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Flowborn (Marksman)

Flowborn (Marksman)

Farm LaneMarksmanDifficulty: Easy

Latest Meta Stats

FARM
B
Tier / Pop
52.03%
Win Rate
1.1%
Pick Rate
0.05%
Ban Rate

Statistics from the official in-game HoK Camp (as of 2026-08-14).

Official Ratings

Survival
3/10
Attack
10/10
Skill
3/10
Difficulty
1/10

Official ratings shown on the in-game hero detail screen.

Base Stats

Compare all heroes' base stats →
Max HP3250
Max MP600
Physical Attack170
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed360
Attack RangeRanged
HP Regen / s40
MP Regen / s15

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

Summoner Spells That Fit

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

Marksman (Critical)
Red
Blue
Green

Auto-attacks are the damage source, so attack speed and movement speed translate directly into kiting.

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

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.

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
2.24%
1.81%
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.

Popular Item Builds

#1 most used66.15% win rate / 41,966 wins
Flash
#2 most used61.52% win rate / 22,884 wins
Flash

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
Passive

Passive Skill: Flow of the World

SwitchDamage
Flowborn can draw the Flow into their body at the Base, increasing Attack Speed by 10%-20% (increases with hero level) and enhancing one of four other stats.
Vitality: Increases max Health by 300.
Piercing Heart: Increases Physical Attack by 30.
Haste: Increases Movement Speed by 3.5%.
Focus: Increases Cooldown Reduction by 5%.
Enhanced Basic Attack: Fires a piercing projectile, dealing 80 (80 + 20% extra physical attack) physical damage to enemies in its path. Hitting an enemy extends its travel distance while reducing damage by 30%.
Each enhanced Basic Attack consumes 1 stack of Flow.
DetailsLvl 1Lvl 15
Enhanced BA Damage
80160
Max Health
300600
Physical Attack
3060
Skill 1: Convergence
Skill 1

Skill 1: Convergence

CD: 12.5s | Mana: 50
EnhanceRecoveryKnock Back
Flowborn channels the Flow, dealing 100 (100 + 25% extra physical attack) physical damage to nearby enemies and knocking them back (without applying crowd control). Also recovers 150 (150 + 4% extra Health) Health, gains 5 stacks of Flow, and reduces the cooldown of Arrow of No Retreat and Arrowstorm by 50%.
Nearby teammates and minions increase the recovery (up to 100%) and stacks of Flow (up to 9 stacks).
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
12.51211.51110.510
Base Damage
100120140160180200
Base Recovery
150180210240270300
Skill 2: Arrow of No Retreat
Skill 2

Skill 2: Arrow of No Retreat

CD: 7.5s | Mana: 25
MovementDamage
Flowborn shoots an enormous projectile at the target (can be blocked by enemy heroes), dealing 450 (450 + 120% extra physical attack) physical damage and knocking back non-hero units.
Flowborn can dash a short distance upon use (use it again within 1.5s to become enhanced).
Second Use: Enhances projectile damage by 25%.
Third Use: Levitates and enhances projectile damage by 50%.
Can spend 4 stacks of Flow to use this skill again.
Casting speed increases with Attack Speed.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
7.57.26.96.66.36
Base Damage
450540630720810900
Skill 3: Arrowstorm
Ultimate

Skill 3: Arrowstorm

CD: 25s | Mana: 60
DamageSpeed Up
Flowborn shoots 7 volleys of light projectiles at the target location (casting speed increases with Attack Speed), dealing 90 (50 + 24% physical attack) physical damage (every 3 projectiles counts as 1 Basic Attack). Projectiles lock on to targets within range. Also gains a 10% Movement Speed increase. Use this skill again to levitate.
Can spend 5 stacks of Flow to use this skill again.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
2522.520
Base Damage
5075100
Projectile Count
71013

Strategy Guide

Playstyle

A clean, honest marksman whose individuality lives in Flow selection — choose your own stat growth, then fight with a big arrow and an arrow storm anyone can understand.

Best for: Players learning the marksman fundamentals who still want build choices to call their own.

