Mistweaver Monk Healing Stat Priority — Shadowlands 9.2.5

Last updated on Jul 31, 2022 at 01:43 by Dhaubbs 25 comments
General Information

On this page, you will find out the optimal stat priority for your Mistweaver Monk. We first present the stat priority, before delving into more complex explanations. Our content is updated for World of Warcraft — Shadowlands 9.2.5.


The Basics of Stats for Mistweaver Monk

The stat priority for a Mistweaver Monk is different depending on whether or not you are Fistweaving, and we also provide a different stat priority for Mythic+ dungeons.

For stat weights, we recommend checking out the Mistweaver module of WoWAnalyzer, maintained by Anomoly and Abelito. It is important to note that at high levels of gear, diminishing returns on stats are likely to start applying so it is important to check these tools.





  1. Intellect;
  2. Critical Strike;
  3. Versatility;
  4. Haste;
  5. Mastery.

Note that the relation and proportions of these stats will vary wildly depending on which build you choose to run. It is possible for Haste to be stronger than Versatility depending on your goals. It is also possible for Mastery to be head and shoulders stronger than even intellect. A good rule of thumb while gearing up for raids, is to just acquire as much item level as possible while preferring less Mastery.



  1. Intellect;
  2. Critical Strike;
  3. Versatility;
  4. Haste;
  5. Mastery.

When Fistweaving (using Rising Mist Icon Rising Mist) you want to avoid as much Mastery as you can, because it does not interact at all with either the HoT extensions or the bonus healing that Fistweaving provides.



Stat priorities are somewhat ephemeral for Mythic+ because they can change dramatically based on not only your skill, but the skill of your group, or the route they take, or even the affixes in play. Keep in mind the following are loose guidelines.


For low keys, and learning Mistweaver:

  1. Intellect;
  2. Mastery;
  3. Critical Strike = Haste;
  4. Versatility.

If you do not trust yourself, or if your tank is not the best at maintaining their own Health bar, then Mastery is a very safe stat. In terms of single-target healing, it is our most powerful throughput stat especially when paired with Haste. This setup is not optimal and should be viewed as a stepping stone.


For progressing into high keys:

  1. Versatility = Critical Strike; >= Haste;
  2. Mastery.

When pushing into high keys, your tank ought to be able to take care of their health bar by themselves, by and large. This means your job is to maintain the group, and deal as much damage as possible. Versatility, Crit, and Haste are all good for this end, however each have their own downside. Ultimately the goal is to simply dodge as much Mastery on your gear as you can.

We recommend that you focus on item level as much as possible. Note that the difference between these stats in terms of throughput is relatively minor. What is more important is ensuring you have enough health to survive mechanics as you progress through higher and higher keys. As such, it is wise to prioritize Stamina (item level) over anything else.

Equally, because the way you can approach Mythic+ is so varied, different stats will be better for different things. Versatility is very strong for high keys in order to reduce damage taken. Critical Strike is very nice for DPS and throughput. Haste and Mastery have excellent synergy with each other and are very effective at the sort of snap single target healing that Mythic+ often requires.

To get a better understanding of why these stats are prioritized this way, as well as the best gear/consumables given this list, check out the following links.


Getting a Better Understanding of Mistweaver Monk Stats


Statistics Explanations

Intellect is your primary stat. You should look for this stat in all of your upgrades. It provides you with Spell Power, which increases the power of your heals.

Critical Strike increases your healing throughput by granting your healing spells a chance to heal for double the amount.

Versatility increases all your damage and healing done, and decreases all damage taken.

Haste lowers the cast time of your heals, as well as your global cooldown and the cooldowns of Blackout Kick Icon Blackout Kick and Rising Sun Kick Icon Rising Sun Kick.

Mastery (Mastery: Gust of Mists Icon Mastery: Gust of Mists) causes Renewing Mist Icon Renewing Mist, Enveloping Mist Icon Enveloping Mist, and Vivify Icon Vivify heals to also heal the primary target for a certain amount (determined by how much Mastery you have). Soothing Mist Icon Soothing Mist also triggers our Mastery once out of every 8 ticks. This proc rate is on a "deck system". This means that each tick does not actually have a 1/8 chance to proc Mastery, but instead the proc is hidden within a virtual deck of cards. Each tick draws a card and is either a Mastery proc, or nothing. Once the whole deck is drawn, it is shuffled, and begins again. This deck cannot be reset by anything, short of logging out, or reaching the end of the deck. This means that it is impossible to get 3 Mastery procs from Soothing Mist back to back. The most you could get is 2, and that would require two decks where the Mastery proc is on the bottom of the deck, followed by the top of the deck on the subsequent shuffle.


