Monk
"A versatile combat master! Switches stances and attacks twice per turn."
Unlock Requirement
Beating The Lab
Strengths
- Unique Double-Action trait
- High quality single skills (Combo/Apprentice)
Weaknesses
- Accessory slot is locked
- Very dependent on specific builds
- Low base attack scaling
Recommended Meta Build
Meta Build: The "Combo" skill is broken. Without gear, you can hit 7 times in a row. Because Monk has naturally high INT/CHA, you can cast Combo multiple times per turn. Pair with "Flow State".
monk Ability Codex
Melee Attack / Heal
Heals allies but damages enemies.
Ranged Attack / Heal
Heals allies but damages enemies.
Melee Attack
Attack an adjacent unit.
Lobbed Shot
Lob a shot over units and obstacles.
Healing Word
Heal a unit at range.
Healing Word
Heal other units in an area at range.
Cure Wounds
Heal an adjacent unit.
Cure Wounds
Heal all adjacent units.
Malaise
Inflict Weakness on units in an area.
Malaise
Inflict Weakness and Poison on units in an area.
Open Wounds
An attack that deals more damage the less health the target unit has. (based on their health percent)
Open Wounds
An attack that deals even more damage the less health the target unit has. (based on their health percent)
Prayer
Heal units in an area.
Prayer
Heal units in a larger area. Infinite range.
Convert
Inflict Charm 2 on an adjacent unit.
Convert
Inflict Charm 2 on an adjacent unit. Non-boss enemies with less than 25% health join your party.
Cleanse
Remove all debuffs from units in an area.
Cleanse
Remove all debuffs from units in an area. Those units get +1 for each debuff removed.
Purge
Remove all buffs from a unit.
Purge
Remove all buffs from a unit. Deal 3 damage to that unit for each unique status effect removed.
Heretic Mark
Inflict Ostracized 2 on a unit.
Heretic Mark
Inflict Ostracized 4 on a unit.
Zealot
Gain +1 .
Zealot
Gain +1 . (This spell costs less.)
Haste
Give a unit +10 until the end of its next turn.
Haste
Give units in an area +10 until the end of their next turns.
Rally
Force a unit to attack one of its enemies.
Rally
Force units in an area to each attack one of their enemies.
Buddy Up
Jump to an open tile next to an ally.
Buddy Up
Jump to an open tile next to an ally. (This spell costs less.)
Healing Fall
Jump to an open tile, then heal each adjacent unit.
Healing Fall
Jump to an open tile, then heal each adjacent unit. (This spell costs less.)
Holy Dash
Dash forward, heal a unit and give it a random stat up.
Holy Dash
Dash forward, heal a unit and give it 3 random stat ups.
Reverse Damage
Reverse the last damage an adjacent unit took.
Reverse Damage
Reverse the last damage a unit within range took.
Rebuke
Deal damage to a unit equal to the damage that unit last dealt.
Rebuke
Deal damage to a unit equal to twice the damage that unit last dealt.
Wish
Target an area. At the beginning of your next turn, heal all units in that area. (Castable once per turn.)
Wish
Target an area. At the beginning of your next turn, heal all units in that area. This spell tracks its target if you directly targeted a unit. (Castable once per turn.)
Witch Hunt
Put a bounty on a unit. When that unit dies, its killer gains All Stats Up.
Witch Hunt
Put a bounty on a unit. When that unit dies, it becomes meat and its killer gains All Stats Up. (This spell costs less.)
Friend or Foe
A ranged spell that heals allies and damages enemies.
Friend or Foe
An infinitely ranged spell that heals allies and damages enemies.
Revive
Revive a body to 50% HP and cure one of its injuries.
Revive
Revive a body to 100% HP and cure one of its injuries. If it was an enemy, it gets charmed.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center.
Holy Light
Heal allies and damage enemies in an area. This spell has half effect outside its center. (This spell costs less.)
Ethereal
Gain 4 , 3 , heal 2 HP, and Brace 1.
Ethereal
Gain Thorns 6, Reflect 5, 4 , 3 , heal 2 HP and Brace 1.
Born Again
Revive a body to 100% HP and give it All Stats Up, then you fall asleep.
Born Again
Revive a body to 100% HP and give it All Stats Up.
Benediction
Heal EVERYTHING for 2 HP.
Benediction
Heal EVERYTHING for 2 HP. (This spell costs less.)
Crusade
You and your allies move toward the nearest enemy.
Crusade
You and your allies move toward the nearest enemy and gain +1 .
