Brewmaster Monk Tank Rotation, Cooldowns, and Abilities — Shadowlands 9.0.2
On this page, you will learn how to optimize the rotation of your Brewmaster Monk, depending on the type of damage you will be tanking. We also have advanced sections about cooldowns, procs, etc. in order to maximize your survivability and DPS. All our content is updated for World of Warcraft — Shadowlands 9.0.2.
Rotation for Brewmaster Monk
Welcome to the Rotation section of our Brewmaster Monk guide. If you came here without first checking over the Spell Summary, it is recommended that you do so. Understanding what your spells and abilities do will make it easier to consider where they stand in the topics discussed here.
If you are not interested in learning the smaller details of how to play as a Brewmaster, then the Easy Mode version of this guide may be more along the lines of what you are looking for. It will briefly summarize the core of what you need to do as a Brewmaster, but it is still highly recommended that you read the other sections as well to gain a full understanding of how to maximize your character's potential.
In addition to your rotation in general content, there are also separate sections of this guide devoted to how your playstyle may change in Mythic+ and Torghast, Tower of the Damned. Please take a look at them if you would like to learn more about how to play there.
Single Target Rotation for a Brewmaster Monk
The rotation for Brewmaster Monks is based on a priority system. That is, you are not using abilities in a strict order so much as you are casting the ability that is highest on the list when it is available for use. We will still be using the term "rotation" to describe this behavior throughout the remainder of this guide.
This priority system will not account for your active mitigation abilities (which we discuss in depth in a dedicated section) or your survival cooldowns (also discussed separately).
- Cast
Touch of Death on an enemy if it can be used.
- Cast
Invoke Niuzao, the Black Ox on cooldown.
- Cast Your Class Covenant ability
(
Weapons of Order /
Bonedust Brew /
Faeline Stomp /
Fallen Order) on cooldown.
- Cast
Keg Smash on cooldown.
- Cast
Blackout Kick on cooldown.
- Cast
Breath of Fire on cooldown, and when activated by the
Spitfire or
Celestial Flames talents.
- Cast
Chi Wave, if talented.
- If talented, cast
Rushing Jade Wind before it falls off.
- Cast
Exploding Keg on cooldown, if talented.
- Cast
Tiger Palm if there is nothing else to do and you will still have enough Energy for your next
Keg Smash.
- If talented, cast
Chi Burst on cooldown.
It is absolutely imperative that you save Energy to cast Keg Smash
on cooldown, as this is a large source of damage and the main source of both
cooldown reduction for your Brew-based abilities and
Shuffle to empower
your
Stagger.
Multi-Target Rotation for a Brewmaster Monk
Brewmaster is a somewhat unique specialization in that your rotation will mostly stay the same whether you are in single-target or multi-target combat.
- Cast
Touch of Death on an enemy if it can be used.
- Cast
Invoke Niuzao, the Black Ox on cooldown.
- Cast Your Class Covenant ability
(
Weapons of Order /
Bonedust Brew /
Faeline Stomp /
Fallen Order) on cooldown.
- Cast
Keg Smash on cooldown.
- Cast
Blackout Kick on cooldown.
- Cast
Breath of Fire on cooldown, and when activated by the
Spitfire talent.
- If talented, cast
Chi Burst on cooldown.
- If talented, cast
Rushing Jade Wind before it falls off.
- Cast
Chi Wave, if talented.
- Cast
Exploding Keg on cooldown, if talented.
- Cast
Spinning Crane Kick if you do not need more cooldown reduction on your Brews and will have enough Energy available by the time
Keg Smash is available.
- Cast
Tiger Palm if there is nothing else to do and you will still have enough Energy for your next
Keg Smash.
Although Spinning Crane Kick deals enough damage to
normally justify being a high-priority ability, it is too expensive on Energy
to use when there are plenty of other abilities that are free.
Stagger and Active Mitigation
Brewmaster Monks rely on a specific ability (Stagger) to smooth out the damage they take throughout fights. This is a somewhat complex ability, and we will explain it in depth in the sections that follow.
Stagger
In addition to dodging and parrying attacks, Brewmaster Monks have an
additional means of mitigating the damage that they take, called
Stagger. This is a key element in your survivability as a tank, so it
is important to understand it correctly.
Stagger causes Physical and Magic attacks attacks made against you to have their damage split into two portions:
- An instant portion, will immediately deal its damage to you in the moment of the attack.
