Tiger Palm
PhysicalDeals 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.
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.
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.
Starting and ending Fists of Fury each give 18% damage reduction for 1.8 sec; ending it adds a 32 absorb.
Every third Tiger Palm in a row on one target gives you a 20 absorb for 2.4 sec.
Hover or tap a spell for its in-game tooltip. Default keybinds.
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.
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.
Deals 14 Physical damage and stuns every enemy around you for 3 sec.
Needs a target in melee range.
Deals 23 Physical damage. Against Tiger Strikes it deals 50% more and reduces Rising Sun Kick's cooldown by 1.5 sec.
Kicks the target for 42 Physical damage.
For 8 sec 2 spirit clones fight beside you, each repeating your hits for 25% of their damage.
Off the global 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.
Rolls a short distance in your movement or aim direction.
Interrupts spellcasting and prevents any spell in that school from being cast for 1.5 sec.
Removes all stuns, roots, slows, Polymorph, Fear, Blind, Gouge and Cyclone effects. Only usable while crowd-controlled.
One pick per row, or leave a row on the stock kit.
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.
Rolls a short distance in your movement or aim direction.
Talent: Transcendence — Roll back to where you were
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.
Forms a ring at the target point that deals 14 Physical damage to enemies within 6 yd, knocks them out and stuns them for 1.6 sec.
Talent: Ring of Peace — Ring knocks back and stuns
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.
Deals 33 Physical damage, reduces movement speed by 20% for 2.8 sec and applies Tiger Strikes, 16 damage over 4 sec.
Every third Palm on a target grants a small absorb shield.
Talent: Disable — Third Tiger Palm roots
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.
Deals 1 Physical damage and stuns every enemy around you for 3 sec.
Needs a target in melee range.
Talent: Paralysis — Leg Sweep incapacitates
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.
Kicks the target for 42 Physical damage.
Talent: Mortal Kick — Rising Sun Kick cuts healing
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.
Interrupts spellcasting and prevents any spell in that school from being cast for 1.5 sec.
Talent: Long Spear — Longer reach kick
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.
Kicks the target for 48 Physical damage.
Talent: Combo Strikes — Rising Sun Kick hits harder
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.
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.
Talent: Diffuse Magic — Karma vs casters
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.
Rolls a short distance in your movement or aim direction.
Talent: Tiger's Lust — Roll breaks roots