Florentino — Patch 1.62 Verdict
[Liquipedia RPL: S] Pro play (RPL 2026): 36 picks, 50.0% WR, 50.9% pick/ban rate. Note: pro meta may differ from ranked.
Florentino — Warrior Guide
Florentino is the slayer lane's best duelist. His whole kit is a rhythmic loop: stabs, flower pickups, reset windows. Learn the cadence and he feels unstoppable. Ignore it and he feels clunky. His passive, Shuffle, turns re-engagement into bonus physical damage with built-in CC immunity and a dash. Same motion slips CC, closes the gap, and pokes. His Q, Blossom, spawns three flowers around the target that refuel his energy and reset his W cooldown on pickup. His W, Triple Threat, is a three-hit sequence that deals percentage max-HP true damage on each strike, which is why tanky bruisers melt almost as fast as squishies. The ultimate, Gentleman's Duel, marks one target, strips their armor by 15%, amplifies all damage they receive by 20%, and wraps Florentino in a near-invulnerability bubble against everyone else. On the current Thai-server patch he sits in S tier with a 38.3% ban rate. That number says more than his 50% win rate does. Teams are scared of him in the slayer lane. He's the right pick for mechanically confident players who want to snowball hard through individual duels and cash that lead in mid-game skirmishes before sustained teamfight heroes come online.
Strengths
- +Gentleman's Duel creates a true 1v1 bubble that neutralizes peel from support heroes and junglers, letting Florentino execute a single target even deep in enemy territory.
- +Triple Threat's percentage max-HP true damage ensures that no matter how a tank itemizes their armor or HP stack, they cannot simply out-stat Florentino in an extended trade.
- +Shuffle's built-in CC immunity and movement speed on the passive stab makes Florentino almost impossible to kite or disengage from cleanly once he has initiated a trade.
- +The Blossom flower mechanic creates a self-sustaining resource loop, Q into flower pickup into W reset into Q again, that rewards skilled players with far more damage output per trade than the ability tooltips suggest at face value.
Weaknesses
- −Florentino is entirely single-target focused; in a five-hero teamfight brawl without a clean duel target, his R bubble can be played around by enemies who simply ignore him and collapse on his teammates.
- −His energy dependency is real, if he cannot collect Blossom flowers quickly (due to enemy displacement or open terrain scattering them), his W reset loop collapses and his sustained damage drops sharply.
- −Pre-level-4, before R is available, Florentino trades reasonably but not dominantly; aggressive early-game duelists who win before the kit fully comes online can deny him the snowball he needs.
- −Hard crowd control, particularly point-and-click stuns or multi-hit roots applied before he can trigger Shuffle's CC immunity window, can interrupt his combo mid-sequence and leave him stranded in a losing position.
Abilities
PShuffle
When out of combat, the next auto attack becomes a pierce that deals 80 (+125% bonus AD) physical damage (scales +8 per level). For a short duration after, the next attack deals 20% increased damage. If the pierce hits a hero, restore 75 (+90% bonus AD) HP (scales +7 per level). After piercing, Florentino can dash in a designated direction, gain crowd control immunity, and move 50% faster for 0.5s.
1Blossom
Florentino throws a flower at an enemy, dealing 280 (+120% bonus AD) physical damage and stunning for 0.75s. 3 flowers then bloom around the target for 5s. Walking through a flower restores 100 energy to Florentino and converts the next auto attack into a pierce, resetting Skill 2's cooldown.
2Triple Threat
Florentino attacks 3 times, each dealing true damage equal to 3 (+1% bonus physical damage)% of the enemy's max HP. Passive skills trigger on each attack hit. Hitting a hero with an attack reduces Skill 1's cooldown by 1s. 1st Attack: Deals 250 physical damage and slows by 50% for 1s. 2nd Attack: Deals 250 physical damage and launches the target for 0.75s. 3rd Attack: 2 consecutive hits, each dealing 200 physical damage.