- A Staggered portion, which does its damage to you in the form of a 10-second DoT.
The amount of Physical damage Staggered is based on your Agility,
while only 35% of that amount applies to Magic attacks. While you are Staggering
damage, you will have one of three debuffs to represent how intense the DoT is:
Light Stagger,
Moderate Stagger, and
Heavy Stagger. If
you are in Heavy Stagger, then that means you are taking at least 60% of your
Maximum Health as damage over those 10 seconds. However, you are likely to
regularly exceed 100-200% of that amount in some forms of content!
Beyond that, the division between the instant and Staggered portions of
damage your damage taken depends on other factors, namely
whether or not you have the High Tolerance level 50 talent — which
increases the Staggered portion — and whether or not you have
Shuffle or
Fortifying Brew active.
As you might have noticed, Stagger does not by itself provide any
form of damage reduction, mitigation, or avoidance. This is where
Purifying Brew comes into play. Purifying Brew has 2 charges with a
20-second recharge time, and using it instantly removes 50% of the Staggered
damage (the damage you are due to take over the next 10 seconds).
A simple example, assuming a Stagger amount of 40%, is as follows:
- An attack of 1,000 Physical damage is performed against you.
- 600 damage is dealt to you instantly.
- A DoT is applied to you, which deals 400 damage over 10 seconds.
- You cast
Purifying Brew after 2 seconds, removing 50% of the DoT's 320 remaining damage.
- After 10 seconds, you have sustained 600 instant damage, and 240 in Staggered damage. The remaining 160 damage has been removed by Purifying Brew.
The other ability that has a close interaction with Stagger and Purifying
Brew is a passive called Shuffle. This buff increases the amount of
damage you Stagger, and you are given 5 and 3 seconds of it when you
Keg Smash or
Blackout Kick, respectively. Shuffle can be
extended until it reaches 15 seconds. Note, however, that Shuffle has no impact
on "old" damage you have already Staggered, instead affecting new
damage you take while the buff is active.
Finally, there is one more ability that indirectly works with your
Stagger:
Celestial Brew. Although the absorb it provides for
only 8 seconds may seem small at first, it can be increased to up to three times
its original size! This is caused by the buff
Purified Chi, which you
will gain stacks of from every use of
Purifying Brew: One stack gained
from Purifying while at
Light Stagger, two stacks from Purifying in
Moderate Stagger, and three from
Heavy Stagger. Each stack
increases the size of your next Celestial Brew shield by 20% per stack, going up
to 200% at the stack cap of 10.
It is important to remember that the recharge time of Purifying Brew —
along with the remaining cooldowns of Celestial Brew and
Fortifying Brew — are reduced by 1 second each time you use
Tiger Palm and by 3 seconds each time you use
Keg Smash.
Juggling Shuffle, Purifying Brew, and Celestial Brew
The hardest part of playing a Brewmaster Monk is remembering to maintain 100%
uptime on Shuffle while trying to find the best time to make use of
Purifying Brew and
Celestial Brew. The latter two abilities have
extremely valuable effects but they seem to have long periods between uses. As
such, you have to find an appropriate time to use them without letting the
abilities sit off-cooldown and waste the cooldown reduction effects your
rotation is naturally providing.
Fortunately, Shuffle is not too hard to keep up, nor is the decision on which Brew to use when is not too complicated. So long as you are following the Single-Target or Multi-Target priorities above, you should have more Shuffle time than you are using. As for your use of Purifying Brew, there is a fairly simple set of rules to follow:
- Do not have both charges of Purifying Brew off-cooldown.
- Keep one charge available for an emergency.
- Use a charge as the second charge is about to come off cooldown.
You may notice that this set of rules more or less involves you pretending
that the ability has only one charge instead of two. This is intentional, due to
how frequently Purifying Brew will be available during your standard rotation.
What this also means is that there may be times where you end up having to purify
in only Light Stagger or
Moderate Stagger rather than heavy, and
that is okay so long as you still have that second charge ready for a
sudden spike of damage.
By having access to an abundance of Purifying Brew usage, you will
also have built up plenty of stacks of
Purified Chi to give you larger
Celestial Brew absorbs. As a result, this ability is also best used on
cooldown. It will usually be better to create more shields over time rather than
possibly wasting both Purified Chi stacks and cooldown reduction. There
is one small thing to consider, however. You may not want to Purify any
Staggered damage if you will not take enough to eat away at the entire
absorb. Since Celestial Brew's shield only lasts for 8 seconds, any amount of
absorb afterward is effectively wasted. Since this absorb can soak up any
damage — including Stagger — you can think of it as a stronger form
of Purifying Brew.