Recommended Combos
Triple No-Retreat Volley
Skill 2 → Skill 2 (+25% Damage) → Skill 2 (Levitate, +50% Damage)

Chaining casts within 1.5s raises the damage by 25% and then 50%, and the third shot levitates Flowborn. The raw cooldown cannot deliver three in time, so the 4-Flow-stack bonus cast fills the gap. The projectile stops on the first enemy hero it hits, so an angle that puts their frontline in the way will never reach the back.

Push Off and Fire Back
Skill 1 (Knock Back, Heal) → Enhanced Basic Attack (Piercing Shot) → Skill 2

When someone closes the gap, Skill 1 is the answer: it knocks them back without applying crowd control, restores Health, and banks 5 stacks of Flow. Skill 2 and Skill 3 both return at half cooldown, turning the retreat into return fire. More teammates and minions nearby means more healing and more stacks.

Arrowstorm Pursuit
Skill 3 (+10% Movement Speed) → Skill 3 (Levitate) → Enhanced Basic Attack

The volley locks on to targets inside the marked area — 7 projectiles at Level 1, with every 3 counting as one Basic Attack. Flowborn also gains 10% Movement Speed, which is what keeps a fleeing target in range. Using the skill again levitates. Hold 5 stacks of Flow and one more cast comes without waiting on the cooldown.

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
  • Attack speed uniquely accelerates skill animations, double-dipping every point
  • Skill 1's knockback, healing, and cooldown refund make elite self-peel
  • Flow-stack bonus casts create burst windows that ignore cooldowns
  • Post-cast movement and aerial attacks on Skill 2 and the Ultimate make kiting exceptional
Weaknesses
  • Weak base damage before Level 4 — early trades are nearly always losses
  • The piercing arrow loses 30% damage after passing through a target, so long-range poke rarely finishes anyone
  • Sloppy stack management removes the bonus casts and flattens the damage spikes
  • Targeted CC is lethal once Skill 1 is down, with no second escape
Early Game Strategy

Pick your Flow boon at base, then head for the farm lane. Take the max-HP option (300 HP) into aggressive matchups, and borrow damage with the physical attack boon when the lane looks safe. Until Level 4 your base damage is genuinely poor, so this is not a trading window — quietly collect last hits and experience and nothing else. If an enemy closes the gap, Skill 1's knockback and healing reset the exchange more often than not. It also halves the cooldowns of Skill 2 and the Ultimate, so spending it defensively never feels like a waste.

Mid Game Strategy

From 8 to 10 minutes, once attack-speed boots and your first damage item are online, Flowborn's signature mechanic starts spinning: attack speed accelerates your skill animations too. You're still not the main character of teamfights, so shove the lane, sweep open jungle camps, and rush your second core item. When called to Tyrant, join from the very back — planting Skill 2's giant arrow into the closest enemy is a full shift on its own. Each cast tacks on a short move afterward, so build the habit of stepping back half a pace every time you fire. It quietly prevents most deaths.

Late Game Strategy

Past 15 minutes, at four items and up, the lead role changes hands. Weaving bonus casts of Skill 2 and the Ultimate between basic attacks — paid for with Flow stacks — creates the damage spikes that define this hero's endgame. Fire Skill 2 three times within 1.5 seconds and the third becomes an aerial attack at 50% bonus damage, so the moment your frontline pins someone is the moment to unload the triple. Skill 1 restocks five stacks, more with allies or minions nearby; never let the tank run empty between fights. And never walk anywhere alone — stay close enough to see a teammate's back at all times.

Teamfight Strategy

Your position is locked to the very back, and your target is whoever stands closest. When chased, Skill 1's knockback peels them off while the heal and the 50% cooldown refund on Skill 2 and the Ultimate set up your next burst. Arrowstorm's volley also grants 10% move speed, tailor-made for kiting backward. Once the enemy front cracks, spend your saved Flow stacks on the Skill 2 triple volley into whatever remains of their backline. You are softest right after dumping everything — at zero stacks, sit at max range and refuse to get greedy. That's how this hero grows old.

Other Farm Lane Heroes

Stats: official HoK Camp, as of 2026-08-14

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-08-14). 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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