Latest Meta Stats
Statistics from the official in-game HoK Camp (as of 2026-08-14).
Arcana Build That Fits
This role stands in lane for long stretches, so how much chip damage you can heal back decides how long you hold.
This is a role-wide recommendation, not one tuned for this hero specifically.
See every build on the Arcana page →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.
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.
Popular Item Builds
The order matches the in-game display. The win rate covers matches played with that build, so player skill is mixed in. Taken on 2026-08-25.
Skills

Passive Skill: Shuffle
After the dash ends, he can dash a certain distance again.
| Details | Lv.1 | Lv.15 | |
|---|---|---|---|
Bonus Damage | 160 | 320 | |
HP Regen | 140 | 280 |

Skill 1: Blossom
If Florentino touches a bouquet, he gains the enhanced Basic Attack Shuffle and refreshes Triple Threat's cooldown.
| Details | Lv.1 | Lv.2 | Lv.3 | Lv.4 | Lv.5 | Lv.6 | |
|---|---|---|---|---|---|---|---|
Base Damage | 300 | 360 | 420 | 480 | 540 | 600 | |
Cooldown | 9 | 8.6 | 8.2 | 7.8 | 7.4 | 7 |

Skill 2: Triple Threat
1st Attack: Deals 130 (130 + 40% extra physical attack) physical damage and inflicts extreme slow for 1s.
2nd Attack: Deals 130 (130 + 40% extra physical attack) physical damage.
3rd Attack: Deals 130 (130 + 40% extra physical attack) physical damage over 2 hits.
Each hit deals an additional 130 (130 + 40% extra physical attack) true damage to the target and reduces Blossom's cooldown by 1s.
There is a 1.5s cooldown between the first 2 attacks. After the third attack, the skill goes on cooldown. After each attack, Florentino can dash a certain distance.
| Details | Lv.1 | Lv.2 | Lv.3 | Lv.4 | Lv.5 | Lv.6 | |
|---|---|---|---|---|---|---|---|
Base Damage | 130 | 156 | 182 | 208 | 234 | 260 | |
True Damage | 130 | 156 | 182 | 208 | 234 | 260 | |
Attack Interval | 1.5 | 1.4 | 1.4 | 1.3 | 1.3 | 1.2 | |
Cooldown | 5 | 4.8 | 4.6 | 4.4 | 4.2 | 4 |

Skill 3: Gentlemen's Duel
During the skill's duration, the recovery effect of Shuffle's enhanced Basic Attack is doubled, and Florentino gains crowd control immunity for 3s, extended by a further 1s for every bouquet he touches.
Touching a bouquet grants Shuffle's enhanced Basic Attack and refreshes Triple Threat's cooldown.
After the dash ends, he can dash a certain distance again.
| Details | Lv.1 | Lv.2 | Lv.3 | |
|---|---|---|---|---|
Cooldown | 30 | 27 | 24 | |
Damage Taken Increase | 10% | 15% | 20% |
Strategy Guide
A fencer who scatters bouquets and weaves between them, each pickup refreshing his empowered strikes. He duels by designing routes through his own flowers — elegant to watch, demanding to pilot.
Best for: Players who choreograph their movement paths mid-fight, and care about winning beautifully.
A landed Skill 1 scatters 3 bouquets around the target for 3.5s. Every bouquet Florentino steps on empowers his next Basic Attack and refreshes Skill 2's cooldown. Each of Skill 2's three strikes adds true damage and trims 1s from Skill 1's cooldown. The bouquets last 3.5s: if the route to all three is not clean, take one and get out.
The dash marks the first enemy hero it hits and raises their damage taken for 5s. Three bouquets bloom around that target. Crowd control immunity starts at 3s and gains 1s for every bouquet touched. Enhanced Basic Attacks heal double while the skill runs, and each pickup hands Skill 2 back. The duel comes down to how much true damage fits inside those 5 marked seconds.
Simply leaving combat empowers the next Basic Attack. In lane, cash that in for the dash hit and the first two strikes of Skill 2, then walk out. The opening strike carries a 1s extreme slow, so the chase loses ground. Skill 2 enters its real cooldown only after the third strike: stop at two, and that strike plus the quick move behind it becomes the exit.
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.
- •Flower pickups reset Skill 2 endlessly, cycling true damage nonstop
- •Enhanced-basic healing — doubled during the Ultimate — wins any slugfest
- •The super armor dash forces 1v1s on his terms
- •Constant dashes and bonus moves make roams and split pushes fast
- •Miss Skill 1 and no flowers bloom — the combo loses its front door
- •Flower spots are predictable; CC placed on the pickup path shreds him
- •Few answers to long-range poke and disciplined kiting
- •Flower tracking and micro-movement demand real practice time
In the clash lane, Level 1 starts with Skill 1. The 0.75-second stun sprouts three flowers around your target, so collect them mid-stun, then chain enhanced basic attack into Skill 2 for a trade loaded with true damage that your opponent simply cannot match. The enhanced basic heals 140 HP when it strikes a hero, which means the longer the slugfest runs, the wider the HP gap grows — that's the Florentino experience. Once the Ultimate arrives at Level 4, the mark's 10% bonus damage taken plus super armor makes your duels nearly unloseable. Just pick flower routes on the side ganks can't reach.
Around nine minutes, with your first two core items finished, it's time to move. Chip the enemy tower down, then show up mid: Skill 3's dash into the flower loop makes you a one-man gank engine. In the standoffs before Tyrant or Overlord, one Skill 1 threaded from a river bush is enough to take a pick. When nothing is happening, splitting side towers is genuinely one of your best uses of time. Watch your sustain, though — the enhanced basic's healing is halved against minions, so don't loiter in a lane at low HP expecting to heal it back.
With a frost gauntlet and a sustain piece rounding out your build, the late game rewards duels over head-on 5v5s. Pressure a side lane, then catch whoever comes to answer with Skill 3 and finish them — that's the golden pattern. At rank 3 the mark raises their damage taken by 20%, and cycling Skill 2's true damage through flower pickups on a target like that kills even tanks on a timer. The only real threat is getting surrounded. Crowd control immunity runs 3 seconds and extends 1 second per bouquet you touch, but that ceiling is real — CC timed for the moment it drops will still put you down.
You are not the frontal engage. Wait in a side bush, let the enemy's CC land on your frontline, then commit the Ultimate onto their backline. The dash blooms three flowers on arrival, so once you land, dance the loop — flower, Skill 2, flower, Skill 2 — and your damage never pauses. While the Ultimate runs, enhanced basic healing doubles, letting you shrug off a surprising amount of focus mid-combo. Your one losing script is getting burst before the first flower pickup. In the instant before you dive, check what skills the enemy still has up — every time.
#Patch History

Other Clash Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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