If nothing else, you only need to remember to never let your
Purifying Brew or
Celestial Brew be unused and off-cooldown.
Cooldown Usage for Brewmaster Monk
As a Brewmaster, you have two baseline defensive abilities with long
cooldowns. You also have two offensive cooldowns that also provide some
defensive effects as a bonus. Compared to the reactive nature of Purifying
any Stagger you have built up with the help of Shuffle, these cooldowns are
best used before you have taken damage in the first place.
Fortifying Brew should be used whenever you are about to take a large amount of damage. Alternatively, it can be used as an emergency cooldown when your health is low, although it is less effective used in this way.
Zen Meditation allows you to greatly mitigate the damage abilities with a cast time (since the cast time allows you to time Zen Meditation perfectly). Alternatively, it can reduce the first melee attack or boss ability that hits you while channeling it.
Invoke Niuzao, the Black Ox while more useful for damage, does take on a portion of the damage you are
Staggering during the time he is present.
Touch of Death is to be used when an enemy's Health is low enough to allow it. While the damage it deals will also remove a portion of your
Stagger, you are usually using it against something that is nearly dead and cannot harm you anymore. This cooldown is therefore more useful offensively, but you may rarely be able to plan around its defensive benefit as well.
In addition, your talents have the potential to provide you with some additional abilities with defensive qualities. We discuss this, as well as the proper timing and usage of your default cooldowns in a subsequent section.
Taunting for Brewmaster Monk
Provoke is your single-target taunt. If you have taken the
Summon Black Ox Statue Talent at level 35, you can also Provoke your
statue to force all enemies within 8 yards of it to attack you. This
constitutes a sort of AoE taunt. It is worth noting that taunting a target with
Provoke increases its movement speed by 50%, which is useful when quickly
changing the positioning of an enemy.
Optional Read: Mastering Your Brewmaster Monk
The information presented until now will allow you to tank successfully as a Brewmaster Monk, in the vast majority of situations. However, there are several aspects about your class and spec that require a very deep understanding if you wish to take full advantage of your character. Some of these explanations can also be found in our Spell Summary, linked below.
Gift of the Ox
Although Gift of the Ox claims to offer a chance to summon a healing
sphere when taking damage, it actually follows a consistent set of rules. One of
these spheres will spawn for every 100% of your maximum health you have taken as
damage. These healing spheres will persist on the ground until you either walk
over them or they time out after 30 seconds and automatically provide you with
their healing. There can only be up to 5 active spheres at a time. Any further
spawns beyond that will cause the least-recent sphere to heal you and be
consumed.
If you can predict when you will take higher than usual damage, you can save up some spheres around you and use them all when you need the extra healing.
Since they can sometimes be hard to spot, they can also be gathered using
your Expel Harm ability. Expel Harm costs 15 Energy and will immediately
heal you for the amount of all of your existing spheres, along with dealing
damage to an enemy equal to 10% of the amount healed.
Your healing spheres are precious, and you should try to save up at least 3 of them before you either pick them up or use Expel Harm. With this said, you should only use the spheres when you are dropping low on health or need to get topped off before a dangerous hit occurs.
Tiger Palm Versus Spinning Crane Kick
At first, choosing between Tiger Palm and
Spinning Crane Kick seems like a decision with an obvious
answer: use Tiger Palm against one target and switch to Spinning Crane Kick if
there are two or more. However, the actual choice is not so simple. Spinning
Crane Kick also generates additional
Shuffle time with every target
hit and attracts your
Gift of the Ox spheres to you while Tiger Palm
reduces the cooldown of your Brew abilities by 1 second.
Even though it is a channeled ability, Spinning Crane Kick deals
damage longer than a Brewmaster Monk's global cooldown. In fact, if you use
another ability as soon as you can, Spinning Crane Kick will finish its damage
even though you have "stopped" channeling to cast something else. The only
exception to this is if you use Spinning Crane Kick twice in a row. If this is
done, the final tick of damage from the first use will be overwritten by the
first tick of your second use. Because of this, you already do not want to use
Spinning Crane Kick all the time in AoE.