Hallowed Ground
Spawn a blessing pickup on an empty tile in range.
Hallowed Ground
Spawn a blessing pickup on any empty tile.
Enlighten
Another unit's next spell is free.
Enlighten
Another unit's next spell is free. Infinite range. (This spell costs less.)
Anoint
Give +2 Diminishing Health Regeneration and +1 to a random stat to an adjacent unit.
Anoint
Give +2 Diminishing Health Regeneration and +1 to 2 random stats to any unit.
An Eye for an Eye
A melee attack that inflicts Blind 5 and Bleed 1.
An Eye for an Eye
A melee attack that inflicts Blind 5, Bleed 1, and Madness 1.
Wrath of God
Deal holy damage and inflict Blind to everything except for a safe circle around you. This vaporizes units it kills.
Wrath of God
Deal holy damage and inflict Blind to all enemies. This vaporizes units it kills.
Adoubment
Heal a unit and remove its debuffs. That unit gets +1 to a random stat and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Adoubment
Heal or revive a unit and remove its debuffs. That unit gets +1 to 3 random stats and becomes the Alpha. If there is an Alpha, this spell has infinite range and must target it.
Divine Protection
Give a unit +1 and +1 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Divine Protection
Give a unit anywhere +1 and +2 Kinetic Spikes. That unit becomes the Alpha. If there is an Alpha, this spell costs less and must target it.
Chosen Warrior
Give a unit +1 Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack.
Chosen Warrior
Give a unit +1 Damage and +1 Magic Damage. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives +1 bonus attack. (This spell costs less.)
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell must target it and it gives you +1 Bonus Move too.
Swift Servant
Give a unit +1 Bonus Move. That unit becomes the Alpha. If there is an Alpha, this spell has infinite range, costs less and must target it, and it gives you +1 Bonus Move too.
Divine Gift
Gain All Stats Up. This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Divine Gift
Gain All Stats Up and +1 . This spell costs 1 mana less for each HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to the amount of HP you healed other units this turn. (Castable once per turn.)
Holy Weapon
A dash attack with range, damage, and knockback equal to twice the amount of HP you healed other units this turn. (Castable once per turn.)
Stand In
Swap positions with any unit. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Stand In
Swap positions with any unit and heal it by 1 HP. That unit becomes the Alpha. If there is an Alpha, this spell must target it.
Awaken
Revive a body to 1 HP.
Awaken
Revive a body to 1 HP. Give that unit +1 and All Stats Up.
Fury Heal
Heal an adjacent unit 2 to 6 times.
Fury Heal
Heal an adjacent unit 2 to 6 times. Each heal gives +1 to a random stat.
Pray
Give another unit +5 until the end of its next turn.
Pray
Give allies +5 and enemies -5 until the end of their next turns, in an area.
Emergency
Run next to the ally with the most missing health. Trample all in the way.
Emergency
Run next to the ally with the most missing health. Trample all in the way. (This spell costs less.)
Guardian Angel
Make a unit The Alpha. Bonus Passive: The Alpha has +50% dodge chance.
Guardian Angel
Make a unit anywhere The Alpha. (This spell costs less.) Bonus Passive: The Alpha has +50% dodge chance.
Booster
Heal an adjacent unit. Excess healing is converted to an equal amount of random stat ups.
Booster
Heal a unit at range. Excess healing is converted to an equal amount of random stat ups.
Stimulants
You and adjacent units gain +2 .
Stimulants
You and adjacent units gain +2 and +1 .
Blinding Lights
Inflict Blind 1 on each unit in an area.
Blinding Lights
Inflict Blind 2 on each unit in a larger area.
Circle of Protection
Give +1 to each unit within 2 tiles of you.
Circle of Protection
Give +1 and +1 Health Regeneration to each unit within 2 tiles of you. (This spell costs less.)
Call Over
Make an ally move toward you.
Call Over
Make an ally move toward you. Infinite range.
Grace
You or an adjacent unit gains a random positive effect.
Grace
You or an adjacent unit heals a random amount of HP, gains +1 to a random stat, and gains a random positive effect.
Turn Foe
Force a nearby unit to move away from you.
Turn Foe
Force a nearby unit to move away from you. If it was an enemy, inflict Madness 1 and Confusion 1.
Healing Salve
You or an adjacent unit gains +1 Health Regeneration.
Healing Salve
You or an adjacent unit gains +2 Health Regeneration.
Propel
Dash forward one tile and attack.
Propel
Dash forward one tile and attack, twice!
