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

- Stat bias
- -1 STR, -1 DEX, +2 INT, +2 CHA
- Grows on level-up
- INT, STR, LCK
- Unlock
- Clear The Lab
- Pools
- 50 abilities · 25 passives
What this doesn't cover: The reference shows each class's stat modifiers, full active and passive pools, starter spells and every upgraded + version. It doesn't simulate level-up offers or stat gains.
Abilities
Attack (18)
- Propel · 5 manaStarterDash forward one tile and attack.Upgraded: Dash forward one tile and attack, twice!
- Hadouken · 9 manaStarterShoot an energy blast in a straight line.Upgraded: Shoot a high damage energy blast in a straight line.
- Hip Toss · 3 manaThrow a random adjacent unit two tiles away, dealing damage to it.Upgraded: Throw a random adjacent unit two tiles away, dealing damage to it. This deals double damage if it's thrown onto another unit.
- Slapback · 0 manaA melee attack with a high critical hit chance. RELOAD: Take damage.Upgraded: A melee attack with a 100% critical hit chance. RELOAD: Take damage.
- Finisher · 6 manaStarterDash forward three tiles and attack. This deals 2 damage for each action you've taken this turn. (Castable once per turn.)Upgraded: 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.)
- Combo Throw · 6 manaStarterA melee attack with Knockback 3. When this hits, switch into ranged stance and refresh your basic attack.Upgraded: A melee attack with Knockback 3. When this hits, switch into ranged stance and refresh your basic attack. (This spell costs less.)
- Combo Pull · 6 manaStarterA ranged attack that pulls the unit it hits toward you. When this hits, switch into melee stance and refresh your basic attack.Upgraded: 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.)
- Five Point Palm Exploding Heart Technique · 7 manaA 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.Upgraded: 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.)
- Dragon Punch · 7 manaA magic damage melee attack with knockback 3 that inflicts Confusion.Upgraded: A strong magic damage melee attack with knockback 10 that inflicts Confusion.
- Hundred Hand Slap · 15 manaA ten-hit multi-strike melee attack with Knockback 10 at the end of the combo.Upgraded: 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.
- Release Energy · 12 manaEmit 10 Sparkles.Upgraded: Emit 10 Sparkles. (This spell costs less.)
- Pummel · 5 manaA 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.Upgraded: 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.)
- Flying Fist · 5 manaA 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.Upgraded: 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 · 0 manaBegin charging a spirit bomb. This ability becomes Throw Spirit Bomb. Allies gain the bonus ability Donate Energy until you throw it.Upgraded: Begin charging a spirit bomb. This ability becomes Throw Spirit Bomb. Allies gain the bonus ability Donate Energy+ until you throw it.
- One Punch · 0 manaA one-hit kill punch. Gain All Stats Down on use. This deals 25 damage to bosses instead of killing them. (Castable once per battle.)Upgraded: 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 · 5 manaStarterA weak melee attack that hits an extra time for each empty armor slot you have.Upgraded: A weak melee attack that hits two extra times for each empty armor slot you have.
- Kamehameha · 0 manaFire 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.)Upgraded: 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.)
- Unimpeded Lunge · 7 manaDash 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.Upgraded: Dash forward X spaces, gain +X Shield, deal X damage, and deal X knockback. X is equal to twice the number of empty armor slots you have.
Movement (10)
- Cartwheel · 4 manaRoll up to 4 tiles diagonally.Upgraded: Roll up to 4 tiles diagonally or in a straight line.
- One With the Wind · 6 manaGain +20 Movement Range until the end of the turn.Upgraded: Gain +20 Movement Range until the end of the turn and refresh your movement action.
- Pogo · 5 manaStarterJump to a tile. Bounce off any unit you land on, damaging that unit.Upgraded: Jump to a tile. Bounce off any unit you land on, damaging and Bruising that unit.
- Hop n' Block · 6 manaJump to a tile, then gain +2 Shield for each enemy adjacent to the tile you land on.Upgraded: Jump to any tile, then gain +2 Shield for each enemy adjacent to the tile you land on.
- Way of the Hare · 9 manaFor the rest of the battle, you can move an extra time each turn.Upgraded: For the rest of the battle, you can move an extra time each turn. (This spell costs less.)
- Really Fast Run · 6 manaStarterRun in a straight line up to 4 tiles, through objects. Wind blows over tiles you run through.Upgraded: Run diagonally or in a straight line any distance, through objects. Wind blows over tiles you run through.
- Quick Attack · 7 manaTeleport, 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.Upgraded: 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.)
