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Flowborn (Tank)

Flowborn (Tank)

Clash LaneTankDifficulty: Easy

Latest Meta Stats

CLASH
C
Tier / Pop
48.72%
Win Rate
0.6%
Pick Rate
0.06%
Ban Rate

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

Official Ratings

Survival
8/10
Attack
4/10
Skill
5/10
Difficulty
3/10

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

Base Stats

Compare all heroes' base stats →
Max HP3650
Max MP600
Physical Attack188
Magic Attack0
Physical Armor150|20%
Magic Defense75|11.1%
Movement Speed375
Attack RangeMelee
HP Regen / s80
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

Tank / Support
Red
Blue
or
Green
or

Fate is the only one of the ten red arcana that leans defensive, which makes it the default here.

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
1.76%
1.63%
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 used56.84% win rate / 3,062 wins
Flash
#2 most used63.96% win rate / 2,692 wins
Teleport

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

SwitchDamageRecovery
Flowborn can draw the Flow into their body at the Base to enhance stats.
Vitality: Increases max Health by 300 and Physical and Magical Defense by 50.
Piercing Heart: Increases max Health by 300 and Physical Attack by 30.
Haste: Increases max Health by 300 and Movement Speed by 3.5%.
Focus: Increases max Health by 300 and Cooldown Reduction by 5%.
Spend 1 stack of Flow to perform an enhanced Basic Attack that deals 408 (220 + 100% physical attack + 4% extra Health) physical damage and recover 125 (125 + 2.5% extra Health) Health.
DetailsLvl 1Lvl 15
Enhanced BA Damage
220440
On-Hit Recovery
125250
Skill 1: Convergence
Skill 1

Skill 1: Convergence

CD: 12.5s | Mana: 45
EnhanceRecoveryKnock Back
Flowborn channels the Flow, reducing the cooldown of other skills by 50% while gaining 5 stacks of Flow and recovering 150 (150 + 4% extra Health) Health. Gains 1 extra stack and recovers extra Health for every teammate and every 2 minions nearby, for up to 9 stacks and double the recovery.
Flowborn deals 100 (100 + 2% extra Health) physical damage to nearby enemies and knocks them back (without applying crowd control).
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
12.51211.51110.510
Base Recovery
150180210240270300
Knockback Damage
100120140160180200
Skill 2: Power From Within
Skill 2

Skill 2: Power From Within

CD: 7.5s | Mana: 25
DamageCrowd ControlShield
Flowborn charges toward the target, knocking back enemies in the path, then slashes forward to deal 600 (600 + 185% extra physical attack) physical damage and gain a 350 (350 + 7% extra Health) shield for 3s.
Using this skill continuously on the same target for 1.5s changes its effects in the following order.
Clearing Slash: Deals equal slash damage to enemies, launches them for 0.33s, and gains a shield of the same amount.
Rifting Slash: Deals equal slash damage to enemies, launches them for 0.66s, and gains a shield of the same amount.
If the skill is not on cooldown, spend 4 stacks of Flow to stop it from entering cooldown after this use.
All non-hero units within range of this skill are affected by the same crowd control effect.
DetailsLvl 1Lvl 2Lvl 3Lvl 4Lvl 5Lvl 6
Cooldown
7.57.26.96.66.36
Slash Damage
6007208409601,0801,200
Skill 3: All In
Ultimate

Skill 3: All In

CD: 25s | Mana: 60
Crowd ControlDamage
Flowborn leaps to the target location and attacks, dealing 400 (400 + 70% extra physical attack + 8% extra Health) physical damage and knocking back enemies for 0.75s. Deals an extra 50% damage at the center of the attack.
If the skill is not on cooldown, can spend 5 stacks of Flow to stop it from entering cooldown after this use.
DetailsLvl 1Lvl 2Lvl 3
Cooldown
2522.520
Base Damage
400600800

Strategy Guide

Playstyle

A clean, well-built tank with Flow customization on top. His charge knockback and leaping knock-up open fights exactly as a frontliner should — the easy rating is honest.

Best for: Players learning the tank role who want to focus purely on the engage decision, with nothing else in the way.

