Monk
A versatile combat master! Monks can switch between ranged and melee stances and attack twice per turn!
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
A burst of air that knocks back units diagonally from the target.
Anneal
Gain +1 Shield. This spell costs 0 mana the first time you cast it each turn.
Bruise
Your basic attack inflicts Bruise until the end of the turn. (Castable once per turn.)
Cartwheel
Roll up to 4 tiles diagonally.
Charge Fists
Until end of turn, your basic attack emits +1 Sparkle.
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
A ranged attack that pulls the unit it hits toward you. When this hits, switch into melee stance and refresh your basic attack.
Combo Throw
A melee attack with Knockback 3. When this hits, switch into ranged stance and refresh your basic attack.
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
Give +1 damage to the Spirit Bomb!
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.
Dragon Punch
A magic damage melee attack with knockback 3 that inflicts Confusion.
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
Dash forward three tiles and attack. This deals 2 damage for each action you've taken this turn. (Castable once per turn.)
Fist of Fate
Teleport next to a random enemy, then switch to melee stance and automatically attack it.
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.
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.
Hadouken
Shoot an energy blast in a straight line.
Hip Toss
Throw a random adjacent unit two tiles away, dealing damage to it.
Hop n' Block
Jump to a tile, then gain +2 Shield for each enemy adjacent to the tile you land on.
Hundred Hand Slap
A ten-hit multi-strike melee attack with Knockback 10 at the end of the combo.
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.)
Ki Burst
Deal 1 damage and knockback adjacent units. Gain +1 Shield.
Kinetic Charge
Gain +1 temporary Kinetic Spikes.
Lobbed Shot
Lob a shot over units and obstacles.
Meditate
Heal yourself for 8 HP and gain +8 Shield, All Stats Up 2, and Sleep 8.
Melee Attack
Attack an adjacent unit.
Nirvana
Gain +1 Intelligence and +1 Shield. If you have 7 or more Shield, this spell costs 1 mana less.
Ocular Pat Down
Inflict Marked and Magic Weakness 1 on a unit.
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.)
One With the Wind
Gain +20 Movement Range until the end of the turn.
Perfect Form
Gain +1 Shield for each empty armor slot you have, then switch stances.
Pogo
Jump to a tile. Bounce off any unit you land on, damaging that unit.
Porcupine
Gain +2 temporary Brace and +2 temporary Thorns until your next turn.
Position
Teleport exactly two tiles away, then switch stances.
Propel
Dash forward one tile and attack.
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.
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.
Really Fast Run
Run in a straight line up to 4 tiles, through objects. Wind blows over tiles you run through.
Release Energy
Emit 10 Sparkles.
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
Move one tile and gain +1 Shield.
Slapback
A melee attack with a high critical hit chance. RELOAD: Take damage.
Stone Fists
Gain Strength and Dexterity equal to your Shield until the end of your turn.
Summon Apprentice
Summon a half-sized copy of yourself with half your stats. It's AI-controlled and can't use spells.
Throw Spirit Bomb
Throw the Spirit Bomb, then this ability becomes Charge Spirit Bomb. (Cannot be thrown with 0 charges.)
Transcend
Cleanse your debuffs and gain +1 Shield.
Unbridled Hits
A weak melee attack that hits an extra time for each empty armor slot you have.
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.
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
For the rest of the battle, you can move an extra time each turn.
Way of the Mantis
For the rest of the battle, you can attack an extra time each turn.
Way of the Owl
For the rest of the battle, the first spell you cast each turn is cast twice.
Way of the Turtle
Gain +1 Brace.
Passives (25)
Brick Skin
Any Shield you gain is increased by 2.
Cobra Style
When an enemy moves into an adjacent tile, perform a weak melee attack on it.
Counter Barrage
When you take damage from an enemy attack, gain +1 Bonus Attack.
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
Emit a Sparkle when you use your basic attack.
Flow State
When you deal damage to another unit, gain +1 Strength and +2 Dexterity until the end of the turn.
Harden
When you gain Shield, also gain temporary Brace 1.
Iron Skin Technique
Gain +2 Shield when you land a critical hit. +10% critical chance.
Jagged Edges
When you lose Shield, gain +1 Thorns.
Jet Fists
Your melee attacks and abilities blow wind through the tiles they hit.
Long Arms
+1 Range and +1 Reach.
Mind Breaker
Your basic attack inflicts Magic Weakness 1.
Mixup
When you switch stances, your next basic attack this turn is critical.
Monkey Style
15% chance to block damage and counter-attack.
Perfect Technique
While in ranged stance, You have +1 Range and +2 Magic Damage. While in melee stance, you have +1 Brace.
Rapid Flow
When you switch stances, do a spin attack that hits all adjacent units.
Running Jab
When you end your movement, automatically use your basic attack if an enemy is in range.
Safe Switching
When you switch stances, gain +2 Shield.
Spread the Pain
Deal 2 extra damage the first time you damage each unit each turn.
Tenderize
Your basic melee attacks inflict Bruise 1.
Turnabout
Your basic melee attacks inflict Confusion 1 and make units face away from you.
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
+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
+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!
You're immune to knockback, Stun, Slow, and other mobility debuffs.
No matching abilities found