Wiki / Classes / Monk

Melee

Monk

Hit Combo and spirit clones

Health 470MobileBurstControl

Overview

Never press the same button twice in a row: each different ability builds Hit Combo. Leg Sweep the pack, then Storm, Earth and Fire and let your spirits copy every hit.

How to play

  • Alternate your buttons to keep Hit Combo at 5.
  • Leg Sweep when two enemies are close, then open Storm, Earth and Fire.
  • Touch of Karma when you're the kill target: their burst comes back at them.

Key passives

  • Hit Combo

    Each different ability in a row adds 4% damage, up to 5 stacks (+20%), for 8 sec. Using the same ability twice in a row resets it.

  • Stagger

    Starting and ending Fists of Fury each give 18% damage reduction for 1.8 sec; ending it adds a 32 absorb.

  • Mending Flurry

    Every third Tiger Palm in a row on one target gives you a 20 absorb for 2.4 sec.

Action bar

Hover or tap a spell for its in-game tooltip. Default keybinds.

Stock kit

Tiger Palm1
Fists of Fury2
Leg Sweep3
Blackout KickE
Rising Sun Kick4
Storm, Earth and FireQ
Touch of Karma5
RollSpace
Spear Hand6
Gladiator's MedallionV

Abilities

1

Tiger Palm

Physical

Melee rangeInstant1.6 sec cooldown

Deals 33 Physical damage, reduces movement speed by 36% for 2.8 sec and applies Tiger Strikes, 16 damage over 4 sec.

Every third Palm on a target grants a small absorb shield.

2

Fists of Fury

Physical

Melee range1.1 sec channel5.5 sec cooldown

Strikes 8 times over 1.1 sec for 6 Physical damage each, stunning the target. You can move while channeling.

Parries melee attacks. Cannot be interrupted, but stuns stop it.

3

Leg Sweep

Physical

Melee rangeInstant16 sec cooldown

Deals 14 Physical damage and stuns every enemy around you for 3 sec.

Needs a target in melee range.

E

Blackout Kick

Physical

Melee rangeInstant5 sec cooldown

Deals 23 Physical damage. Against Tiger Strikes it deals 50% more and reduces Rising Sun Kick's cooldown by 1.5 sec.

4

Rising Sun Kick

Physical

Melee rangeInstant2.8 sec cooldown

Kicks the target for 42 Physical damage.

Q

Storm, Earth and Fire

Instant60 sec cooldown

For 8 sec 2 spirit clones fight beside you, each repeating your hits for 25% of their damage.

Off the global cooldown.

5

Touch of Karma

Instant45 sec cooldown

For 6 sec absorbs damage up to 40% of your max health and sends 70% of everything absorbed back to the attacker.

Usable while stunned.

Space

Roll

Instant8 sec cooldown

Rolls a short distance in your movement or aim direction.

6

Spear Hand

Physical

Melee rangeInstant10 sec cooldown

Interrupts spellcasting and prevents any spell in that school from being cast for 1.5 sec.

V

Gladiator's Medallion

Instant50 sec cooldown

Removes all stuns, roots, slows, Polymorph, Fear, Blind, Gouge and Cyclone effects. Only usable while crowd-controlled.

Talents

One pick per row, or leave a row on the stock kit.

1Keystone

Transcendence

Roll leaves your spirit behind so you can return to it.

Roll leaves your spirit where you started. Press Roll again within 6 sec to teleport back to it.

Roll's cooldown is 2 sec longer and only starts when you teleport back or the spirit fades.

Roll in, land your stun, then teleport back to safety.

Ring of Peace

Leg Sweep becomes a ring you place that knocks enemies out and stuns them.

Place a ring anywhere in range: every enemy inside takes 15 damage, is knocked out of it and stunned for 1.6 sec.

The stun lasts 1.6 sec (was 3.4).

Knock two melee off your healer, or push enemies away from a kill.

Disable

Every third Tiger Palm in a row roots the target.

Every third Tiger Palm in a row on the same target roots them for 1.5 sec.

Tiger Palm's slow drops to 20% (was 36%).

Great against casters and Hunters who keep running.

2Tactics

Paralysis

Leg Sweep incapacitates for 4 seconds instead of stunning.

Leg Sweep incapacitates your target for 4 sec instead of stunning. Shares Polymorph diminishing returns.

Any direct damage breaks it, and it deals no damage. Does nothing with Ring of Peace.

Lock the healer while your team kills.

Mortal Kick

Rising Sun Kick cuts the target's healing.

Rising Sun Kick reduces healing taken by 20% for 4 sec.

Rising Sun Kick cooldown 3.6 sec (was 2.8).

Keep it on the kill target when their healer starts catching up.

Long Spear

Spear Hand Strike reaches much farther.

Spear Hand Strike range 220 (was 120).

Spear Hand Strike cooldown 14 sec (was 10).

Kick the healer without leaving your kill target.

3Style

Combo Strikes

Rising Sun Kick hits harder, but you take more damage.

Rising Sun Kick deals 15% more damage.

You take 5% more damage from everything.

Best when you can stay on one target.

Diffuse Magic

Touch of Karma also clears your magic DoTs and cuts spell damage.

Touch of Karma also removes magic DoTs from you and you take 30% less spell damage for 4 sec.

Storm, Earth and Fire cooldown +15 sec.

Karma as the big cast goes out.

Tiger's Lust

Roll clears roots and slows and works while rooted.

Roll removes roots and slows from you and can be used while rooted.

Roll comes back 3 sec later.

Save a Roll for Frost Nova or Hamstring instead of using it to close gaps.