Recommended Combos
Bank the Flow First
Skill 1 (Flow up to 9 stacks + 50% cooldown cut on other skills) → Skill 3 (center hit, +50% damage) → Skill 2 (spend 4 stacks) → Skill 2 (Clearing Slash, 0.33s launch, spend 4 stacks) → Skill 2 (Rifting Slash, 0.66s launch)

Skill 1 gives 5 stacks flat, plus 1 more for every nearby teammate and every 2 minions, up to 9. Cast alone it stops at 5, so step into the wave before pressing it. Spending 4 stacks keeps Skill 2 off cooldown, and reaching Clearing and Rifting Slash means three casts on the same target inside 1.5s — that costs 8 stacks.

Five Stacks, Two Leaps
Skill 3 (spend 5 Flow stacks, center hit, +50% damage) → Skill 3 again, since that cast never entered cooldown

A cast paid for with 5 stacks does not enter cooldown afterwards. The second leap follows with no gap at all. The payment is only available while Skill 3 is off cooldown, so casting the first one normally kills the double. Skill 2 works the same way for 4 stacks.

Backline Interpose
Skill 2 (charge knockback + 350 shield for 3s) → enhanced Basic Attack (spend 1 Flow, restore 125 Health) → Skill 1 (knockback + refill Flow)

Charge through the diver glued to your carry and absorb the trade behind a 350 shield at Lvl 1. The enhanced Basic Attack costs 1 Flow stack but restores 125 Health at Lvl 1, so he can hold the spot and hit back. Skill 1's knockback is explicitly not a crowd control effect — it shoves them off, and locking them down is your team's job.

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
  • Flow stacks buy cooldown-free recasts of Skill 2 and the Ultimate
  • Chained, escalating knock-ups deliver exceptional lockdown
  • Empowered-basic healing and shields sustain a long frontline shift
  • The pre-game Flow choice tunes him against any enemy comp
Weaknesses
  • With an empty Flow bank he's an ordinary tank with ordinary CC
  • Skill 1's income scales with nearby bodies, so isolated fights starve him
  • No mobility beyond the charge; long-range poke drains him for free
  • Stack accounting plus chained inputs make him busier than he looks
Early Game Strategy

The game starts before the gates open: pick your Flow enhancement at base, and if you're frontlining, the dual-defense option is the safe default. The early rule that matters most: cast Skill 1 near allies or minions. Flow stacks scale with the bodies around you (up to 9) and the healing climbs with them, so the same button is a different skill depending on where you press it. Roam or clash lane both work. When the Ultimate unlocks at level 4, syncing its knock-up with your jungler's gank is your first highlight moment.

Mid Game Strategy

Through the 8-to-12-minute objective fights, your Flow bank is your voice in the game. Skill 2 recasts free of cooldown for 4 stacks and the Ultimate for 5, so at full stacks you're effectively a tank with double the spellbook. Engage with the Ultimate's center hit (50% bonus damage plus a 0.75-second knock-up), then chain Skill 2 into the same target: the second and third strikes add escalating knock-ups on top. Land the full chain and the average carry simply does not walk away.

Late Game Strategy

When the game settles into 5v5 set pieces, your edge is initiating twice by yourself: once with the normal rotation, once more with stack-funded recasts. The most lethal Ultimate of the night is the second one — cast right as the enemy steps forward believing you're out of cooldowns. Hold the frontline with Flow-empowered basic attacks: each one heals, so as long as you keep swinging you're genuinely hard to bring down. Just remember Skill 1's stack income depends on nearby bodies — never drift into isolated fights.

Teamfight Strategy

You take the front, but top off with Skill 1 before committing — a full Flow bank changes how brave you're allowed to be. Enter on the Ultimate's center hit, then run Skill 2 three times into one target: the chained knock-ups juggle them while your team pours in damage. If the backline gets dived, Skill 2's charging knockback carves the assassin off your carry while the shield absorbs the exchange. A habit worth building: keep at least 4 stacks in reserve at all times, so a surprise engage can always be answered with an instant recast.

Other Clash 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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