- Sidestep · 4 manaMove one tile and gain +1 Shield.Upgraded: Move one tile and gain +1 Shield. This spell costs 0 mana the first time you cast it each turn.
- Fist of Fate · 5 manaTeleport next to a random enemy, then switch to melee stance and automatically attack it.Upgraded: Teleport next to a random enemy, then switch to melee stance and automatically attack it. This has a chance to repeat multiple times on different targets.
- Position · 3 manaTeleport exactly two tiles away, then switch stances.Upgraded: Teleport two to four tiles away, then switch stances.
Defense (11)
- Transcend · 4 manaCleanse your debuffs and gain +1 Shield.Upgraded: Cleanse your debuffs and gain +1 Shield. At the end of each round, automatically cast this spell for free.
- Reverberate · 22-X × 3 manaGain +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.)Upgraded: Gain +8 Shield and knock back adjacent units two tiles. This spell costs 3 mana less and grants 1 extra Shield for each action you've taken this turn. (Castable once per turn.)
- Porcupine · 5 manaGain +2 temporary Brace and +2 temporary Thorns until your next turn.Upgraded: Gain +2 temporary Brace and +2 temporary Thorns until your next turn. Also reflect the next projectile you're hit by.
- Anneal · 3 manaStarterGain +1 Shield. This spell costs 0 mana the first time you cast it each turn.
- Deep Dive · 0 manaBecome 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.Upgraded: Become downed. You don't get injured. At the end of the next round, you're revived with 50% HP, 20 Shield, 2 Holy Shield, and All Stats Up 2.
- Meditate · 8 manaHeal yourself for 8 HP and gain +8 Shield, All Stats Up 2, and Sleep 8.
- Ki Burst · 3 manaDeal 1 damage and knockback adjacent units. Gain +1 Shield.Upgraded: Deal 2 damage and knockback adjacent units 2 tiles. Gain +2 Shield.
- Kinetic Charge · 3 manaGain +1 temporary Kinetic Spikes.Upgraded: Gain +2 temporary Kinetic Spikes.
- Way of the Turtle · 9 manaGain +1 Brace.Upgraded: Gain +1 Brace. (This spell costs less.)
- Perfect Form · 4 manaGain +1 Shield for each empty armor slot you have, then switch stances.Upgraded: Gain +1 Shield and heal 1 HP for each empty armor slot you have, then switch stances.
- Nirvana · 4-clamp(floor(X/7), 0, 1) manaGain +1 INT and +1 Shield. If you have 7 or more Shield, this spell costs 1 mana less.Upgraded: Gain +1 INT and +2 Shield. If you have 7 or more Shield, this spell costs 1 mana less.
Utility (11)
- Stone Fists · 5 manaGain STR and DEX equal to your Shield until the end of your turn.
- Bruise · 6 manaStarterYour basic attack inflicts Bruise until the end of the turn. (Castable once per turn.)Upgraded: Your basic attack inflicts Bruise until the end of the turn.
- Way of the Mantis · 12 manaFor the rest of the battle, you can attack an extra time each turn.Upgraded: For the rest of the battle, you can attack an extra time each turn. (This spell costs less.)
- Way of the Owl · 13 manaFor the rest of the battle, the first spell you cast each turn is cast twice.Upgraded: For the rest of the battle, the first spell you cast each turn is cast twice. (This spell costs less.)
- Ocular Pat Down · 7 manaInflict Marked and Magic Weakness 1 on a unit.Upgraded: Inflict Marked 3 and Magic Weakness 3 on a unit.
- Air Burst · 3 manaA burst of air that knocks back units diagonally from the target.Upgraded: A large burst of air that knocks back units diagonally from the target.
- Warm Up Stretch · 8-X × 2 manaGain +1 DEX, and +1 SPD. This spell costs 2 mana less for each empty armor slot you have.Upgraded: Gain +1 DEX, +1 SPD and +1 STR. This spell costs 2 mana less for each empty armor slot you have.
- Double Dragon · 5 manaSummon 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.Upgraded: 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.
- Empty Mind · 0 manaYou 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.Upgraded: 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.
- Charge Fists · 3 manaUntil end of turn, your basic attack emits +1 Sparkle.Upgraded: Until end of turn, your basic attack emits +1 Sparkle. Refresh your basic attack.
- Summon Apprentice · 9 manaSummon a half-sized copy of yourself with half your stats. It's AI-controlled and can't use spells.Upgraded: Summon a half-sized copy of yourself with half your stats. It's AI-controlled and CAN use spells.
Passives
- Safe SwitchingWhen you switch stances, gain +2 Shield.Upgraded: When you switch stances, gain +3 Shield and cleanse one stack of a random debuff.
