Monk

A versatile combat master! Monks can switch between ranged and melee stances and attack twice per turn!

54 abilities 25 passives Buff 14 Melee 12 Movement 9 Magic 6
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Compare ability and passive effects below, alongside mana, movement costs and damage. Click a card for a closer look, or search by name or effect.

Values come from the game-data snapshot maintained on this site; its game build was not recorded. Patches or mods can change effects, so compare with your in-game tooltip. Official update history

Air Burst

Air Burst

A burst of air that knocks back units diagonally from the target.

MP 3
Anneal

Anneal

Gain +1 Shield. This spell costs 0 mana the first time you cast it each turn.

MP 3
Bruise

Bruise

Your basic attack inflicts Bruise until the end of the turn. (Castable once per turn.)

MP 6
Cartwheel

Cartwheel

Roll up to 4 tiles diagonally.

MP 4 Move 1
Charge Fists

Charge Fists

Until end of turn, your basic attack emits +1 Sparkle.

MP 3
Charge Spirit Bomb

Charge Spirit Bomb

Begin charging a spirit bomb. This ability becomes Throw Spirit Bomb. Allies gain the bonus ability Donate Energy until you throw it.

Combo Pull

Combo Pull

A ranged attack that pulls the unit it hits toward you. When this hits, switch into melee stance and refresh your basic attack.

MP 6 DMG 1 + Ranged Dmg Bonus
Combo Throw

Combo Throw

A melee attack with Knockback 3. When this hits, switch into ranged stance and refresh your basic attack.

MP 6 DMG 2 + Melee Ability Dmg Bonus
Deep Dive

Deep Dive

Become downed. You don't get injured. At the end of the next round, you're revived with 1 HP, 15 Shield, and All Stats Up.

Donate Energy

Donate Energy

Give +1 damage to the Spirit Bomb!

MP 2
Double Dragon

Double Dragon

Summon a 1 HP illusion of yourself within three tiles that mimics your basic attack, but in the opposite direction of you. It dies at the end of your turn.

MP 5
Dragon Punch

Dragon Punch

A magic damage melee attack with knockback 3 that inflicts Confusion.

MP 7 DMG 5
Empty Mind

Empty Mind

You can't cast spells for the rest of the battle. For the rest of the battle, whenever you kill an enemy, take an extra turn.

Finisher

Finisher

Dash forward three tiles and attack. This deals 2 damage for each action you've taken this turn. (Castable once per turn.)

MP 6 DMG X * 2
Fist of Fate

Fist of Fate

Teleport next to a random enemy, then switch to melee stance and automatically attack it.

MP 5 Move 1
Five Point Palm Exploding Heart Technique

Five Point Palm Exploding Heart Technique

A melee attack that causes a unit to die at the end of its next turn. Bosses fall asleep at the end of their next turn instead.

MP 7
Flying Fist

Flying Fist

A melee attack with knockback that hits two tiles away from you. This spell's range is increased by 1 each time you use it on the same turn.

MP 5 DMG 5 + Melee Ability Dmg Bonus
Hadouken

Hadouken

Shoot an energy blast in a straight line.

MP 9 DMG 10
Hip Toss

Hip Toss

Throw a random adjacent unit two tiles away, dealing damage to it.

MP 3 DMG 3 + Melee Ability Dmg Bonus
Hop n' Block

Hop n' Block

Jump to a tile, then gain +2 Shield for each enemy adjacent to the tile you land on.

MP 6
Hundred Hand Slap

Hundred Hand Slap

A ten-hit multi-strike melee attack with Knockback 10 at the end of the combo.

MP 15 DMG 1 + Melee Ability Dmg Bonus/5
Kamehameha

Kamehameha

Fire a magic blast at a unit within 5 tiles. Requires line of sight. (Castable once per battle. If all your armor slots are empty, castable once per turn.)

DMG 14
Ki Burst

Ki Burst

Deal 1 damage and knockback adjacent units. Gain +1 Shield.

MP 3 DMG 1
Kinetic Charge

Kinetic Charge

Gain +1 temporary Kinetic Spikes.

MP 3
Lobbed Shot

Lobbed Shot

Lob a shot over units and obstacles.

DMG (4 + Ranged Dmg Bonus + 1)/2
Meditate

Meditate

Heal yourself for 8 HP and gain +8 Shield, All Stats Up 2, and Sleep 8.

MP 8 HEAL 8
Melee Attack

Melee Attack

Attack an adjacent unit.

DMG (5 + Melee Dmg Bonus + 1)/2
Nirvana

Nirvana

Gain +1 Intelligence and +1 Shield. If you have 7 or more Shield, this spell costs 1 mana less.

Ocular Pat Down

Ocular Pat Down

Inflict Marked and Magic Weakness 1 on a unit.

MP 7
One Punch

One Punch

A one-hit kill punch. Gain All Stats Down on use. This deals 25 damage to bosses instead of killing them. (Castable once per battle.)

DMG 1
One With the Wind

One With the Wind

Gain +20 Movement Range until the end of the turn.

MP 6
Perfect Form

Perfect Form

Gain +1 Shield for each empty armor slot you have, then switch stances.

MP 4
Pogo

Pogo

Jump to a tile. Bounce off any unit you land on, damaging that unit.

MP 5 DMG 3 + Melee Ability Dmg Bonus
Porcupine

Porcupine

Gain +2 temporary Brace and +2 temporary Thorns until your next turn.

MP 5
Position

Position

Teleport exactly two tiles away, then switch stances.

