Monk Seven-Sided Strike Build Guide for Solo Farming and Bounties
This build for the Monk class in Diablo Immortal aims to defeat multiple enemies as quickly as possible when playing solo withto maximize efficiency while completing bounties and other content.
This build is designed to fit most PvE content done by a soloing Monk, allowing you to pummel down your enemies at a relentless pace — combining kill speed with movement efficacy. While the build does not entirely rely on specific legendary powers, certain items will greatly assist its performance over others. The build benefits greatly from legendary items that multiply the effectiveness of the— combo, as well as powers that enhance the reach and availability of the Monk's ubiquitous pull, .
If you are interested in approaching a different type of content, please see our other Monk builds below.
The build has a fairly simple rotation, dedicating half of its abilities to movement across the map and maneuvering around combat, and the remaining half — to form dense monster pulls and detonate them in one fell swoop. Attract monster attention through simple movement in their aggro range; once you have formed a sufficient pool of monsters, form them into a dense clump with a carefully timed. Use on suitable targets — ideally on the weaker enemies in the pull, as this will ensure their demise from the DoT even if things mess up. Then, use to blow up the s; this will usually result in screen-wide devastation. Assess the situation and either repeat the rotation outlined above, or finish the remaining target(s) with . When dealing with a protracted fight, hold down your Primary Attack to chip away at the boss while waiting on cooldowns. Last but not least, use to scout around the map and reposition in combat; its generous 3 charges will all but ensure you always have one available for last-moment dodges.
Skills and Alterations
Primary Skill:is the Primary Attack dedicated to dishing out single-target damage, as it comboes down a chosen enemy and, more importantly, has built-in dashing mechanics that allow you to stick to that particular target. When facing down singular, highly mobile targets (the vast majority of PvE situations, and especially in PvP), this should be your Primary Attack of choice.
Main Damage Dealer:is equally formidable as a multi-target skill as it is on single targets, providing a rare combination of heavy damage and versatility that makes it all but a mandatory inclusion in damage-oriented Monk builds. On top of its all-around strength, it has the added benefit of making you untargetable — and thus immune to damage — during its animation, enabling a third use case: as a "panic" button against an incoming heavy attack. is best used in conjunction with , in order to ensure the demise of the Bleeding target and trigger the detonation.
- Alternative: If you want to adapt this build into a support Monk for groups, consider changing this skill slot for . Either use it for its base protective effect if the group needs more survivability, or — perhaps more enticingly — use it as a damage buff instead with the powers of .
Secondary Damage Dealer:is one of the hardest hitting abilities in the Monk's arsenal, synergizing with the strong crowd control and monster pulling options available for the class for powerful, screen-clearing detonations of trash enemies. In order to trigger its detonation effect more quickly and reliably, greatly benefits from the inclusion of a hard-hitting, instant nuke ability, such as or .
- Alternative: If you want to adapt this build into a support Monk for groups, consider changing this skill slot for . The skill supplies yourself or a chosen ally with readily available Crowd Control immunity, a scaling shielding effect to soak damage with, and further sweetens the deal with additional movement capabilities when used on an allied target. Enhance it with for unhindered movement. Another decent option for this skill slot, especially if you are looking for more crowd control, is to use .
Control:is one of the best additions to a Monk's skill lineup; a versatile, long-range crowd control tool that pulls enemies within range of the Monk's melee devastation. It pairs wonderfully with density-reliant damage cooldowns like and , easily multiplying their effectiveness by piling a screenful of enemies on top of the Monk.
Mobility:is one of the strongest mobility tools in the game, and certainly the best at the Monk's disposal. Its excellent range, reasonable cooldown and triple charges available by default allow you to maneuver around a fight at will to the best possible position. It can serve as an opener in combat, closing the gap to your enemy and pulling them together; it can be used as an emergency dodge from incoming attacks, blinking you well away from danger; and it can be popped to avoid or skip combat altogether, leaving your foes hopelessly behind. Needless to say, it should be included in all builds where mobility is a consideration (so pretty much any build, really).
- Alternative: When you need to pack more damage in your build over mobility, you can consider altering this slot to or , both of which will add a considerable amount of extra damage output. provide a ton of single target damage, while is another AoE powerhouse on top of Seven-Sided Strike. If you opt for , enhance them with ; if you choose , look for .
Equipment is split into Primary (right side of character screen) and Secondary (left side).
Primary equipment includes the Main-hand, Off-hand, Head, Shoulders, Chest, and Legs slots of your character sheet. These slots can — and should — be filled by Legendary items, since their legendary powers and ability to be socketed with Legendary gems vastly overpowers lower tier gear. Of course, these slots will be temporarily filled with Common (Grey), then Magic (Blue), and then Rare (Yellow) gear, before graduating into Legendaries (Golden).