While it may seem convenient for your Spinning Crane Kick to draw in Gift of
the Ox orbs, this also means that you are not able to save them up for a large
heal with Expel Harm in an emergency. You also already should have
maximum uptime on Shuffle by using both
Keg Smash and
Blackout Kick on cooldown. This means that all of the supposed
defensive benefits of Spinning Crane Kick do not really help you out as a
Brewmaster.
Knowing all of this, your actual choice between the two abilities becomes a
little more complicated. If you do not need extra cooldown reduction on your
Brews and do not need to use a stronger Expel Harm, then
Spinning Crane Kick will provide you with more damage. But, if
you use it, you should still alternate between casts of it and another ability
to take advantage of not having to wait out the channel being longer than your
own global cooldown. On the other hand, if you need more defensive power and are
not in danger of losing threat on enemies in a group, then Tiger Palm makes more
sense to use even in AoE. Do not forget that Tiger Palm still needs to
be used sometimes if you have chosen
Eye of the Tiger as your level 15 Talent!
Charred Passions and Spinning Crane Kick
If you have chosen to make use of the Legendary Power Charring Passions,
the decision between
Tiger Palm and
Spinning Crane Kick
actually becomes much more simple. While the Charred Passions buff is present
after using
Breath of Fire, your use of Tiger Palm should be replaced
with Spinning Crane Kick to maximize its bonus damage, even in single-target.
This will have a couple of effects to be aware of. First, you will not have as
many charges of
Purifying Brew or
Celestial Brew available over
time. You also will likely not be able to maintain full uptime on the debuff of
Eye of the Tiger. As a result, you may have to use the
Chi Wave
talent in single-target encounters.
Covenant Ability Usage
There are potentially four different Covenant abilities that need to be considered in the rotation priority, and each provide very different effects. While advanced tips related to each will be found in their respective sections, it is important to remember that each of them will have a near-highest priority use in the rotation.
Weapons of Order
While Weapons of Order does reset the cooldown of
Keg Smash,
bear in mind that it does not reset the cooldown of both charges if using the
Legendary Power
Stormstout's Last Keg. In addition, there is functionally
little difference in how you apply the bonus damage debuff. So long as Keg Smash
is being used on cooldown, you can largely ignore the bonus damage effect, as it
will not cause a major change in rotation.
Bonedust Brew
Bonedust Brew's effect to replicate damage and healing effects also
applies to your own self-healing such as
Expel Harm,
Gift of the Ox,
and even
Celestial Fortune. Because of thism you should try to also hit
yourself with the ability on each cast to provide a nice source of additional
healing. This replication also applies to abilities that deal damage over time
like
Rushing Jade Wind and
Breath of Fire.
Faeline Stomp
The damage and healing dealt by Faeline Stomp is not related to the
faeline that spawns along the ground. Rather, the only difference in an enemy
being hit by the line as it forms is in whether or not you gain the temporary
bonus to your
Stagger percentage against their attacks. However, you
must be standing on the line in order to have a chance at resetting the
cooldown of Faeline Stomp with your other abilities. Fortunately, the start of
the line will always spawn directly beneath you.
It is also important to remember that only offensive abilities can reset the
cooldown of Faeline Stomp. Your Brews and other defensive effects cannot
reset it, unless they also deal damage like
Expel Harm.
Spear Hand Strike
is an exception to this rule, but is still better off used to interrupt attacks.
Fallen Order
The spirits summoned from your use of Fallen Order will charge to the
target you are attacking. Do not worry about moving an enemy too far from the
portal's location. Beyond this, the spirits are responsible for their damage
and do not require any other actions from you.
Detailed Cooldown Usage
Fortifying Brew
Fortifying Brew increases your current and maximum health by 20%,
reduces all damage taken by 20%, and increases your base
Stagger amount
by 10%, for 15 seconds. It has a 6-minute cooldown, but it is reduced by 1 and 3
seconds when you use
Tiger Palm and
Keg Smash, respectively.
Fortifying Brew is your main defensive cooldown, and it is best used
preemptively, such as before taking a large amount of damage from a boss
ability. You can also use it reactively, to prolong your survival, since it
increases your health by 20%. One thing to note about it is
that because of the Stagger increase it offers, taking full advantage of its
defensive value also will also involves your usage of Purifying Brew.
In fact, in combination with
Ironskin Brew, you will take very little
immediate physical damage and instead have vast majority moved into Stagger.