MP 3 Move 1
Propel

Propel

Dash forward one tile and attack.

MP 5 DMG 3 + Melee Ability Dmg Bonus
Pummel

Pummel

A melee attack that does 3 more damage each time you use it on the same turn. This attack inflicts all status effects your basic attack does.

MP 5 DMG 1 + X * 3
Quick Attack

Quick Attack

Teleport, then use your basic attack on an enemy within range. This spell's range is increased by 2 for each empty armor slot you have.

MP 7 Move 1
Really Fast Run

Really Fast Run

Run in a straight line up to 4 tiles, through objects. Wind blows over tiles you run through.

MP 6 Move 1 DMG 1 + Spell Dmg Bonus
Release Energy

Release Energy

Emit 10 Sparkles.

MP 12 DMG 1 + Spell Dmg Bonus
Reverberate

Reverberate

Gain +8 Shield and knock back adjacent units two tiles. This spell costs 3 mana less for each action you've taken this turn. (Castable once per turn.)

Sidestep

Sidestep

Move one tile and gain +1 Shield.

MP 4 Move 1
Slapback

Slapback

A melee attack with a high critical hit chance. RELOAD: Take damage.

DMG 2 + Melee Ability Dmg Bonus
Stone Fists

Stone Fists

Gain Strength and Dexterity equal to your Shield until the end of your turn.

MP 5
Summon Apprentice

Summon Apprentice

Summon a half-sized copy of yourself with half your stats. It's AI-controlled and can't use spells.

MP 9
Throw Spirit Bomb

Throw Spirit Bomb

Throw the Spirit Bomb, then this ability becomes Charge Spirit Bomb. (Cannot be thrown with 0 charges.)

DMG X
Transcend

Transcend

Cleanse your debuffs and gain +1 Shield.

MP 4
Unbridled Hits

Unbridled Hits

A weak melee attack that hits an extra time for each empty armor slot you have.

MP 5 DMG 2 + Melee Ability Dmg Bonus
Unimpeded Lunge

Unimpeded Lunge

Dash forward X spaces, gain +X Shield, deal X damage, and deal X knockback. X is equal to the number of empty armor slots you have plus one.

MP 7 DMG X + 1
Warm Up Stretch

Warm Up Stretch

Gain +1 Dexterity, and +1 Speed. This spell costs 2 mana less for each empty armor slot you have.

Way of the Hare

Way of the Hare

For the rest of the battle, you can move an extra time each turn.

MP 9
Way of the Mantis

Way of the Mantis

For the rest of the battle, you can attack an extra time each turn.

MP 12
Way of the Owl

Way of the Owl

For the rest of the battle, the first spell you cast each turn is cast twice.

MP 13
Way of the Turtle

Way of the Turtle

Gain +1 Brace.

MP 9

Passives (25)

Brick Skin

Brick Skin

Any Shield you gain is increased by 2.

Cobra Style

Cobra Style

When an enemy moves into an adjacent tile, perform a weak melee attack on it.

Counter Barrage

Counter Barrage

When you take damage from an enemy attack, gain +1 Bonus Attack.

Dancing Lights

Dancing Lights

When you switch stances, for each empty armor slot, emit a Sparkle. If all slots are empty gain +1 to a random stat.

Energy Fists

Energy Fists

Emit a Sparkle when you use your basic attack.

Flow State

Flow State

When you deal damage to another unit, gain +1 Strength and +2 Dexterity until the end of the turn.

Harden

Harden

When you gain Shield, also gain temporary Brace 1.

Iron Skin Technique

Iron Skin Technique

Gain +2 Shield when you land a critical hit. +10% critical chance.

Jagged Edges

Jagged Edges

When you lose Shield, gain +1 Thorns.

Jet Fists

Jet Fists

Your melee attacks and abilities blow wind through the tiles they hit.

Long Arms

Long Arms

+1 Range and +1 Reach.

Mind Breaker

Mind Breaker

Your basic attack inflicts Magic Weakness 1.

Mixup

Mixup

When you switch stances, your next basic attack this turn is critical.

Monkey Style

Monkey Style

15% chance to block damage and counter-attack.

Perfect Technique

Perfect Technique

While in ranged stance, You have +1 Range and +2 Magic Damage. While in melee stance, you have +1 Brace.

Rapid Flow

Rapid Flow

When you switch stances, do a spin attack that hits all adjacent units.

Running Jab

Running Jab

When you end your movement, automatically use your basic attack if an enemy is in range.

Safe Switching

Safe Switching

When you switch stances, gain +2 Shield.

Spread the Pain

Spread the Pain

Deal 2 extra damage the first time you damage each unit each turn.

Tenderize

Tenderize

Your basic melee attacks inflict Bruise 1.

Turnabout

Turnabout

Your basic melee attacks inflict Confusion 1 and make units face away from you.

Unburdened Motion

Unburdened Motion

+1 Speed and +10% dodge chance for each empty armor slot. If all of your armor slots are empty, you can use your movement action an extra time.

Unburdened Strikes

Unburdened Strikes

+10% critical hit chance and +25% critical hit damage for each empty armor slot. If all of your armor slots are empty, counter-attack whenever you get hit.

Unburdened Thoughts

Unburdened Thoughts

+1 Intelligence and +1 Charisma for each empty armor slot. If all of your armor slots are empty, your spells cost 1 less mana.

Unstoppable!

Unstoppable!

You're immune to knockback, Stun, Slow, and other mobility debuffs.