Windwalker Monk DPS Rotation, Cooldowns, and Abilities — Midnight Season 1
On this page, you will learn how to optimize the rotation of your Windwalker Monk in both single-target and multiple-target situations. We also have advanced sections about cooldowns, procs, etc. in order to minmax your DPS. All our content is updated for World of Warcraft — Midnight Season 1.
Windwalker Monk Rotation for Midnight
Welcome to our Rotation page for Windwalker Monks. On this page, you will find everything you need to know about actually playing the spec in Raiding and Mythic+ scenarios.
Each of the sections below explain the rotation for Windwalker Monk at different target counts. Click the boxes to switch to the desired damage type.
Windwalker Monk Rotation
The
icon below means it is the recommended choice.
| Active Talents | Passive Talents |
|---|---|
Windwalker Monk plays around a priority list, not a set rotation. Following this priority list, you'll be focused on juggling ability cooldowns, resources, and
Mastery: Combo Strikes based on an order of power. This means with each GCD we go top to bottom on a list, and press the button with the current highest value as long as it is not the same as the previous ability.
The single-target priority does not change with or without the Season 1 Tier Set bonuses.
Shado-Pan focuses most of its damage in an even spread of most abilities, relying on consistent pressure. With the changes for Midnight, the main functional change for
Shado-Pan is that you no longer have to track your Energy spent or additional buffs, so the priority is played more consistently and smoothly.
Conduit of the Celestials focuses on managing the additional abilities of
Invoke Xuen, the White Tiger and
Celestial Conduit, plus the effects from the
Heart of the Jade Serpent buff. This buff dramatically increases how quickly your abilities come off of cooldown and how quickly you channel
Fists of Fury to load as much damage into the cooldown window as you can.
- Cast
Fists of Fury if
Heart of the Jade Serpent has less than 1 second remaining. - Cast
Touch of Death - Cast
Celestial Conduit - Cast
Invoke Xuen, the White Tiger - Cast
Whirling Dragon Punch - Cast
Tiger Palm with: less than 4 Chi, less than 2 stacks of
Blackout Kick!, about to cap energy, AND not during
Zenith - Cast
Strike of the Windlord - Cast
Fists of Fury - Cast
Rushing Wind Kick - Cast
Spinning Crane Kick with less than 4 seconds remaining on
Dance of Chi-Ji, NOT at 2 stacks of
Blackout Kick!, and NOT during
Zenith - Cast
Spinning Crane Kick with less than 4 seconds remaining on
Dance of Chi-Ji, NOT at 2 stacks of
Blackout Kick!, and NOT during
Zenith - Cast
Rising Sun Kick - Cast
Tiger Palm if any of the above are available and you do not have enough Chi - Cast
Blackout Kick with
Blackout Kick! OR
Zenith active - Cast
Spinning Crane Kick with
Zenith AND more than 3 Chi - Cast
Slicing Winds - Cast
Spinning Crane Kick with a
Dance of Chi-Ji proc - Cast
Spinning Crane Kick with a
Dance of Chi-Ji proc - Cast
Blackout Kick - Cast
Tiger Palm
Windwalker Monk plays around a priority list, not a set rotation. Following this priority list, you'll be focused on juggling both ability cooldowns and resources based on an order of power. This means with each GCD we go top to bottom on a list, and press the button with the current highest value as long as it is not a repeat of the previous ability.
The AOE priority does not change with or without the Season 1 Tier Set bonuses.
The transition to AoE for
Shado-Pan is rather simple with very minor changes to the priority. Much of the increased AoE damage comes naturally from
Shado Over the Battlefield as it splashes Nature damage to all enemies around you.
Conduit of the Celestials changes very little when shifting to AoE damage, as most of the damage comes from the additional casts of
Fists of Fury that you get with the cooldown reduction brought by
Heart of the Jade Serpent.
- Cast
Touch of Death - Cast
Celestial Conduit - Cast
Invoke Xuen, the White Tiger - Cast
Whirling Dragon Punch - Cast
Tiger Palm with: less than 4 Chi, less than 2 stacks of
Blackout Kick!, about to cap energy, AND not during
Zenith - Cast
Strike of the Windlord - Cast
Fists of Fury - Cast
Rushing Wind Kick - Cast
Spinning Crane Kick with less than 4 seconds remaining on
Dance of Chi-Ji, NOT at 2 stacks of
Blackout Kick!, and NOT during
Zenith - Cast
Spinning Crane Kick with less than 4 seconds remaining on
Dance of Chi-Ji, NOT at 2 stacks of
Blackout Kick!, and NOT during
Zenith - Cast
Rising Sun Kick - Cast
Tiger Palm if any of the above are available and you do not have enough Chi - Cast
Blackout Kick with
Blackout Kick! OR
Zenith active - Cast
Spinning Crane Kick with
Zenith AND more than 3 Chi - Cast
Slicing Winds - Cast
Spinning Crane Kick with
Dance of Chi-Ji proc - Cast
Spinning Crane Kick with
Dance of Chi-Ji proc - Cast
Blackout Kick - Cast
Spinning Crane Kick - Cast
Tiger Palm
The
Shado-Pan opener aims to get stronger abilities like
Fists of Fury and
Rising Sun Kick on cooldown as quickly as possible so that you can use it more often. Generally, this opener follows the priority closer than openers often do.
