Flin is a melee, physical damage Tank who combines excellent teamwide engage abilities with powerful utility abilities.
Passive & Abilities
Flin is a Pure Shaper which means he has no resource to manage.
Tip: Because he has no resource to manage his cooldowns are higher to compensate.
Flin’s passive is Carry On and it causes Flin to take reduced damage from non-Shapers. The reduced damage is amplified and reflected back at the attacker as physical damage.
Tip: This passive gives Flin an incredible presence in the jungle. The only non-Shaper this passive doesn’t apply to is Parasite.
Flin’s Q is Thrilling Heroics where Flin leaps off of Sgt. Buttersworth dealing a small amount of damage and stunning all enemies in a small area for a moderate duration. Flin is stunned at target location for a long duration or until Sgt. Buttersworth picks him up by walking near Flin.
Tip: The cooldown doesn’t start until after Flin is back on Sgt. Buttersworth and Flin has to follow normal pathing rules to return, so be careful where you throw him. Flin does grant a small amount of vision where he lands though, so he’s good for scouting ahead if you don’t need the stun.
Flin’s W is Overrun and Flin commands Sgt. Buttersworth to surround himself with a swarm of beetles dealing a moderate amount of damage to all nearby enemies over a short time. Enemies in the area are also slowed by a small amount. Basic Attacks on affected enemies increase the duration of Overrun.
Tip: The range of Overrun increases the range that Sgt. Buttersworth can pick Flin up after Thrilling Heroics. Casting Overrun before or just after using Thrilling Heroics can start your cooldown sooner and allows you to instantly have the slow on enemies after they come out of the stun. This also applies on-damage effects like those on Equilibrium & Subjugation.
Flin’s E is Field Rotation and Flin commands Sgt. Buttersworth to take a chomp out of a target enemy dealing a small amount of damage, reducing their Armor by a percentage, and healing Flin based on the amount of Armor shredded.
Tip: Because the heal on this is based on how much Armor it shreds, it shouldn’t be relied on as sustain nor should it be leveled first as Armor levels in the early game are too low to make it worthwhile since it’s a percentage reduction.
Flin’s R is Finest Hour which increases the movement speed of Flin and all nearby allies for a moderate duration. Finest Hour may be recast multiple times causing Sgt. Buttersworth to charge an enemy Shaper dealing a moderate amount of damage and knocking them up for a short duration. This may only be reactivated once on each enemy Shaper.
Tip: The movement speed bonus is doubled for Flin. So while Finest Hour is an incredible initiation tool for your team, don’t underestimate its ability to help you escape in a pinch.
Strategy & Tactics
Flin has incredible early-game pressure on the map, so look for early opportunities to gank once you have your main abilities. Try to land a Thrilling Heroics but save Overrun until you’re in range of the enemy to be sure to maximize the duration of the slow. Once within range, be sure to use Field Rotation on whomever your team is deciding to focus. Make sure to keep using Basic Attacks to increase the duration of Overrun.
As teamfights start, your job is to look for good team engages or any opportunities to stun an enemy who is out of position. If you are the sole initiator for your team, then look to use Finest Hour when surrounded by your team and help them move into position for a team fight. Pick a squishy target to stun with Thrilling Heroics, then follow up with your ultimate to get in range for Overrun. Re-activate Finest Hour on any targets to peel for your team or allow your team to kill the enemy squishy. Keep in mind, auto-attacks are incredibly important as they keep Overrun up for up to twice the normal duration.
If you’re not the primary initiator for your team, save your abilities to protect your own Carry. Field Rotation will remove a lot of Armor off any charging Bruiser/Tank and Overrun along with Thrilling Heroics will lock them down long enough for your Carry to finish them off easily. If things still aren’t going your way, use Finest Hour to help your team get out of a fight in a hurry and use the re-casts to slow down anyone chasing you.
When the other team is attempting to take Parasite, your ability to move in quickly with Finest Hour and jump straight through their team for a steal is incredibly powerful. Save Thrilling Heroics to lock up their Jungler as you hit Vanquish to ensure it’s not stolen. If you’re taking Parasite, save Thrilling Heroics for when their Jungler comes in for the steal and you’ll secure it for your team.
Once you start defending your own Guardian, your job is to attempt to shut down the other team’s ranged Carry. Just as in a normal team fight, Finest Hour and Thrilling Heroics are key to lock up the enemy carry while Overrun will keep the Carry from getting away while your team annihilates them.
When attacking the Guardian, your job is to zone out the enemy with Thrilling Heroics and Overrun so your Carry can take down the Cores/Guardian. If they attempt to Blink past you to go for your Carry, simply fire Finest Hour and shut them down.
Flin brings a large amount of utility to a fight, both by shredding Armor on tanks as well as providing a variety of Crowd Control to keep the enemy from getting away.
For more information on Flin and Sgt. Buttersworth, visit their Archive.
For a Skill order and Item Build suggestion, visit their Shaper Quick Guide.