The suggested Legendaries for Seven-Sided Strike Solo Monks are:
- Main-hand: &mdmash; This legendary main-hand weapon introduces and additional DoT effect to the use of , further improving its already formidable damage. An more defensive alternative for this slot is , which applies a Chilling effect (soft crowd control) on affected monsters; it does not come as the default recommendation, since the build is oriented mostly at farming content, where the additional safety procs should not be necessary.
- Off-hand: — This legendary off-hand can be easily acquired from the Battle Pass. It enhances the radius of effect of , and can be further Awakened to reduce its cooldown as well. A very viable alternative for this slot, but one that you can't acquire with certainty, is for the additional Chilling effect upon use of .
- Head: — This legendary helm has a simple, straightforward and very valuable power — it adds one more charge to . If you opt for an alteration of this build, use in this slot.
- Shoulders: — These legendary shoulders provide a simple, yet undeniably strong percentage-based increase to , and can be further Awakened to reduce the skill's cooldown.
- Chest: — This legendary chest piece is a cornerstone piece of the playstyle, as it allows to trigger the explosion when it kills Bleeding enemies.
- Legs: — These legendary pants add a protective aspect to the quality-of-life powerhouse , reducing incoming damage temporarily after you use the skill. This is quite useful, since the ability piles your surrounding enemies right on top of you. If you opt for a alteration of this build, use in this slot.
Secondary equipment includes the Amulet, Rings, Hands, Waist, and Feet slots of your character sheet. These slots can — and should — be filled with Set items, since the bonuses they form once completed vastly overpowers lower tier gear. Of course, these slots will be temporarily filled with Common (Grey), then Magic (Blue), and then Rare (Yellow) gear, before graduating into Sets (Green). Secondary equipment can only be socketed with Normal gems.
The recommended sets for soloing Seven-Sided Strike Monks are the combination of 2-pieceand 4-piece . The combination of these sets provides consistent Movement Speed bonuses and a matching, Movement Speed-based scaling bonus to Damage dealt. You can use any combination of set pieces from these sets to attain the necessary bonuses; an example (but not mandatory) setup would be:
- (Waist) — Farmed at Destruction's End in difficulty Hell I and above.
- (Feet) — Farmed at Kikuras Rapids in difficulty Hell I and above.
- (Hands) — Farmed at Forgotten Tower in difficulty Hell II and above.
- (Neck) — Farmed at Mad King's Breach in difficulty Hell II and above.
- (Ring 1) — Farmed at Cavern of Echoes in difficulty Hell IV and above.
- (Ring 2) — Farmed at Pit of Anguish in difficulty Hell IV and above.
The 2-piece set bonus ofis as follows:
- 2-piece Set Bonus: Gain Thousand Winds, increasing your Movement Speed by 15%. Thousand Winds deactivates for 3 seconds if you take damage.
The 4-piece set bonus ofis as follows:
- 2-piece Set Bonus: Each time you defeat an enemy, you gain 30% increased Movement Speed for 2 seconds.
- 4-piece Set Bonus: Damage dealt increased by 2.5% for every 5% increase in your Movement Speed, up to a maximum damage increase of 25%.
Improving your attributes in Diablo Immortal generally revolves around increasing the total amount of Combat Rating, or CR. Every primary attribute point (Strength, Fortitude, Vitality, Willpower, and Intelligence) grants you 1 point of CR.
The priority attribute for Monks is Strength, which gives +0.3 Damage per point; given otherwise identical options, use the one with higher Strength to increase your DPS. Second in the priority order is Fortitude, which adds to your Armor Penetration — indirectly increasing damage dealt by also improving your crit chance. This attribute suffers from diminishing returns due to crit caps, but is still quite valuable. Third in the priority order is Vitality, which simply increases your Life total; the longer you can stave off death, the better.
Stat priority order and stat benefits for Monks are as follows:
- 1. Strength — Grants +0.3 Damage to Monks, and +1 to your total CR.
- 2. Fortitude — Grants +0.1 Armor Penetration, which affects your crit chance. It also grants +0.1 Armor; Armor increases your Block chance, and blocking attacks mitigates 20% of the damage dealt. More mitigation is never amiss, and even more so when dealing with riskier content like the Helliquary. It also adds +1 to your total CR.
- 3. Vitality — Grants +3 Life; the more you can add to your total health pool, the better. This is especially true for melee classes like the Monk, as they are frequently in the thick of the fight and endure hits head on. This attribute also adds +1 to your total CR.
- 4. Willpower — Grants +0.1 Potency and 0.1 Resistance. Potency increases the duration of harmful effects that you inflict on your foes. Resistance lowers the duration of harmful effects inflicted by your enemies on you. This attribute also adds +1 to your total CR.
- 5. Intelligence — Grants +1 CR. This attribute does nothing else for Monks, and should be avoided as much as possible.