Dampen Harm is best used in the same way as
Fortifying Brew:
before periods of large damage. A further breakdown of its damage reduction can
be found in the Spell Summary.
Zen Meditation
Zen Meditation is a very powerful defensive cooldown. It reduces damage
taken by 60% for 8 seconds, but the effect is canceled prematurely if you are
the victim of a melee attack.
The spell is most useful for reducing the damage of abilities with a cast time, since the cast time makes it very easy to time Zen Meditation perfectly. It can also be used to mitigate a powerful melee attack or other boss mechanic.
Level 15 Talents
If you chose Eye of the Tiger, you should strive to maintain 100%
uptime on the buff it provides, which requires you to use
Tiger Palm
at least once every 8 seconds. Provided you are following the rotation
appropriately, this should happen automatically.
Chi Burst is best used when there are a lot of mobs stacked up. You
should always try to aim the projectile toward your allies as well, if possible,
since it will also heal them as it damages your enemies.
Chi Wave should be used on cooldown as often as possible, though
it is less important than most of your other abilities. So long as you are
targeting an enemy at the time of casting, its first bounce will be dealing
damage.
Level 30 Talents
If you have chosen Black Ox Brew, you should always make sure to
have consumed both of your
Purifying Brew charges and that
Celestial Brew is on cooldown before using it. Remember that you will
also need to use another Purifying Brew charge afterward to avoid wasting any
cooldown reduction and will likely put up a Celestial Brew shield that does not
have many stacks of
Purified Chi improving it. Since Black Ox Brew also
refills all your Energy, you may also wish to cast
Keg Smash or
Tiger Palm at the same time. If your priority does not allow for this,
however, then it is okay to waste a little bit of Energy regeneration.
Finally, it must be stressed that Black Ox Brew needs to be used on
cooldown in order for it to be more useful in overall Brew consumption than the
competing talent of Light Brewing. However, Black Ox Brew and your other
Brews are not on the global cooldown, which makes setting up your usage of it
easier.
Level 35 Talents
Ring of Peace is fairly unique among enemy-moving abilities, allowing
you to deny access to an area they may be trying to reach or to use it as an
emergency interrupt by knocking the target away. If placed in a corner, an enemy
may be forced to bounce against the wall repeatedly. Be warned, however, that
some enemies and all raid bosses are immune to its effects. Otherwise, you can
find plenty of creative uses for this talent.
Summon Black Ox Statue is a one of a kind ability that you should
strive to play with. Having all of the mobs running to the same place makes
everything so much easier when trying to get their attention. Do not forget that
you can also use
Provoke on your Black Ox Statue to taunt all the mobs
near it. However, remember that the statue is killable and only has half
of your max Health, so you should be quick to summon another one if it has been
attacked recently. This WeakAura
can help you keep track of your statue's Health.
Level 40 Talents
Healing Elixir should be used when you are in need of healing in a
hurry, such as just before a large hit. It is good practice to try and always
have one of its charges on cooldown, though there is some utility in
having two uses banked for an exceptionally large heal. In addition, while the
heal itself cannot crit, it can still trigger
Celestial Fortune.
Dampen Harm is a survival cooldown that you can use to mitigate
the damage from powerful boss attacks. It is most useful if used
preemptively.
Level 45 Talents
Rushing Jade Wind's buff should be maintained at all times.
Since it does not need to be channeled, you can simply continue using your
other abilities as soon as you cast it.
Exploding Keg is both an incredibly strong and surprisingly weak
effect. As it does not actually cause enemy attacks to miss — instead
reducing their damage by 99% — you can still have debuffs applied to you
that only require an attack to not miss like
Necrotic. At the same
time, there could always be a Physical ability used by a boss or tough enemy
that this Talent might reduce the damage of as well. You should consider this
talent very situational as its specific uses get discovered over time.
Level 50 Talents
High Tolerance is the best option for both defensive and offensive
play, in almost any situation. This is due to the 5% additional
Stagger effectiveness that High Tolerance provides. Remember that you
also gain up to 15% Haste depending on your current amount of Stagger, starting
from 8% while within
Light Stagger.
Celestial Flames is rarely useful, given that
High Tolerance provides a noticeably larger increase to both
survivability and damage in most scenarios. The main time Celestial Flames can
be valuable will involve fights that have low amounts of Physical damage and a
large amount of Magic damage or DoT effects that can be effectively reduced with
an extra 5% damage reduction on
Breath of Fire.