- MixupWhen you switch stances, your next basic attack this turn is critical.Upgraded: When you switch stances, your next basic attack this turn is critical. Critical hits you land inflict Confusion 1.
- TurnaboutYour basic melee attacks inflict Confusion 1 and make units face away from you.Upgraded: Your basic melee attacks inflict Confusion 1, make units face away from you, and have a 20% chance to inflict Stun 1.
- Monkey Style15% chance to block damage and counter-attack.Upgraded: 33% chance to block damage and counter-attack.
- Brick SkinAny Shield you gain is increased by 2.Upgraded: Any Shield you gain is increased by 2.
- Jagged EdgesWhen you lose Shield, gain +1 Thorns.Upgraded: When you lose Shield, gain that many Thorns.
- Mind BreakerYour basic attack inflicts Magic Weakness 1.Upgraded: Your basic attack inflicts Magic Weakness 2.
- Cobra StyleWhen an enemy moves into an adjacent tile, perform a weak melee attack on it.Upgraded: When an enemy moves into an adjacent tile, perform a weak melee attack on it, twice!
- TenderizeYour basic melee attacks inflict Bruise 1.Upgraded: Your basic melee attacks inflict Bruise 1 and have a 15% chance to inflict Stun 1.
- Long Arms+1 Range and +1 Reach.Upgraded: +1 Range and +1 Reach.
- Spread the PainDeal 2 extra damage the first time you damage each unit each turn.Upgraded: Deal 2 extra damage with 100% crit chance the first time you damage each unit each turn.
- HardenWhen you gain Shield, also gain temporary Brace 1.Upgraded: When you gain Shield, also gain temporary Brace 1. Gain +1 Shield when you hit a unit with your basic attack.
- Iron Skin TechniqueGain +2 Shield when you land a critical hit. +10% critical chance.Upgraded: Gain +3 Shield when you land a critical hit. +25% critical chance.
- Jet FistsYour melee attacks and abilities blow wind through the tiles they hit.Upgraded: Your melee attacks and abilities blow wind through the tiles they hit in a large cone.
- Energy FistsEmit a Sparkle when you use your basic attack.Upgraded: Emit two Sparkles when you use your basic attack.
- Unstoppable!You're immune to knockback, Stun, Slow, and other mobility debuffs.Upgraded: You're immune to knockback and debuffs.
- Unburdened Motion+1 SPD 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.Upgraded: +2 SPD and +15% dodge chance for each empty armor slot. If all of your armor slots are empty, you gain flying and 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.Upgraded: +10% critical hit chance and +25% critical hit damage for each empty armor slot. If all of your armor slots are empty your critical hits inflict bruise, and counter-attack whenever you get hit.
- Unburdened Thoughts+1 INT and +1 CHA for each empty armor slot. If all of your armor slots are empty, your spells cost 1 less mana.Upgraded: +1 INT, +1 CHA, and +1 Kinetic Spikes for each empty armor slot. If all of your armor slots are empty, you have +2 Magic Damage and your spells cost 1 less mana.
- Running JabWhen you end your movement, automatically use your basic attack if an enemy is in range.Upgraded: When you end your movement, automatically use your basic attack if an enemy is in range. You can move an extra time each turn.
- Perfect TechniqueWhile in ranged stance, You have +1 Range and +2 Magic Damage. While in melee stance, you have +1 Brace.Upgraded: While in ranged stance, You have +1 Range, +2 Kinetic Spikes, and +2 Magic Damage. While in melee stance, you have +2 Brace and +2 Health Regeneration.
- Rapid FlowWhen you switch stances, do a spin attack that hits all adjacent units.Upgraded: When you switch stances, do a double spin attack that hits all adjacent units.
- Counter BarrageWhen you take damage from an enemy attack, gain +1 Bonus Attack.Upgraded: When you take damage from an enemy attack, gain +1 Bonus Attack and +1 Bonus Move.
- Flow StateWhen you deal damage to another unit, gain +1 STR and +2 DEX until the end of the turn.Upgraded: When you deal damage to another unit, gain +2 STR, +2 DEX, and +2 LCK until the end of the turn.
- Dancing LightsWhen you switch stances, for each empty armor slot, emit a Sparkle. If all slots are empty gain +1 to a random stat.Upgraded: When you switch stances, for each empty armor slot, emit a Sparkle. If all slots are empty gain +1 to a random stat. While all armor slots are empty, you have +1 Magic Damage.











































