Secondary (Special) Attributes
You should not put an emphasis on Special Attributes when considering between gear pieces. This is due to the overpowering importance of Primary Attributes and your CR total. That being said, the better Special Attributes are the two Crit Stats (Critical Hit Chance and Critical Hit Damage), Cooldown Reduction, Beneficiary Effect Duration, and Movement Speed. You can also consider Increased Damage to Players for PvP gear.
Pieces of Primary Gear that you upgrade at the Blacksmith attain up to three additional Bonus Attributes for Reforging at Ranks 6, 11, and 16. These Bonus Attributes belong to "families" (outlined and ranked below); a Family Bonus can be unlocked if all three Bonus Attributes are from the same family. Multiple Primary Gear pieces can have the same Family Bonus to improve your proc chance. The process of Reforging is done with the Reforge Stone consumable. Note that only Primary Gear pieces can be reforged; Secondary Gear pieces cannot. For Monks, priority Bonus Attributes are:
- 1. is the most valuable bonus for general content, as its Family Bonus adds a crowd control proc and extra damage to your Primary Attacks.
- 2. brings a single target-oriented Family Bonus that becomes increasingly important as you push the difficulty of the content you are doing, i.e. Challenge Rifts. Pair it with high Attack Speed choices like to have a chance at finishing off Boss fights within the timer.
- 3. is mostly valuable due to its innate attributes, as it brings valuable Critical Hit Chance to the table. The Hydra summon from the Family Bonus is mostly an extra minion to soak up damage.
- 4. has a Family Bonus that brings some much needed mitigation to Monks, a class that face-tanks all of its damage. The absorption shield is paired with some excellent innate attributes like Damage Taken Decreased and Block Chance, which further reduce incoming hurt.
- 5. offers situationally valuable bonuses; it has Beneficial Effect Duration Increased as an innate attribute, which is decent for groups, and a Cheat Death proc which is never amiss when soloing content. Its Family Bonus brings soft CC to attackers, which is decent mostly for PvP.
- 6. offers summoner-oriented innate attributes that are all but useless to Monks (unless you hyper-specialize in the Mystic Allies summons). Its Family Bonus requires enemies to be slain to proc, significantly diminishing its usefulness when doing progression content like Challenge Rift bosses and Helliquary.
Normal and Legendary Gems
As per tradition for Diablo games, socketed gear allows you to insert beneficial gems according to your needs. In Diablo Immortal, gems are divided between Normal Gems (socketable in Secondary Gear) and Legendary Gems (socketable in Primary Gear).
Normal Gems can only be socketed in Secondary Gear. Normal gems are divided into Red, Blue and Yellow sockets, and their priority is listed below. Priority-wise, gems are decent power increases to your character, but should never come at the cost of Primary Attributes and your CR score. Go for Red and Blue gems over Yellow if possible, as they provide a stronger bonus overall.
- Red Sockets: Prioritize Tourmaline as it provides a straight Damage increase. Ruby is also decent for the Life increase, but only if you lack Tourmalines.
- Blue Sockets: Prioritize Sapphire, which increases your Armor Penetration, and your Critical Hit Chance stat as a result. Note that Crit Chance provided from Sapphires has diminishing returns, capping out at 33%; when benefits from ArPen get too insignificant, swap to Aquamarine. Aquamarine provides Armor, which is a decent source of damage mitigation.
- Yellow Sockets: Prioritize Citrine for the Potency gains, increasing the duration of harmful effects you inflict on enemies; however small its benefits, they trump the Resistance effects provided from Topaz.
Legendary Gems can only be socketed in Primary Gear. They provide unique and very powerful bonuses on top of a robust stack of stat increases. Legendary Gems are found in Elder Rifts enhanced by the Crest consumables, as well as through crafting at the Jeweler in Westmarch.
Early on in Monk character progression, you should use common, 1- and 2-Star Legendary Gems like:
- — Can be obtained from the Battle Pass, saving you some Crests. Provides a stacking damage increase against a target with successive attacks; great for single target damage.
- — For the mere cost of a critical hit, this gem inflicts a considerable DoT and an Attack Speed increase to boot. Even at a low quality, this gem starts off with incredible stats and fits nicely from the get-go.
- — This is a great early game gem, especially during farming where you usually pull hordes of enemies to maximize your AoE skills. It amplifies your damage the more enemies you fight, encouraging chaining fights together.
- — Despite its low proc chance, this damage-dealing gem can wipe out entire packs when activated, or focus down a larger foe, making it a decent addition to you legendary gem lineup.
- — Since you will frequently interweave Primary Attacks in between popping Ability cooldowns, you will always have some part of the alternating bonuses of this gem going.
- — This gem increases damage dealt at the cost of an increase in damage taken. For most of the farming PvE content, this is a reasonable trade-off that you can feasibly mitigate with the Monk's strong sources of shielding.