The opener does not change with or without the Season 1 Tier Set bonuses.
Conduit of the Celestials runs a very prescribed sequence of abilities that tends to fall toward the middle of the length of most openers. The goal for this opener is to maximize the uptime of
Heart of the Jade Serpent while using the hardest hitting abilities and as often as possible.
This opener also doubles as a guide for maximizing each time these cooldowns are available and should be followed basically any time you use
Invoke Xuen, the White Tiger and
Celestial Conduit. The
Conduit of the Celestials opener is longer and more planned out than Windwalker is often used to, but with the different overlapping mechanics, it is what is necessary to minimize waste and maximize potential.
Like any opener, for Windwalker, if you are starting the pull with more than the normal Chi, then you can cut out a
Tiger Palm as necessary.
- Precast
Slicing Winds before combat - Cast
Tiger Palm - Channel
Algeth'ar Puzzle Box if equipped - Cast
Invoke Xuen, the White Tiger - Cast
Zenith with potions, racials and trinkets (stat buffs go before
Zenith to buff
Zenith Stomp) - Cast
Strike of the Windlord - Cast
Fists of Fury - Cast
Rising Sun Kick - Cast
Fists of Fury if
Rising Sun Kick rest its cooldown - Cast
Whirling Dragon Punch - Cast
Strike of the Windlord - Cast
Slicing Winds - Continue with normal priority.
Make sure to not cast your
Celestial Conduit too early so you don't overlap the
Heart of the Jade Serpent buff you get with the one that you got from
Strike of the Windlord or
Whirling Dragon Punch. Delaying
Celestial Conduit is not much of an issue wince you'll likely send the second charge of
Zenith right after the first one wears off.
Windwalker Monk Gameplay Mechanics
In order to better explain the specific usage and benefits of the Windwalker Monk kit, we have compiled a more detailed explanation on individual parts of our rotation, from important rotational mechanics that you need to pay attention to, to cooldowns and how to use them, so you can reach your full potential when playing Windwalker.
Windwalker Mechanics
Manage Energy and Chi
Outside of big Haste cooldowns,
Windwalker's damage is restricted by how many resources we can
generate and spend. This means that sitting at the Energy cap
or generating more Chi than you have space for typically results
in lost damage potential. Your focus is balancing having enough
Chi for spenders and using
Blackout Kick just enough to prevent
overcapping without using it too much and not having the Chi
you need when a bigger spender becomes available.
During major cooldowns, you will often have more Energy and Chi than you can use due to the GCD and cooldowns of Chi spenders, making avoiding the caps less impactful, but still something to be aware of.
Keep Abilities on Cooldown
With most of our Chi spenders having their own cooldowns, it is important to reduce the amount of time that these harder-hitting abilities are sitting off cooldown without being used. There will, inevitably, be overlaps where you'll have to choose what to press based on the priority list. A key part of playing Windwalker recognizing that one of these situations is approaching and trying to have enough Chi for what you need to do.
React to Procs
Windwalker has several procs that
you'll need to manage in order to maximize damage potential.
The main ones are
Dance of Chi-Ji and
Blackout Kick.
Both of these can stack to 2 so that you don't need to immediately
use them. However, you will want to avoid risking overstacking, as
that is lost damage potential. These procs can play an integral part
in helping you balance your resources while still benefitting from
Mastery: Combo Strikes. They can also throw off what you were planning,
so being able to react intelligently and quickly is important.
Windwalker Monk Cooldowns
Major Cooldowns
Zenith
Zenith doesn't provide any provide any direct damage increase without
the addition of the Apex Talents of
Tigereye Brew. However, it does reduce
the cost of all of your Chi spenders by 1 and increases the cooldown
reduction provided by
Blackout Kick by an additional second. When you press
the button it resets the cooldown of
Rising Sun Kick and provides you an
additional 2 Chi to use right away.
While
Zenith is active,
Blackout Kick becomes free, so it is your
primary filler in order to get
Rising Sun Kick and
Fists of Fury back
from cooldown as quickly as possible. This also means that you can
very quickly feel like you have too much Chi if you're also using
Tiger Palm too often.