Blackout Combo empowers your next ability, and therefore changes
your rotation somewhat. However, due to its substantial nerfs over time, it has
become a talent that cannot be recommended or utilized fully in its proper form
without causing major rotational issues.
Roll and Transcendence
Roll
Roll is an ability that allows you to quickly move 15 yards in
front of you. It is a useful mobility ability, which you should use
extensively for quickly traversing short distances. Here are a few facts about
Roll:
- Roll has no resource cost and no cooldown. It is based on a charge
system.
- It has a maximum of 2 charges, and each charge has a 20-second recharge time.
- The
Celerity talent increases the number of charges to 3, and reduces recharge time to 15 seconds.
- Roll is off the global cooldown, but while you are rolling, you are unable to use any other ability.
- Roll will always send you in the direction that your character is currently moving (including backwards). If your character is stationary, Roll will send you in the direction your character is facing.
- You cannot roll through objects or obstacles. If you encounter an obstacle, your Roll is ended prematurely.
- Your movement speed while rolling is greater than while running, so rolling off a cliff will push you further than if you were just running and jumping.
Transcendence
Transcendence allows you to place a copy of yourself behind for
up to 15 minutes. If you then use
Transcendence: Transfer, you will be
instantly moved back to the location of your copy. This can be useful in a
wide range of situations, typically those where you know you will have to
return to a certain location after moving away from it.
Transcendence can also be used to reset a fight. If placed outside the room before engaging the boss, you can taunt the boss and use Transcendence: Transfer. Should the boss follow you outside of its encounter area, it will despawn. This can save your raid a substantial amount of time and gold in a progression environment. As such, if Transcendence is not being used already in an encounter, this unique behavior can be very desirable.
Clash
Making appropriate usage of Clash will require a bit of
trial-and-error on your part as a Brewmaster. If the enemy it is used on is
immune to movement-effects like
Death Grip or your own
Ring of Peace, then it is important to remember that Clash will not
work on those targets either. However, the ability will still be placed on
cooldown, wasting its use. In addition, its minimum-range requirement of 8
yards means that you will not be able to Clash enemies that are actively
fighting you in melee range. This means that you will need to first get away
through the use of
Roll or other means and then Clash your
pursuers.
Finally, it is recommended that you almost never engage a pull with
Clash, as it will result in only the one enemy you have targeted being
moved and the rest potentially being rooted. This will make it harder to hit
everything with
Keg Smash or any of your other AoE abilities. The main
time to begin a pull with Clash will be groups with only one caster present
that you want to move right away without needing an interrupt.
Touch of Death
Touch of Death offers a fairly unique way to execute a target at low
Health, but the damage it deals depends on the target you are fighting. Although
you are normally able to use this ability on any target that has less Health
than your current maximum Health, Elite enemies and bosses are a little
more resistant to its effects. Instead, if used against these types of enemies,
the ability will only deal damage equal to 35% of your maximum Health, but may
be used against them so long as they are at 15% Health or less. However, there
is a useful, but risky, way to still deal full damage!
If when facing an Elite enemy you instead wait for them to reach an amount of
Health that is less than your current maximum, you can instead triple the
damage your Touch of Death will do to them. Furthermore, any temporary
Stamina buffs, such as a Priest's
Power Word: Fortitude or your own
Fortifying Brew will increase this threshold. Of course, when
trying to use this technique against boss-level enemies, there is some chance of
being worse off. Against a boss-level enemy, it is entirely possible that they
will be slain before you can take advantage of dealing full Touch of Death
damage.
If you are willing to take a chance, you can create a substantial increase
in your overall damage by using Touch of Death in this way. However, if
you are not comfortable with this approach, do not feel forced to try it.
Changelog
- 16 Dec. 2020: Added two small sections about Charred Passions and Chi Wave.
- 09 Dec. 2020: Added an advanced section for maximizing Touch of Death's potential.
- 24 Nov. 2020: Added Covenant abilities into priority and a section of advanced usage.
- 12 Oct. 2020: Page updated for the Shadowlands pre-patch.
More Monk Guides
Guides from Other Classes
This guide has been written by Sinzhu, who currently raids in We Gucci on US-Kil'jaeden and has passionately played Brewmaster for the past seven years. He also contributes to the Peak of Serenity and is an active Veteran of the Monk Class Discord.
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