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
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
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 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.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Enhanced BA Damage | 80 | 160 |
Max Health | 300 | 600 |
Physical Attack | 30 | 60 |

Skill 1: Convergence
Nearby teammates and minions increase the recovery (up to 100%) and stacks of Flow (up to 9 stacks).
| Details | Lvl 1 | Lvl 2 | Lvl 3 | Lvl 4 | Lvl 5 | Lvl 6 |
|---|---|---|---|---|---|---|
Cooldown | 12.5 | 12 | 11.5 | 11 | 10.5 | 10 |
Base Damage | 100 | 120 | 140 | 160 | 180 | 200 |
Base Recovery | 150 | 180 | 210 | 240 | 270 | 300 |

Skill 2: Arrow of No Retreat
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.
| 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 | 450 | 540 | 630 | 720 | 810 | 900 |

Skill 3: Arrowstorm
Can spend 5 stacks of Flow to use this skill again.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 25 | 22.5 | 20 |
Base Damage | 50 | 75 | 100 |
Projectile Count | 7 | 10 | 13 |
Strategy Guide
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.
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.
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.
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.
- •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
- •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
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.
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.
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.
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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