Due to getting your cooldowns back faster, it is even more important to
have the Chi that you need to cast them right away.
If talented into
Obsidian Spiral then
Blackout Kick generates a Chi
rather than consuming one. This causes it to function as both your
primary filler and primary Chi-builder.
Tiger Palm can be used in
between
Blackout Kicks to add a stack of Teachings of the Monastery
for the ensuing
Blackout Kick. This can result in overcapping your
Chi at times, but this is preferable to casting nothing.
Zenith has two stacks, so you do not need to use it as soon as
it is available but can plan its use for the best possible time.
Through talents,
Zenith can have a cooldown that takes 60, 70, 80,
or 90-seconds to return. With two possible stacks, this means you
can safely use it based on when you get the most value out of it,
during a high-damage phase of a fight, a time with many targets to
hit, or during large buffs like Bloodlust or with your trinkets.
Celestial Conduit
Celestial Conduit is a powerful ability to use, but the most powerful
aspect of it is that it adds the
Heart of the Jade Serpent buff. However,
because this buff can also come from using
Strike of the Windlord or
Whirling Dragon Punch, you need to stagger these uses for maximum benefit.
This generally means using
Celestial Conduit spaced out between casts of
Strike of the Windlord or
Whirling Dragon Punch. This attempts to insure
maximum uptime and value.
The instance of
Heart of the Jade Serpent that is triggered from using
Zenith stacks with the version of
Heart of the Jade Serpent that comes
from
Celestial Conduit,
Strike of the Windlord, or
Whirling Dragon Punch.
However, the instance of
Heart of the Jade Serpent that is generated from
Celestial Conduit does not stack with the instance that comes from
Strike of the Windlord or
Whirling Dragon Punch.
This means that you can cast
Zenith when you already have
Heart of the Jade Serpent up, and you should because they stack
very well. You want to try and avoid casting
Celestial Conduit
if you already have the buff that comes from
Strike of the Windlord or
Whirling Dragon Punch and visa versa.
Invoke Xuen, the White Tiger
With the changes in Midnight
Invoke Xuen, the White Tiger is mainly a
button you press so that you can then channel
Celestial Conduit afterwards.
This means that you'll want to plan ahead slightly so that you are not
wasting a GCD summoning Xuen when you want to be dealing damage.
There is a large window after casting
Invoke Xuen, the White Tiger
where you're able to cast
Celestial Conduit. Because balancing the
above
Heart of the Jade Serpent buff generally means a somewhat strict
sequence of abilities, you will want to avoid deviating much from the
above opener, even if it's the middle of a fight.
Touch of Death
Touch of Death seems like a straightforward ability to use but attempting to
min/max it can lead to losing damage rather than gaining it. With the change to
Fatal Touch in Midnight, it no longer provides a damage increase after using it.
While this generally means that you'll want to use it as soon as its available and you have space to press it without delaying another ability, it also means that you CAN try to use it right before the target dies when your target has less health than your maximum health so that it deals 100% of your health rather than just the 35% of your maximum health that it deals if you use it on a target that is at 15% health or lower.
This is a very small window and
Touch of Death can sometimes have a delay
before being usable if you just swap to a target to try and hit it with
Touch of Death.
This delay can be the difference between making or missing the very small window.
Missing the window generally means that you don't get
Touch of Death off and thus
lose damage that you would have done if you had cast it sooner.
Touch of Karma
Touch of Karma is, first and foremost, a defensive ability. Its primary use is to absorb some
damage in order to lessen the damage that you are dealt. However, the secondary function of
Touch of Karma is that some of the damage that the shield absorbs is redirected back to the
target that you cast the spell on. This means that
Touch of Karma can be used offensively
if you do not need its defensive value.
Most fights in most content have times where you will be taking damage and can cleanly use
Touch of Karma for both its defensive and offensive value. However, sometimes the damage
you are taking isn't enough to necessitate a defensive cooldown like
Touch of Karma.
In these situations it is, technically, optimal to find some damage that you can then
absorb and redirect. This can be done through standing in some damage effect on the
ground, or in extreme situations, casting Provoke on a target and taking a few smacks.
Needing to Provoke a target to get the benefit from
Touch of Karma should be used as a
last resort and only ever be done with the express permission of your tanks and healers as
you're often likely to get killed once the shield ends without direct intervention.
Do this at your own risk.
Fortifying Brew
Fortifying Brew increases your maximum health, so it also increases the damage that
Touch of Death deals and that
Touch of Karma can absorb. Because of this, using
Fortifying Brew before you use
Touch of Death or
Touch of Karma is a damage increase.
This can be used to further improve your defense in a time of need, but it also has
the secondary effect of increasing the amount of damage that is redirected back to the target.