Tertiary Stats

Along with the default stats listed above, items have a chance to acquire bonus stats called Tertiary Stats. While most of these are nice bonuses, the two you need to look out for are Leech and Avoidance.



Leech will cause a percent of all the damage and healing you do to heal you as well. The amount of healing done is determined by the percentage of Leech you have. Pound for pound, Leech is the strongest stat in the game for Healer throughput. It requires very little stat rating in order to get a 1% throughput gain when compared to other stats. Nothing can beat Leech in terms of raw healing.

However, this comes with a huge asterisk. Because all this healing is being done to yourself, it is very likely to overheal. Furthermore, it can be argued that a stat that exclusively heals yourself, which cannot provide a benefit to a friendly player in need, is inherently worse than other stats. Others could counter by saying that all fights have some number of total healing required, and Leech reduces that number just like any other stat.

There are further philosophical questions about what is the "true" value of Leech. While Leech may in fact be doing a large amount of healing, it might not actually be doing effective healing. Consider the following hypothetical: you are at 90% and cast a heal which causes your Leech to bring you back up to 99%. While all this is happening, imagine a Chain heal is coming your way which will heal you for 10% of your max Health. The bounce of this Chain Heal hits you, heals you for 1% of your Health and overhealing for 9%. In this situation, the Leech did literally no effective healing, because it just sniped from another healer that was going to happen anyway. But if that Leech were to bring you to 100% instead, it would have taken you off the target table for those spells, causing them to hit people who might need the healing more.

If an upgrade rolls with Leech then you likely will not have to think about these sorts of things, since its a tertiary stat, it is just a bonus on top. But when you get your next upgrade it can be tricky to know if you ought to not equip something of a higher item level just because your old gear has Leech on it. Just how much item level is Leech worth? It depends, on a fight with constant ticking damage, where you are unlikely to ever be fully topped off, then Leech is almost certainly worth dropping item level for, so long as you maintain a good amount of Stamina. Otherwise, I would recommend against dropping item level for Leech. Unless it is your first Leech piece, then dropping a little bit of item level is okay. If you would like to get a stat rating for Leech, check out QELive linked on our Simulations Guide.



Avoidance is a tremendously powerful stat that some people often undervalue because it does not increase throughput or make your parses look better. Avoidance will reduce the damage you take from AoE attacks by a percentage, capping at 20%.

Most damage that you will be taking in a Raid is considered AoE, aside from specifically targeted abilities. With this stat you are able to significantly reduce the amount of healing that you will require over the course of an encounter. So not only are you less likely to die, but you will be increasing the mana efficiency of your healing team.

It is a good idea to keep all pieces that you find with avoidance, even if they have suboptimal stat distribution. Certain strategies will only become available to you at high levels of effective Health, and Avoidance can be the last little bit of damage reduction that brings you over the edge. For example, all the way back in the Tomb of Sargeras raid, the penultimate boss, Fallen Avatar, placed cirles on the ground that needed to be soaked by a few people. However, a Mistweaver with a full set of Avoidance gear and a Prydaz equipped could cycle between using Diffuse Magic Icon Diffuse Magic and Fortifying Brew Icon Fortifying Brew in order to solo soak that mechanic.

Outside of countering specific mechanics however, we would not recommend sacrificing item level in order to equip Avoidance.



Like the name suggests, Speed increases your movement speed by a percentage, up to 20%. Unlike the previous two, speed does not directly change your output, or the effective healing of the group in a major way. It can be argued that sufficient levels of speed would allow you to gain extra casts during a fight, be reducing the amount of time spent moving, however this is not a real concern for Mistweavers who are already very mobile. Speed should be thought of as a nice bonus, but never drop item level for it.



Indestructible removes the durability attribute of an item. This means you will never have to repair it, nor will it ever break. Not much to say on this one, it provides no benefit in combat, making it the worst of the tertiaries.



  • 31 Jul. 2022: Updated for Season 4.
  • 31 May 2022: Page reviewed for Patch 9.2.5.
  • 10 Feb. 2022: Reviewed for Patch 9.2.
  • 01 Nov. 2021: Reviewed and approved for Patch 9.1.5.
  • 28 Jun. 2021: Reviewed and approved for Patch 9.1.
  • 09 Mar. 2021: Reviewed for 9.0.5.
  • 24 Nov. 2020: Page updated for Shadowlands.
  • 19 Oct. 2020: Added section for Tertiary Stats.
  • 12 Oct. 2020: Page updated for the Shadowlands pre-patch.
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