed a case where the blue team's first picker could not select a hero • Fixed the login screen occasionally appearing in the lobby • Fixed Umbrosa failing to transform on Skill 3 at certain graphics settings • Fixed friends occasionally not appearing in the friend list • Fixed Smite damage numbers occasionally not being displayed • Fixed the leftmost vote in a surrender request being shown as "decline" • Fixed community videos failing to play on the matchmaking screen on some devices • Fixed Wukong targeting the nearest unit first when scanning with precise Basic Attack enabled • Fixed bond progress not appearing under some language settings • Fixed delayed highlight ratings on the results screen for some skins • Fixed some players being unable to claim the memory stone for Li Xin's skin • Fixed Dolia's Mermaid form not performing automatic Basic Attacks • Corrected a wrong value in the description of the second stage of Agudo's Skill 2 What this means Two of these are cases where the hero did not do what you asked. Umbrosa failed to transform on Skill 3 at certain graphics settings, and Dolia stopped auto-attacking in Mermaid form. Both are fixed. The Wukong fix matters if you play with precise Basic Attack on: scanning used to favour whichever unit was closest rather than the one you wanted.
Flowborn (Mage)
Buff
Flowborn (Mage) — double damage on the empowered attack, and an ultimate that now rewards placement Passive "Flow of the World" • Movement Speed: +3.5%–7% → +12.5–25 (both scale with hero level) • Empowered Basic Attack bonus damage: 60–120 (+12% Magical Attack) → 120–240 (+24% Magical Attack) • The empowered Basic Attack no longer deals area damage; it now chains to nearby enemies Skill 2 "Starflow Cascade" • Can now be cast while moving • Second cast in a chain: 0.5s knock-up → 0.333s stun • Third cast in a chain: area increased by 25 • Base damage: 325–650 (+65% Magical Attack) → 250–500 (+50% Magical Attack) • Damage over time: 65–130 (+13% Magical Attack) → 45–90 (+9% Magical Attack) • Slow: 30%–60% → 25%–50% • Slow duration: 1s → 0.75s Skill 3 "Arcane Arts" • Base damage: 700–1400 (+140% Magical Attack) → 250–500 (+50% Magical Attack) • Added: 25% slow for 0.75s • Linked beam damage (total against enemies in the area): 350–700 (+70% Magical Attack) → 600–1200 (+120% Magical Attack) What this means The damage has moved off the ultimate and onto the basic attack. The empowered hit now does twice as much and chains to nearby enemies instead of splashing, so waves clear faster and poke trades land harder. The ultimate tells the opposite story: base damage falls from 700–1400 to 250–500, while the linked beam climbs from 350–700 to 600–1200. It is no longer a single big hit. Line it up through a clumped team and it pays; drop it on one target and it does not. Skill 2 can be cast on the move, and its second cast trades a 0.5s knock-up for a 0.333s stun. That is a shorter window, so it holds a fleeing enemy less reliably than before. With every number on the skill reduced, the passive is where the lost damage comes back. The Movement Speed bonus is now a flat value instead of a percentage. At a base of 360 (this site's measured figure) the bonus goes from 12.6 to 12.5 at level 1 and from 25.2 to 25 at max, so it is close to even — until you stack Movement Speed items, where the flat value grows more slowly.
Umbrosa
Buff
Umbrosa — Skill 1 becomes six blades that set up marks for the ultimate Skill 1 "Feverish Dance" • Circular area damage → fires six blades at nearby enemies that stack marks; marked enemies take bonus damage when "Feathered Tempest" hits • With several enemies nearby, the blades pick targets at random • The slow on hit has been removed • Base damage: 250 (+50 per skill level) (+80% extra Physical Attack) → 45 per blade (+9 per skill level) (+15% extra Physical Attack) • Movement Speed: 25% (+5% per skill level) → 60 (+12 per skill level) • Attack Speed: 60% (+12% per skill level) → 50% (+10% per skill level) Skill 2 "Feathered Tempest" • The blades fire faster as Attack Speed rises • The final hit lands its heavy damage without needing Indomitable • If the dance does not trigger, 50% of the Mana is refunded and the cooldown is cut by 50% (was 60%) • Self-heal: 45 (+9 per skill level) (+0.8% extra Health) → 50 (+10 per skill level) (+0.8% extra Health) • Mark damage: 40 (+8 per skill level) (+15% extra Physical Attack) → 45 (+9 per skill level) (+15% extra Physical Attack) Skill 3 "Final Frenzy" • Removed the passive that added hits per skill level. Skill 2 is fixed at 10 hits and the Basic Attack at 4 • Movement Speed: 50% (+25% per skill level) → 150 (+75 per skill level) What this means Skill 1 has gone from a hit that pays immediately to a hit that sets up the next one. All six blades landing is 270 (+90% extra Physical Attack) at level 1, a little above the old 250 (+80%). The blades pick targets at random, though, so each enemy catches fewer of them in a crowd. The skill is at its best pinned on a single target. You collect those marks with Feathered Tempest, and both the mark damage and the self-heal went up, so the Skill 1 into Skill 2 order matters more than it used to. The slow is gone, which leaves the Movement Speed bonus as the only way to close a gap. The ultimate now has a fixed number of hits. You get the full count from the first rank, but ranking it up no longer adds any. Its Movement Speed is flat as well: at a base of 375 (this site's measured figure) the bonus at rank 3 drops from 375 to 300, so disengaging is slightly slower.
