Beast Monk Review – Fire / Water / Wind / Light / Dark

[Fire] | [Water] | [Wind] | [Light] | [Dark] [nextpage title=”Kumar” img=”11114″]


- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +10%
- Lv.5 Damage +10%
- Lv.2 Cooltime Turn -1
- Lv.3 Cooltime Turn -1
- Lv.2 Damage +10%
- Lv.3 Harmful Effect Rate +10%
- Lv.4 Damage +10%
- Lv.5 Harmful Effect Rate +15%
- Lv.6 Cooltime Turn -1
Awakened Stats
[easytable]Stat, 5★, 6★ Hp, 9570, 13005 Atk, 436, 593 Def, 500, 681 Spd, 96, 96 Crit Rate, 15%, 15% Crit Damage, 50%, 50% Resistance, 15%, 15% Accuracy, 0%, 0%[/easytable] [easytable]Pros, Cons Good utility with heal and tankiness, Slow Hp recovery debuff, [/easytable] Rune Recommendations[2/4/6] [easytable]Early, Late Energy x3 (Hp%/Hp%/Hp%), Violent/Revenge (Hp%/Crit D%/Hp%)[/easytable] Rating [usrlist “Dungeon:4” “Arena Offense:4” “Arena Defense:4” “Guild War Offense:4” “Guild War Defense:4” “ToA:4.5”] Player Notes by ALightJedi With the fire BM (and i assume same goes with wind cause they have pretty much same skills) I built pure HP. First skill is a basic attack, with a possible CC when awakened, not much to see here. With lots of HP, his second skill pretty much full heal any none HP monsters, the annoying thing is that the way the AI works the AI would almost never heal a ally monster. However with this skill, he turns out to be a very good solo carry monster however a bit slow as you’re mostly just buying time for your third skill to be up to wave clear. His third skill reads remarkably similar to the fire/wind death knight second skills, but scales MUCH better and does pretty good damage with pure tank build Overall, he works well for me, and while its not possible to ask people to get it to try it, i suggest people don’t automatically write off beast monks [/nextpage][nextpage title=”Chandra” img=”11113″]

- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +10%
- Lv.5 Damage +10%
- Lv.2 Cooltime Turn -1
- Lv.2 Damage +10%
- Lv.3 Harmful Effect Rate +10%
- Lv.4 Damage +10%
- Lv.5 Harmful Effect Rate +10%
- Lv.6 Damage +10%
- Lv.7 Cooltime Turn -1
Awakened Stats
[easytable]Stat, 5★, 6★ Hp, 9690, 13170 Atk, 444, 604 Def, 484, 659 Spd, 96, 96 Crit Rate, 15%, 15% Crit Damage, 50%, 50% Resistance, 15%, 15% Accuracy, 0%, 0%[/easytable] [easytable]Pros, Cons Tanky, Slow[/easytable] Rune Recommendations[2/4/6] [easytable]Early, Late Swift/Energy (Spd/Hp%/Hp%), Violent/Revenge (Hp%/Crit D%/Hp%)[/easytable] Rating [usrlist “Dungeon:4” “Arena Offense:4.5” “Arena Defense:4” “Guild War Offense:4.5” “Guild War Defense:4” “ToA:4″] [/nextpage][nextpage title=”Ritesh” img=”11112″]

- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +10%
- Lv.5 Damage +10%
- Lv.2 Cooltime Turn -1
- Lv.3 Cooltime Turn -1
- Lv.2 Damage +10%
- Lv.3 Harmful Effect Rate +10%
- Lv.4 Damage +10%
- Lv.5 Harmful Effect Rate +15%
- Lv.6 Cooltime Turn -1
Awakened Stats
[easytable]Stat, 5★, 6★ Hp, 9930, 13500 Atk, 468, 637 Def, 444, 604 Spd, 96, 96 Crit Rate, 15%, 15% Crit Damage, 50%, 50% Resistance, 15%, 15% Accuracy, 0%, 0%[/easytable] [easytable]Pros, Cons Tanky, Slow[/easytable] Rune Recommendations[2/4/6] [easytable]Early, Late Energy x3 (Hp%/Hp%/Hp%), Violent/Revenge (Hp%/Crit D%/Hp%)[/easytable] Rating [usrlist “Dungeon:4” “Arena Offense:5” “Arena Defense:4” “Guild War Offense:5” “Guild War Defense:4” “ToA:4.5”] Player notes by Hale425 —–1st skill, Provoke and Speed buff on critical hit – Provoke is very strong for obvious reasons, makes the enemy attack you, Ritesh is a tank so soaking damage is great, and provoking an enemy prevents them from using a skill which is even better. And as for the Speed buff, its amazing for monk, his 1st skill and 3rd skill only damage dealers so him getting the speed buff helps to get more Trick of winds to maximize that ability, overall great skill —–2nd skill, this skill is great support even though beast monks are already naturally tanky this heal can keep him alive for quite some time, it really helps to have this skill maxed out. this skill is also kind’ve bugged not sure what the function is that makes it do this but when you have your team on auto his heal would normally only heal himself but on occasion i’ve seen him use his heal and the heal goes to another party member. overall great self heal for a tank —–3rd skill, Tricks is really what makes the beast monks shine, Trick of wind applies defense debuff while doing damage proportionate to monk health, so getting him to 6 star really helps, since monks have only 3 skills and besides 1st skill this is his only damage dealer at max skill the cooldown time is 5 turns which isnt to bad but when you combine it with violent runes and speed buff from 1st skill its cooldown goes down pretty quickly. overall this skill is amazing for beast monks with how high there base health is. When i first got the wind beast monk i used all energy runes on him with hp% for 2 4 6, which was alright his trick did a ton of damage but without crit he was pretty useless because of his only damage comes from trick of wind and if you’re getting as many turns as you possibly can to cut down on the cooldown time for trick hes just useless other then being a tank. energy might be okay for low levels if they have a beast monk, but mid-high end players, should use Violent blade. Violent to proc the extra turn chance and blade for the added crit to proc the speed buff on his first skill. Violent blade works really well with having Hp%>Crit>Resist as sub stats and really brings out his potential. Notes by JtastyHe’s a slow monster with only about 98 spd at max lvl. So Spd is a must in the 2nd slot.
The crit rate will increase the chance for his spd to increase for 2 turns. Violent runes will give the extra turn(advantage/curse) and the Hp% in the 3rd slot as his HP at max lvl is 13500.
He is built to take hits and even provokes when awakened, the extra attack bar for HP lose(IMO:these runes look built specifically for tank/provoke) can sometimes make a difference in a dungeon.
Also his 2nd skill goes off his Max HP so it usually heals for more than 10k to any mon or himself.
So in closing. Wind beast monk is can either be used as the leader for the 55% acc in dungeons(orochi only needs 45% acc…) or use a mon with Resist% or Crit Rate%. And these are just some tips for other users that ive given a try.
I like to think of Ritesh as an avalanche. Once he starts rolling down hill, not many mons can stand up to the constant provoking and tricks of winds.
[/nextpage][nextpage title=”Shazam” img=”11111″]


- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +10%
- Lv.5 Damage +10%
- Lv.2 Cooltime Turn -1
- Lv.3 Cooltime Turn -1
- Lv.2 Damage +10%
- Lv.3 Harmful Effect Rate 10%
- Lv.4 Damage +10%
- Lv.5 Harmful Effect Rate 15%
- Lv.6 Cooltime Turn -1
Awakened Stats
[easytable]Stat, 5★, 6★ Hp, 8595, 11700 Atk, 492, 670 Def, 509, 692 Spd, 96, 96 Crit Rate, 15%, 15% Crit Damage, 50%, 50% Resistance, 15%, 15% Accuracy, 0%, 0%[/easytable] [easytable]Pros, Cons Tanky, Slow Defense debuff, [/easytable] Rune Recommendations[2/4/6] [easytable]Early, Late Energy x3 (Hp%/Hp%/Hp%), Violent/Revenge (Hp%/Crit D%/Hp%)[/easytable] Rating [usrlist “Dungeon:4” “Arena Offense:4” “Arena Defense:4” “Guild War Offense:4” “Guild War Defense:4” “ToA:4.5″] [/nextpage][nextpage title=”Rahul” img=”11110″]

- Lv.2 Damage +5%
- Lv.3 Damage +5%
- Lv.4 Damage +10%
- Lv.5 Damage +10%
- Lv.2 Cooltime Turn -1
- Lv.2 Damage +10%
- Lv.3 Harmful Effect Rate 10%
- Lv.4 Damage +10%
- Lv.5 Harmful Effect Rate 15%
- Lv.6 Cooltime Turn -1