Hadouken
Shoot an energy blast in a straight line.
Hadouken
Shoot a high damage energy blast in a straight line.
Cartwheel
Roll up to 4 tiles diagonally.
Cartwheel
Roll up to 4 tiles diagonally or in a straight line.
Stone Fists
Gain and equal to your until the end of your turn.
Stone Fists
Convert your to and for the rest of the battle.
Transcend
Cleanse your debuffs and gain +1 .
Transcend
Cleanse your debuffs and gain +1 . At the end of each round, automatically cast this spell for free.
Hip Toss
Throw a random adjacent unit two tiles away, dealing damage to it.
Hip Toss
Throw a random adjacent unit two tiles away, dealing damage to it. This deals double damage if it's thrown onto another unit.
Bruise
Your basic attack inflicts Bruise until the end of the turn. (Castable once per turn.)
Bruise
Your basic attack inflicts Bruise until the end of the turn.
Slapback
A melee attack with a high critical hit chance. RELOAD: Take damage.
Slapback
A melee attack with a 100% critical hit chance. RELOAD: Take damage.
Finisher
Dash forward three tiles and attack. This deals 2 damage for each action you've taken this turn. (Castable once per turn.)
Finisher
Dash forward three tiles and attack. This deals 2 damage for each action you've taken this turn. (This spell costs 0 mana. Castable once per turn.)
Reverberate
Gain +8 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.)
Reverberate
Gain +8 and knock back adjacent units two tiles. This spell costs 3 mana less and grants 1 extra for each action you've taken this turn. (Castable once per turn.)
Combo Throw
A melee attack with Knockback 3. When this hits, switch into ranged 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. (This spell costs less.)
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 Pull
A ranged attack that pulls the unit it hits toward you. When this hits, switch into melee stance and refresh your basic attack. (This spell costs less.)
One With the Wind
Gain +20 Movement Range until the end of the turn.
One With the Wind
Gain +20 Movement Range until the end of the turn and refresh your movement action.
Pogo
Jump to a tile. Bounce off any unit you land on, damaging that unit.
Pogo
Jump to a tile. Bounce off any unit you land on, damaging and Bruising that unit.
Way of the Mantis
For the rest of the battle, you can attack an extra time each turn.
Way of the Mantis
For the rest of the battle, you can attack an extra time each turn. (This spell costs less.)
Porcupine
Gain +2 temporary Brace and +2 temporary Thorns until your next turn.
Porcupine
Gain +2 temporary Brace and +2 temporary Thorns until your next turn. Also reflect the next projectile you're hit by.
Anneal
Gain +1 . This spell costs 0 mana the first time you cast it each turn.
Anneal
Gain +1 . This spell costs 0 mana the first time you cast it each turn, and after each time you spend mana on another spell.
Deep Dive
Become downed. You don't get injured. At the end of the next round, you're revived with 1 HP, 15 , and All Stats Up.
Deep Dive
Become downed. You don't get injured. At the end of the next round, you're revived with 50% HP, 20 , 2 , and All Stats Up 2.
Hop n' Block
Jump to a tile, then gain +2 for each enemy adjacent to the tile you land on.
Hop n' Block
Jump to any tile, then gain +2 for each enemy adjacent to the tile you land on.
Way of the Owl
For the rest of the battle, the first spell you cast each turn is cast twice.
Way of the Owl
For the rest of the battle, the first spell you cast each turn is cast twice. (This spell costs less.)
Meditate
Heal yourself for 8 HP and gain +8 Shield, All Stats Up 2, and Sleep 8.
Meditate
Heal yourself for 8 HP and gain +8 Shield, All Stats Up 2, and Drowsy 8. (This spell costs less.)
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.
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. (This spell costs less.)
Ki Burst
Deal 1 damage and knockback adjacent units. Gain +1 .
Ki Burst
Deal 2 damage and knockback adjacent units 2 tiles. Gain +2 .
Dragon Punch
A magic damage melee attack with knockback 3 that inflicts Confusion.
Dragon Punch
A strong magic damage melee attack with knockback 10 that inflicts Confusion.
Way of the Hare
For the rest of the battle, you can move an extra time each turn.
Way of the Hare
For the rest of the battle, you can move an extra time each turn. (This spell costs less.)
Really Fast Run
Run in a straight line up to 4 tiles, through objects. Wind blows over tiles you run through.
Really Fast Run
Run diagonally or in a straight line any distance, through objects. Wind blows over tiles you run through.
Ocular Pat Down
Inflict Marked and Magic Weakness 1 on a unit.