When perfecting your character for endgame content, the 5-Star Best-in-Slot Legendary Gems for Monks include:
- — With its Damage and Movement Speed increases, it is largely considered to be the best legendary gem in the game for pretty much all forms of content.
- — The value of this gem scales with the number of attacks you inflict, fitting nicely with the screen-wide pulling capabilities of Monks. With a considerable damage proc and a spreading effect, it is one of the best additions to your legendary gem lineup.
- Frozen Hearth — With percentage-based mitigation against ranged damage, this is one of the strongest defensive legendary gems you can support your character with.
- — Triggered off Primary Attacks, this legendary gem supplements the lacking ranged attack arsenal of Monks with a hard-hitting ranged proc.
- — Monks thrive at melee ranges and sustain a lot of attacks, making the retaliation proc of this gem quite valuable. Note its scaling off maximum Life, which turns the Monk's considerable health pool into a makeshift nuke.
- Chip of Stone Flesh — This is a PvP powerhouse of a gem, inflicting hard CC and increasing damage dealt on affected targets. It also provides decent value for progression content.
Paragon Points are character-specific progression system that allows you to advance in power after you reach maximum level. Each level gives you a Paragon point to spend into currently available nodes on the five Paragon Trees. While Paragon Trees are specialized for certain tasks, you should always keep in mind the tenets of character building — increasing damage and mitigation as much as you can. With that in mind, focus down the Vanquisher tree first, pick up the experience bonus from the Treasure Hunter tree, pick up whatever is useful from the Gladiator tree, and finish off with the group powerhouse of the Soldier tree. Always keep in mind that the (circular) Persistent Attributes are always active once leveled, but the (square) Specialization Skills are only applied when their respective Paragon Tree is active.
- Vanquisher Tree: The offense focus of this tree makes it the best starting point for all characters. It is recommended that you start with the middle row, maxing out Damage and picking up Zeal. Go down the bottom row, maxing out Damage and picking up Wrath. Finally, go along the top row, maxing out Potency, putting the point in Exorcism, and finishing off with Deeper Pockets and Heart of Wrath. This puts you at Paragon level 49.
- Treasure Hunter Tree: This tree unlocks at Paragon 50 and focuses on rewarding you more for your grinding efforts, making it an attractive mid-progression pickup. Go through the middle row, maxing Armor to attain Swift Learner. Then go on straight by maxing out the Damage node. This puts you at Paragon 70.
- Go back to the Vanquisher Tree. Max out the Life nodes in the mid row that follow Zeal, and put one point in Judgment to finish off that row. Then, go to the bottom row and put 3 points into Armor Penetration, which puts you exactly at Paragon 99.
- Right around this point, you have a decision to make. If you focus on PvE content, you should divert your attention back to the Survivor Tree — the other tree unlocked by default. Start out by maxing Life, picking up a point in Unyielding and progressing downwards. Max out Armor, then through the middle row — taking Escape Artist, additional Life, and Precognition along the way. Finish off with the coveted Damage increase. If you focus on PvP content, you should focus on the Gladiator Tree instead; this tree unlocks at Paragon 100, and offers brawling-oriented bonuses. Start off with maxing Armor Penetration, picking Uncontrollable right after it and continuing upwards. Max out Life, attain Quick Witted, and go into maxing Resistance and the second Life node. Get the Cheat Death right above the Life node. Finish with the consistently desirable Damage.
- At this point, you are hovering around the Paragon 180-185 point. One thing to consider is going back to the Vanquisher Tree to finish off the bottom right Armor Penetration node. You can also divert to the Treasure Hunter Tree to grab Gold Find and its subsequent Armor Penetration node. Alternatively, if you group up a lot, you can tab over to the Soldier Tree. This tree unlocks at Paragon 150 and is focused on grouping bonuses and provides tremendous utility for most modes of play. Take Hold Formation and head down to Resistance, then even further down into Damage. Attain the full bottom row — Battle Morale into Armor Penetration into Sacrifice. Then, finish off the middle row with Combat Veteran and Potency. Finally, go through the top row of Life and First Aid.
It is important to reiterate that your utmost priority is picking up all the damage nodes you can, deviating into one tree or another only to further that goal. Secondary valuable pickups are found in Armor Penetration and Life nodes. Once you are done with leveling all the Damage nodes, you are free to fill out Paragon trees as you see fit, as well as to activate specific Trees for the needs of the content you are doing.
When you turn in Bestiary pages, you will receive a class-specific consumable. For Monks, this item is the, which increases Magic Find for you and your allies by 5% for 20 minutes. There's no reason to be stingy with its use, especially when you engage in party activities and/or content with potentially valuable rewards, such as dungeons with highly-sought set pieces.
- 30 May 2022: Guide created.
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