Latest Meta Stats
Statistics from the official in-game HoK Camp (as of 2026-08-14).
Official Ratings
Official ratings shown on the in-game hero detail screen.
Base Stats
Compare all heroes' base stats →Transcribed from the in-game hero status screen. Arcana bonuses are excluded.
Summoner Spells That Fit
The lifeline for heroes with no movement skill
For roles that die to a single crowd-control hit — picked after seeing the draft
The reasoning for each is on the summoner spells page. You may only bring one per match, and the best choice shifts with the enemy draft.
Arcana Build That Fits
Saint holds the highest Magical Attack in red at +5.3; Nightmare trades some of that for early penetration.
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: Flow of the World
Vitality: Increases Magical Attack by 50 and max Health by 300.
Piercing Heart: Increases Magical Attack by 50 and Magical Pierce by 50.
Haste: Increases Magical Attack by 50 and Movement Speed by 3.5%.
Focus: Increases Magical Attack by 50 and Cooldown Reduction by 5%.
Can spend 1 stack of Flow to perform an enhanced Basic Attack that deals 60 (60 + 12% magical attack) magical damage to enemies within range.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Enhanced BA Damage | 60 | 120 |

Skill 1: Convergence
Flowborn deals 100 (100 + 20% magical attack) magical damage to nearby enemies and knocks them back (without applying crowd control).
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 12.5 | 12 | 11.5 | 11 | 10.5 | 10 |
Base Recovery | 150 | 180 | 210 | 240 | 270 | 300 |
Knockback Damage | 100 | 120 | 140 | 160 | 180 | 200 |

Skill 2: Flow Formation
Can use this skill continuously over 1.5s, with new effects in the following order.
Launching Flow: Deals the same damage to enemies and launches them for 0.5s.
Stunning Flow: Deals the same damage to enemies and stuns them for 0.5s.
If used within the initial magic circle, both additional uses refresh the magic circle's duration and increase damage over time by 50%.
Can spend 4 stacks of Flow to use the skill without triggering cooldown.
The inner area of all circles inflicts an extra 50% crowd control effect.
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 7.5 | 7.2 | 6.9 | 6.6 | 6.3 | 6 |
Base Damage | 325 | 390 | 455 | 520 | 585 | 650 |
Damage Over Time | 65 | 78 | 91 | 104 | 117 | 130 |

Skill 3: Arcane Arts
The beam will link with an enemy hero within range and continuously unleash Energy Bombs, dealing 350 (350 + 70% magical attack) magical damage to the area around the target.
Can spend 5 stacks of Flow to stop the skill from entering cooldown after this use.
Other skills can be used during this skill.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 25 | 22.5 | 20 |
Base Damage | 700 | 1,050 | 1,400 |
Area Damage | 350 | 525 | 700 |
Strategy Guide
A turret mage who chooses her own stat upgrades through Flow selection. The beam and magic circle kit is simple area control — a polished template of the mage role.
Best for: Players who like tweaking their build direction game to game, wrapped in a kit that stays easy to pilot.
Recast Skill 2 within 1.5s and the circle becomes Launching Flow, then Stunning Flow. That hands Flowborn a 0.5s knock-up and a 0.5s stun without waiting on a teammate's crowd control. Land the second and third casts inside the first circle and its duration refreshes while its damage over time rises 50%. Skill 1 is the refill: casts paid with 4 Flow stacks never enter cooldown.
Other skills stay available while the beam channels. Keep it burning, drop the circle at their feet, and recast within 1.5s for the knock-up. The beam picks its own victim — the nearest enemy hero in range. Never fire from an angle where a frontliner stands closer than the target.
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.
- •Spending Flow stacks lets Skill 2 and the Ultimate ignore cooldowns entirely
- •Skill 2's consecutive casts supply knock-up and stun with no outside help
- •Casting other skills during the Ultimate's beam packs absurd damage density
- •Skill 1's healing and cooldown cut give far more staying power than expected
- •No mobility skill — once Skill 1's small knockback is baited, nothing else peels
- •Damage ceiling depends heavily on precise nine-stack Flow management
- •Skill 1's stack income and healing shrink without teammates nearby
- •Ground-placed formations let blink users simply step out of the damage
Your game starts before you leave the fountain: pick your Flow boon at base. The cooldown option (5% CDR) is the default for combo uptime, while the magic-pierce boon punishes opponents who stack magic defense. In mid lane, clear waves with Skill 2's formation and place its far edge so it clips your lane opponent — waveclear and harass in a single cast. Treat Skill 1 less as a weapon and more as fuel: it cuts your other cooldowns by 50% and restocks Flow stacks, so fire it during safe windows while the wave sits on your side and you will never run dry at the 4-minute Tyrant fight. Until your Ultimate arrives at Level 4, winning the chip war is the whole job — don't force kills.
Around eight minutes, once cooldown boots and a magic-pierce staff are finished, a single formation starts taking frightening chunks out of people. Your job now is placement in tight spaces. Lay Skill 2 across river entrances and the corridors around the Tyrant pit, then stack the second cast's knock-up onto anyone who steps in — landing it on the first formation also raises its damage over time by 50%, holding enemies inside a zone that hurts more every tick. Flow caps at nine stacks, so the iron rule is topping off with Skill 1 before every fight. Walk in empty and your bonus casts vanish, along with half your output.
Past 15 minutes, holding your full combo in reserve becomes the win condition. With your magic attack scaled through your final core items, the third cast's stun into Skill 3's beam drops anyone with marksman-grade durability. Skill 3 lets you cast other skills mid-channel, so the ideal picture is sweeping the beam while laying fresh formations at your feet. If someone dives you, you are not empty-handed: Skill 1 knocks them back, Skill 2 slows, and its follow-up casts launch and then stun. Four Flow stacks keep Skill 2 off cooldown entirely, so how many times you can shove a diver away comes down to your stack count. What you don't have is a dash or a blink — the moment you stand ahead of your frontline is the moment you die. When setting up before Overlord, always keep a wall and your teammates at your back.
Open every fight from the absolute backline. Skip the enemy tank; drop Skill 2 under the fighter pushing into your carries, then chain the second cast's knock-up into the third cast's stun to freeze their front. Once you see an enemy blink go down, commit the Ultimate — its homing energy bolts chase runners down without your help. A Flow Formation paid for with four Flow stacks never touches its cooldown, so you can keep re-laying zones as long as stacks remain; that loop is the whole point of this hero. When you're spent, don't chase — fall back and let Skill 1's healing patch you up.
Other Mid Lane Heroes
Stats: official HoK Camp, as of 2026-08-14
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