If you are not going to need the defensive value of
Fortifying Brew on its own, like if large
damage intake is more frequent and you need to stagger your defensive cooldowns, then you can
stack them together for added benefit. Just be sure to use
Fortifying Brew BEFORE using
Touch of Death or
Touch of Karma as both snapshot on use.
A real good way to use this is to find a way to use
Fortifying Brew then
Touch of Karma at a time when you'll also be able to use
Touch of Death during
the duration of
Fortifying Brew. This gets you both benefits for one use. If you're
already going to use it for DPS purposes, then you might as well be efficient about it.
Apex Talent: Tigereye Brew
Tigereye Brew is the new Apex talent node and is a callback to
Windwalker's original damage cooldown, although mostly in name only. As the tooltip
suggests, during combat you generate stacks that are then spent when you cast
Zenith
to increase your chance to Crit. Outside of combat it stacks back up to 10 very quickly, or
will maintain its stacks if you are already at or above 10.
Generally you do not have to play around this buff, as you should be naturally using
Zenith frequently enough to not need to worry about the cap of 20 stacks. The primary
way that this buff affects your thought process is that it lessens the incentive to use both
charges of
Zenith back-to-back because the second use will have very few stacks.
Most of the time, spreading them out is a reasonable choice to make, but sometimes you will still
want to use them one after the other. This talent can be taken and ignored outside of the more extreme
min-maxing situations that may be figured out as time goes on.
After the first talent point, the other three are passive damage increases that don't change anything.
FAQWhen do I Ignore the Mastery: Combo Strikes?
FAQAm I Supposed to Have Downtime?
FAQShould I Hold FoF For a Few Seconds to Use RSK On Cooldown?
Changelog
- 16 Mar. 2026: Updated priority and openers, added more details about choices.
- 12 Mar. 2026: Reviewed for Midnight Season 1, added note about Tier set.
- 26 Feb. 2026: Updated for Midnight release, brand new Rotation format and added Apex talent block.
- 10 Feb. 2026: Updated for 12.0.1 moving from PTR to Live.
- 19 Jan. 2026: Reviewed and updated for Midnight pre-patch, mostly format changes and additional sections.
- 30 Nov. 2025: Reviewed for 11.2.7, added the few FAQs.
- 14 Oct. 2025: Fixed a typo with SEF usage.
- 05 Oct. 2025: Reviewed for 11.2.5, no changes needed.
- 04 Aug. 2025: Updated for 11.2, very few changes needed, all done with the includes.
- 15 Jun. 2025: Updated for Patch 11.1.7, added section on Rotation Assist.
- 21 Apr. 2025: Reviewed for Patch 11.1.5, no changes needed.
- 24 Feb. 2025: Updated for Patch 11.1, added rotation information for Conduit and Heart windows.
- 15 Dec. 2024: Updated for Patch 11.0.7.
- 22 Oct. 2024: Reviewed for Patch 11.0.5.
- 09 Sep. 2024: Reviewed for The War Within Season 1.
- 21 Aug. 2024: Reviewed and updated for The War Within Launch, changed the "includes".
- 23 Jul. 2024: Reviewed and updated for The War Within pre-patch.
- 07 May 2024: Reviewed for 10.2.7.
- 22 Apr. 2024: Reviewed for Season 4, removed information about S3 tier bonus.
- 19 Mar. 2024: Reviewed for Patch 10.2.6, no changes necessary.
- 15 Jan. 2024: Reviewed for Patch 10.2.5.
- 06 Nov. 2023: Updated and Reviewed for Patch 10.2, updated priorities and tier set information.
- 04 Sep. 2023: Updated and Reviewed for Patch 10.1.7, no changes necessary.
- 10 Jul. 2023: Updated and Reviewed for Patch 10.1.5, no changes necessary.
- 01 May 2023: Updated for Patch 10.1, moved Rising Sun Kick higher in the priority.
- 20 Mar. 2023: Updated for Patch 10.0.7.
- 24 Jan. 2023: Reviewed for Patch 10.0.5.
- 11 Dec. 2022: Updated for Dragonflight Season 1, added notes about the Vault of the Incarnates tier bonuses.
- 28 Nov. 2022: Updated for Dragonflight launch, removed Shadowlands stuff.
- 25 Oct. 2022: Updated for Dragonflight pre-patch.
More Monk Guides
Guides from Other Classes
This guide is written and maintained by Babylonius; Long time raider in Occasional Excellence; Thirteen year veteran of Windwalker; Founder and owner of the dedicated Monk website, Peak of Serenity; and Admin/Owner of the Monk Discord, PeakofSerenity. You can find him on Twitch, Twitter, and occasionally YouTube.
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