RGentleman's Duel
Florentino dashes to attack and marks the target with Duel for 5s. During this time, the marked target loses 15% armor and takes 20% increased damage. Florentino takes 50% reduced damage and gains crowd control immunity from unmarked enemies. If the marked target dies while Dueled, Florentino permanently gains 20 physical damage (max 10 stacks, lasting until end of game).
How to Use Florentino's Kit
Shuffle is your re-engagement engine: after any out-of-combat moment, your next auto becomes a lunge-stab that deals bonus physical damage scaled off your bonus AD, and if it connects on a hero you heal, this is the sustain that makes Florentino so oppressive in extended lane trades. Critically, the post-stab window grants 50% movement speed and CC immunity, meaning you should deliberately stagger your aggressive windows to keep Shuffle primed rather than auto-attacking mindlessly. The most common mistake is wasting the passive stab on a minion when rotating to a hero trade; always check whether you've recently left combat before committing to an approach.
Blossom's 0.75-second stun is the ignition point for every combo, but its real value is the three flowers it spawns around the target, collecting even one instantly resets your W cooldown and converts your next auto into a passive stab, essentially giving you a free extra loop of damage. Positioning matters enormously here: the flowers spawn at fixed points around the target's location at the moment of impact, so landing Q against a wall or in a tight jungle corridor means the flowers cluster and are trivial to collect, whereas an open-lane Q can scatter them awkwardly. Never use Q purely for poke; always make sure you can reach at least one flower, otherwise you're burning the skill's most important function.
Triple Threat's three-hit sequence is deceptively punishing because each hit triggers Shuffle's passive and deals percentage max-HP true damage, that percentage scales with your bonus physical attack, so Broken Spear and Omni Arms are not just luxury stats but literal multipliers on this ability's kill potential against tanks. The third hit applies a brief knockup, so always complete the full three-swing chain: cutting it short loses the airborne and forfeits the Q cooldown-reduction procs you'd otherwise bank against a hero target. A crucial nuance is that each hit individually can reduce Q's cooldown by one second when it connects on a hero, meaning a full W into a picked-up flower into another Q is entirely achievable within a single trade window.
Gentleman's Duel is both a kill-securing tool and a survival cooldown, the 50% damage reduction from all non-marked sources means you can pop it mid-teamfight to essentially 1v1 the most dangerous enemy while the rest of the brawl bounces off you. The 15% armor reduction and 20% damage amplification on the marked target make it non-negotiable to use early in a duel rather than as a desperation finisher; front-loading the debuff maximizes your W true damage windows. One overlooked mechanic: if your R target dies during the duel duration, you gain a permanent 20% physical damage bonus for the rest of the game, this stacks as a kill-reward incentive to always pick the target you will actually kill, not just the nearest one.
Skill Order
Priority: R > Q > W| Skill | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1Blossom | 1 | · | 3 | · | 5 | · | 7 | · | 9 | · | · | · | 13 | · | · |
2Triple Threat | · | 2 | · | 4 | · | · | · | 8 | · | 10 | · | 12 | · | 14 | · |
RGentleman's Duel | · | · | · | · | · | 6 | · | · | · | · | 11 | · | · | · | 15 |
Loadout

Standard Build
1
2
3
4
5
6Core Combos
Standard Lane Trade
Open with the Shuffle stab to trigger healing and CC immunity, immediately land Blossom on the stunned target, collect a flower to reset W, then complete the full Triple Threat chain, use in any 1v1 slayer lane trade where you have Shuffle primed.
Full Duel Assassination
Pop Gentleman's Duel first to apply the 15% armor reduction before any damage lands, immediately follow with Shuffle stab into Q into flower pickup for a second W reset, this is your committed kill combo used on the enemy carry in a mid-game skirmish.
Flicker Initiation
Use Flicker to close an unexpected gap onto a backline carry, immediately lock the duel before they can react, then chain the full Q-flower-W loop while your R bubble absorbs incoming peel, reserved for when enemies are grouped and you need to reach a specific squishy target.
