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
Closes out the kills you cannot quite finish
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
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
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 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.
| Details | Lvl 1 | Lvl 15 |
|---|---|---|
Enhanced BA Damage | 220 | 440 |
On-Hit Recovery | 125 | 250 |

Skill 1: Convergence
Flowborn deals 100 (100 + 2% extra Health) physical 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: Power From Within
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.
| 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 |
Slash Damage | 600 | 720 | 840 | 960 | 1,080 | 1,200 |

Skill 3: All In
If the skill is not on cooldown, can spend 5 stacks of Flow to stop it from entering cooldown after this use.
| Details | Lvl 1 | Lvl 2 | Lvl 3 |
|---|---|---|---|
Cooldown | 25 | 22.5 | 20 |
Base Damage | 400 | 600 | 800 |
Strategy Guide
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.
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.
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.
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.
- •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
- •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
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.
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.
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.
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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