Da Qiao
Buff
Da Qiao — damage over time on Skill 1 and the ultimate up by about 20% Skill 1 "Leaping Koi Tide" • Damage over time: 75 (+25 per skill level) (+12% Magical Attack) → 90 (+30 per skill level) (+13% Magical Attack) Skill 3 "Severing Surge" • Damage over time: 75 (+25 per skill level) (+12% Magical Attack) → 90 (+30 per skill level) (+13% Magical Attack) What this means Both changes touch only the damage over time. It starts at 90 instead of 75 and grows by 30 per rank instead of 25, so the gap widens as the skills are levelled, and the Magical Attack ratio ticks up from 12% to 13%. Da Qiao sat 13th on win rate among roamers at 48.45% (official stats fetched 2026-09-11). More damage does not change the job: put teammates where they need to be first, and treat the chip damage as a by-product.
Chano
Buff
Chano — more bonus damage on Skill 1 and more base damage on Skill 2 Skill 1 "Soaring Signal" • Bonus damage: 230 (+46 per skill level) (+140% Physical Attack) → 300 (+80 per skill level) (+160% Physical Attack) Skill 2 "Lupine Trap" • Base damage: 380 (+76 per skill level) (+90% extra Physical Attack) → 400 (+80 per skill level) (+100% extra Physical Attack) What this means Skill 1 carries this patch. It opens at 300 instead of 230 and gains 80 per rank instead of 46, which is 540 instead of 368 at rank 4, and the Physical Attack ratio moves from 140% to 160%. The more attack Chano buys, the wider that gap gets. Skill 2 gets a smaller nudge to both halves. The extra Physical Attack ratio reaching 100% is the part worth noting, since it scales directly with attack items. Chano ranked 8th on win rate in the farm lane at 50.87% (official stats fetched 2026-09-11).
Ukyo Tachibana
Buff
Ukyo Tachibana — more base damage on Skill 2 and the ultimate Skill 2 "CONCEALED SABRE HEAVENLY HACK" • Base damage: 580 (+116 per skill level) (+190% extra Physical Attack) → 600 (+120 per skill level) (+200% extra Physical Attack) Skill 3 "CONCEALED SABRE SNOWFALL SLASH" • Base damage: 210 (+105 per skill level) (+65% extra Physical Attack) → 240 (+120 per skill level) (+75% extra Physical Attack) What this means The ultimate is where the patch lands. It opens at 240 instead of 210, gains 120 per rank instead of 105, and finishes at 480 instead of 420 at rank 3, with the extra Physical Attack ratio up from 65% to 75%. Skill 2 moves less: 600 base instead of 580, and a 200% ratio instead of 190%. Both changes point the same way, so items that add Physical Attack are worth more than they were. Ukyo Tachibana ranked 19th on win rate in the jungle at 49.06% (official stats fetched 2026-09-11).
Flowborn (Tank)
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).
Flowborn (Marksman)
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).
Florentino
Nerf
Florentino — Skill 2 damage cut by just under 10% Skill 2 "Triple Threat" • Base damage: 130 (+26 per skill level) (+40% extra Physical Attack) → 120 (+24 per skill level) (+35% extra Physical Attack) • True damage: 130 (+26 per skill level) (+40% extra Physical Attack) → 120 (+24 per skill level) (+35% extra Physical Attack) What this means Base and true damage come down by the same amount: 120 instead of 130, +24 per rank instead of +26, and a 35% ratio instead of 40%. True damage ignores defence, which is what made this skill reliable into tanky opponents. With that portion reduced, those fights take longer than they used to. Florentino ranked 9th on win rate in the clash lane at 51.62%, with the highest ban rate in that lane at 1.68% (official stats fetched 2026-09-11).

Update history and meta predictions

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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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