Flower Reset Loop
The pure high-skill expression combo: after the first Q lands and you collect a flower to reset W, complete the three-hit chain, use the passive stab from flower pickup, then immediately Q again into a second W, this double-W loop is what separates high-rank Florentino players from the average.
Gameplan
His first real spike is level 4, when Gentleman's Duel unlocks and he can commit to all-in duels properly. Damage becomes genuinely threatening once Broken Spear is finished, since its bonus AD feeds both the Shuffle passive stab and Triple Threat's true damage percentage. The strongest window is the 12 to 18 minute zone: he has his core two items, both Q and W are frequently resetable, and towers are still falling, so slayer-lane dominance converts directly into objective pressure. He stays relevant late, but he needs a clean single target. Once fights turn into chaotic five-on-five scrambles with no isolation, his impact drops noticeably.
Early Game
Levels 1–6- →Play the first three levels carefully to farm efficiently with auto attacks and save Q for guaranteed stun hits rather than poke — burning Blossom on a mobile enemy who dodges the flowers wastes your primary trade tool.
- →Identify whether the enemy slayer is aggressive pre-4; if so, hold your passive Shuffle stab as a defensive disengage tool rather than a trade opener, using its movement speed and CC immunity to escape ganks.
- →At level 4 when R is available, immediately look for your first duel: if the enemy slaner has burned a defensive spell or is overextended past the midpoint of the lane, Gentleman's Duel plus the full combo should convert to a kill.
Mid Game
Post Broken Spear- →After your first core item (Broken Spear), rotate aggressively to the nearest contested objective — Dark Slayer side if applicable — and use Gentleman's Duel to 1v1 whoever the enemy sends to contest, banking the permanent damage bonus from a duel kill.
- →In mid-game skirmishes, always identify your R target before the fight begins: ideally the enemy marksman or mage, not a tanky front-liner who will survive the duel window and leave you exposed.
- →Use the slayer lane's inherent isolation to keep trading with whoever re-spawns into your lane, snowballing your permanent AD stacks from R kills and building toward a Hercules's Madness timing spike.
Late Game
Teamfight phase- →In late-game fights, apply R to the enemy's highest-damage dealer the instant the teamfight begins — do not wait for them to use abilities first, as the armor reduction and damage amplification front-loaded onto them will melt their HP before they can output enough to matter.
- →If the enemy team is heavily grouped around a tower or Dark Slayer, use Flicker plus R to reach the backline rather than fighting into the front, as Florentino's single-target focus becomes a liability against a wall of tanks.
- →Respect that your CC immunity from Shuffle only lasts briefly after the passive stab — against a fed enemy support or jungler with long-duration CC, time your re-engagements so Shuffle is always freshly primed when you dive into a dangerous position.
Matchups
A 38.3% ban rate means you will rarely get Florentino into a bad matchup if you respect that number. When he does slip through, draft discipline matters. Never first-pick him into Butterfly or Murad. Those two dismantle the assumptions his entire kit is built on. If you're already locked in and facing Quillen, play the early game conservatively: farm over trades, wait until level 4 to force duels, and use Flicker as a gap-closer rather than an escape. On the synergy side, Aleister and Grakk are the best pairing picks. Any hero with a long ground-binding CC that clusters flowers turns Florentino's already-strong combo into something close to a guaranteed kill. In scrims at Diamond and above, the correct play is to keep Florentino in the ban phase until he opens up, then rotate him immediately.
Florentino gets countered by
ButterflyButterfly's evasion passive causes a portion of Florentino's physical attacks, including his core Triple Threat chain, to miss entirely, collapsing the W-reset loop and making the duel unwinnable through sheer stat checks.
MuradMurad can pull Florentino into his alternate dimension during Gentleman's Duel, effectively nullifying the duel bubble's protective effect and resetting the fight on terms that favor Murad's own burst window.
