Monk
Playstyle: Balanced · Complexity: 4/6 · Season 1
Who is this character?
Balanced with token build-up: Fist Strike (3× Fist, 84%) carries the base damage while Meditate banks Chi for the rarer Palm and Lotus routes.
How to play Monk
If after roll 1 3× Palm for Tempest Rush are reachable. Keep 3× Palm and reroll all dice not needed, aiming at Tempest Rush (3 dice). If fewer than 3 matching dice remain after roll 1, switch to Transcendence!. Tempest Rush deals a documented 18 damage and applies Knockdown, so the 3 committed dice stay on the table.
Early game: Prioritise Meditate / zen faces to build Chi.
Mid game: Use Fist Strike and Combo Strike as reliable damage turns.
Late game: Aim for Tempest Rush with a full Chi stack or Transcendence! to close out.
If after roll 1 5× Lotus for Transcendence! are reachable. Keep 5× Lotus and reroll all dice not needed, aiming at Transcendence! (5 dice). If fewer than 5 matching dice remain after roll 1, switch to Tempest Rush. Transcendence! deals a documented 10 damage and applies Knockdown, so the 5 committed dice stay on the table.
Lotus Strike (4× lotus, only 1 lotus face) is a ~10% shot – only chase it with two lotus already showing after roll 1.
Offensive Chi only works the turn after banking: plan the pump turn one round ahead.
Cleanse removes knockdown or burn – save one for the moment a status would cost you an attack turn.
Burning Chi on 1–2 damage hits and then eating the big attack in full.
Repeating Meditate with the stack already at its limit – the 5 Chi are lost.
Strengths
- Fist Strike lands very reliably (3+ fists, 6–8 damage)
- Lotus Strike is undefendable; Transcendence! inflicts Knockdown.
- Fist Strike is the most reliable recorded damage route (6–8 damage).
Weaknesses
- Without a fully documented Chi spend, defensive and burst planning remains uncertain.
Key attacks
- Fist StrikeStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× ✊ Fist is mostly on the table after roll 1 (84% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× ✊ Fist · 6 damage
- MeditateSetup
Setup attack: places effects that later turns rely on.
Play it early while turns remain for the effect to pay off – as the last action of a close game Meditate deals no damage.
3× ☯ Zen
- Combo StrikeStandard route
Reliable damage route for turns without special setup.
Take it as soon as 3× ✊ Fist + 1× ✋ Palm is mostly on the table after roll 1 (60% across all three rolls): safe damage beats rerolling working dice for a harder route.
3× ✊ Fist + 1× ✋ Palm · about 7 damage
- Tempest RushControl
Control route: damage plus an effect against the opponent's next turn.
Worth it when the opponent is hunting their strong route next turn (36% across all three rolls): the effect beats a few extra damage points there.
3× ✋ Palm · Sum of 3 dice · knockdown
- Fist of HarmonyBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Small straight (4 in a row) is missing after roll 1 (59% across all three rolls); otherwise you give up an already safe route.
Small straight (4 in a row) · 6 damage
- Lotus StrikeBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of 4× ❀ Lotus is missing after roll 1 (10% across all three rolls); otherwise you give up an already safe route.
4× ❀ Lotus · 5 damage
- Fist of TranquilityBurst
High single-turn damage that locks several dice.
Only go for it when at most one symbol of Large straight (5 in a row) is missing after roll 1 (25% across all three rolls); otherwise you give up an already safe route.
Large straight (5 in a row) · 7 damage
- Transcendence!Finisher
Ultimate: the board's highest damage value with the hardest requirement.
Do not force 5× ❀ Lotus (1% across all three rolls): only when the requirement is reachable after roll 1 is giving up the safe route worth it.
5× ❀ Lotus · 10 damage · knockdown
Key statuses & resources
- Knockdown: negative, inflicted by Tempest Rush (conditionally) and the Transcendence! ultimate.
Abilities & board
Health: 50 · Starting CP: 2
Dice symbols
Level I abilities
- Fist StrikeNormal
- Dice requirement:
- 3× ✊ Fist
- Damage/healing:
- 6 damage
- Meditate
- Dice requirement:
- 3× ☯ Zen
- Damage/healing:
- Not sufficiently verified
- Combo StrikeNormal
- Dice requirement:
- 3× ✊ Fist + 1× ✋ Palm
- Damage/healing:
- about 7 damage
- Tempest RushNormal
- Dice requirement:
- 3× ✋ Palm
- Damage/healing:
- Sum of 3 dice
- Key effects:
- knockdown
- Fist of HarmonyNormal
- Dice requirement:
- Small straight (4 in a row)
- Damage/healing:
- 6 damage
- Lotus StrikeUndefendable
- Dice requirement:
- 4× ❀ Lotus
- Damage/healing:
- 5 damage
- Fist of TranquilityNormal
- Dice requirement:
- Large straight (5 in a row)
- Damage/healing:
- 7 damage
Ultimate
- Transcendence!Ultimate
- Dice requirement:
- 5× ❀ Lotus
- Damage/healing:
- 10 damage
- Key effects:
- knockdown
Defense
Serenity The defense roll is made whenever you are attacked. The prevented damage is not sufficiently verified. Avoiding the attack is also possible. Serenity: 4 dice; the dataset records no prevention value, only a counter of 1 damage per fist face.
Special mechanics
- Chi token engine Token mechanicMeditate banks Chi (3 zen faces, ~84.2%), Tempest Rush cashes it for +1 damage per token; a full stack is recorded at up to 23 damage. · Maximum: 5
- Serenity counter Board mechanicSerenity rolls 4 dice and counters 1 damage per fist face (avg ~1, max 4). No prevention value is recorded.
Resources
- ChiChi is recorded as a positive resource; the burst note states a stack limit of 5 and that it can be raised. · Meditate, Serenity and Lotus Strike are listed as sources in the dataset/burst note. · Tempest Rush uses banked Chi per the burst note; no other spend is claimed here.
- EvasivePositive resource; its source and complete timing/stack text are not fully captured in the structured dataset. · Present in the recorded status list; its concrete grant is left unevidenced here. · Concrete spend conditions are not fully captured in the structured dataset.
Upgrades & cards
What changes?
- Fist StrikeLevel II
- Damage: 7 damage instead of 6 damage
- Dice requirement: 4× ✊ Fist instead of 3× ✊ Fist
- Fist StrikeLevel III
- Damage: 8 damage instead of 6 damage
- Dice requirement: 5× ✊ Fist instead of 3× ✊ Fist
Hero-specific cards
Not sufficiently verified
Works well with
Good matchups
- Gunslinger
Monk keeps Gunslinger tied up with Knockdown, and Gunslinger already needs tight rolls.
- Pyromancer
Monk keeps Pyromancer tied up with Knockdown, and Pyromancer already needs tight rolls.
- Cursed Pirate
Monk pushes damage through that Cursed Pirate barely stops with Ahoy Matey.
Tough matchups
- Storm
Storm pushes damage through that Monk barely stops with Serenity.
- Druid
Druid pushes damage through that Monk barely stops with Serenity.
- Forgemaster
Monk pushes damage through that Forgemaster barely stops with Masterwork.
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