Ocular Pat Down
Inflict Marked 3 and Magic Weakness 3 on a unit.
Hundred Hand Slap
A ten-hit multi-strike melee attack with Knockback 10 at the end of the combo.
Hundred Hand Slap
A ten-hit multi-strike melee attack with Knockback 10 at the end of the combo. Each hit has a 10% chance to inflict Bruise. The final hit deals extra damage.
Kinetic Charge
Gain +1 temporary Kinetic Spikes.
Kinetic Charge
Gain +2 temporary Kinetic Spikes.
Air Burst
A burst of air that knocks back units diagonally from the target.
Air Burst
A large burst of air that knocks back units diagonally from the target.
Way of the Turtle
Gain +1 Brace.
Way of the Turtle
Gain +1 Brace. (This spell costs less.)
Release Energy
Emit 10 Sparkles.
Release Energy
Emit 10 Sparkles. (This spell costs less.)
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.
Pummel
A melee attack that does 4 more damage each time you use it on the same turn. This attack inflicts all status effects your basic attack does. (This spell costs less.)
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.
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. (This spell costs less.)
Perfect Form
Gain +1 for each empty armor slot you have, then switch stances.
Perfect Form
Gain +1 and heal 1 HP for each empty armor slot you have, then switch stances.
Warm Up Stretch
Gain +1 , and +1 . This spell costs 2 mana less for each empty armor slot you have.
Warm Up Stretch
Gain +1 , +1 and +1 . This spell costs 2 mana less for each empty armor slot you have.
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.
Flying Fist
A melee attack with knockback that hits two tiles away from you. This spell's range is increased by 1 and mana cost decreased by 1 each time you use it on the same turn.
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.
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.
Throw Spirit Bomb
Throw the Spirit Bomb, then this ability becomes Charge Spirit Bomb. (Cannot be thrown with 0 charges.)
Throw Spirit Bomb
Throw the Spirit Bomb, then this ability becomes Charge Spirit Bomb. (Cannot be thrown with 0 charges.)
Donate Energy
Give +1 damage to the Spirit Bomb!
Donate Energy
Give +2 damage to the Spirit Bomb!
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 Punch
A one-hit kill punch. It causes a cone of wind that deals 5 damage. Gain All Stats Down on use. This deals 25 damage to bosses instead of killing them. (Castable once per battle.)
Unbridled Hits
A weak melee attack that hits an extra time for each empty armor slot you have.
Unbridled Hits
A weak melee attack that hits two extra times for each empty armor slot you have.
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.)
Kamehameha
Fire a magic blast at a unit anywhere within your line of sight. (Castable once per battle. If all your armor slots are empty, castable once per turn.)
Sidestep
Move one tile and gain +1 .
Sidestep
Move one tile and gain +1 . This spell costs 0 mana the first time you cast it each turn.
Unimpeded Lunge
Dash forward X spaces, gain +X , deal X damage, and deal X knockback. X is equal to the number of empty armor slots you have plus one.
Unimpeded Lunge
Dash forward X spaces, gain +X , deal X damage, and deal X knockback. X is equal to twice the number of empty armor slots you have.
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.
Double Dragon
Summon a 1 HP illusion of yourself on any tile that mimics your basic attack, but in the opposite direction of you. It dies at the end of your turn.
Fist of Fate
Teleport next to a random enemy, then switch to melee stance and automatically attack it.
Fist of Fate
Teleport next to a random enemy, then switch to melee stance and automatically attack it. This has a chance to repeat multiple times.
Nirvana
Gain +1 and +1 . If you have 7 or more , this spell costs 1 mana less.
Nirvana
Gain +1 and +2 . If you have 7 or more , this spell costs 1 mana less.
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.
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. Get an extra turn when you cast this.
Position
Teleport exactly two tiles away, then switch stances.
Position
Teleport two to four tiles away, then switch stances.
Charge Fists
Until end of turn, your basic attack emits +1 Sparkle.
Charge Fists
Until end of turn, your basic attack emits +1 Sparkle. Refresh your basic attack.
Summon Apprentice
Summon a half-sized copy of yourself with half your stats. It's AI-controlled and can't use spells.
Summon Apprentice
Summon a half-sized copy of yourself with half your stats. It's AI-controlled and CAN use spells.
Hadouken
Shoot an energy blast in a straight line.
???
Becomes a random Cleric starter ability when you lock in your team's collars.
???
Becomes a random Monk starter ability when you lock in your team's collars.