QuillenQuillen's point-and-click suppression can be applied before Florentino triggers Shuffle's CC immunity, locking him in place through the entire combo window and leaving him stranded without the dash-out escape.
AiriAiri's high burst and mobility allow her to spike Florentino before he completes the full Blossom-flower-W loop, and her own CC immunity windows overlap dangerously with Florentino's duel timing.
Florentino synergizes with
AleisterAleister's bind sets up a stationary target that Florentino can Q for a guaranteed stun, then collect all three flowers in a tight cluster before the enemy can move, a near-guaranteed full combo setup.
BaldumBaldum's ultimate pulls and groups enemies, allowing Florentino to R the highest-priority target while Baldum's CC keeps the rest of the enemy team locked away from interfering with the duel.
AnnetteAnnette's wind wall blocks projectiles that would interrupt Florentino's combo approach, and her knockback can line enemies against walls so Blossom flowers cluster into easy pickup range.
GrakkGrakk's hook pulls enemies directly into melee range of Florentino and locks them in place long enough for Florentino to land Q reliably and begin the full flower-reset loop before the enemy can respond.
Pro Tips
- →Against enemies who space out after taking Q to prevent flower pickup, use Shuffle's post-stab dash to chase the flower position rather than the enemy, securing the W reset is worth more than landing an extra auto attack on a retreating target.
- →The permanent damage bonus from killing a Gentleman's Duel target stacks across the entire game, so prioritize using R on enemies you are confident you can kill rather than using it defensively on a tank who will survive the duel window and deny you the stack.
- →In the jungle-invade meta on the Thai server, Florentino can steal buffs at level 1 using the Shuffle stab burst on the buff monster, then immediately disengage with the post-stab dash before the enemy jungler arrives, the passive is not just a combat tool.
- →When landing Blossom near terrain, deliberately aim Q so the target is pressed against a wall at impact: the three flowers spawn in a triangle around the target's position and clustering them near impassable geometry makes collection nearly instantaneous, which is the difference between a reset that happens and one that gets kited away.
Florentino is the slayer lane's definitive S-tier pick for players who want to win through individual mastery rather than being team-carried. If you can execute the Blossom flower-reset loop cleanly and choose your Gentleman's Duel target with discipline, he is one of the most consistently rewarding carries on the Thai server right now. He fits mechanically hungry players at Diamond and above who are comfortable making split-second calls about when to commit and when to abort a duel. The single most important thing to master is flower pickup positioning. Until collecting those three petals feels automatic regardless of terrain and enemy spacing, you are leaving a massive portion of your damage potential on the ground.
Florentino — Frequently Asked Questions
Is Florentino good in the current ROV patch?+
Yes. Florentino is firmly S tier on the current Thai server. His 38.3% ban rate reflects how much high-ranked lobbies fear him, more than his raw 50% win rate does on its own. When he does reach the game, he is one of the most oppressive slayer-lane heroes in the meta.
What is the best build for Florentino?+
The current Thai-server consensus is Broken Spear into Sonic Boots, then Hercules's Madness, Omni Arms, Fenrir's Tooth, and Blade of Eternity as your six-item build. Broken Spear is non-negotiable first. Its bonus AD multiplies both the Shuffle passive stab damage and Triple Threat's true damage percentage at the same time.
How do you counter Florentino?+
Pick heroes with evasion or displacement that interrupt his flower-collection loop. Butterfly's miss chance collapses his W resets, and Murad can drag him into a dimension where the Gentleman's Duel bubble becomes irrelevant. Hard point-and-click CC applied before he triggers Shuffle's brief CC immunity is also consistently effective.
Is Florentino hard to play / good for beginners?+
Medium difficulty. The basic combo is accessible, but the high skill ceiling is in understanding flower-pickup geometry, Shuffle CC immunity timing, and picking the right Gentleman's Duel target in chaotic teamfights. Beginners can learn him and feel impactful. Mastery takes dedicated practice to unlock the double-W reset loops that make him truly dominant at Diamond and above.