Windwalker Monk DPS Rotation, Cooldowns, and Abilities (Legion 7.3.5)
Table of Contents
General Information
On this page, we list your Windwalker Monk core abilities and how they should be used together (rotation) in World of Warcraft Legion 7.3.5. We also explain when to use your various cooldowns. Then, we go deeper and present all the subtleties that you will need to know if you want to excel at playing a Windwalker Monk.
The other pages of our Windwalker Monk guide can be accessed from the table of contents on the right.
About Our Reviewer
This guide has been reviewed and approved by Babylonius, a prominent Windwalker Monk theorycrafter who maintains the Windwalker sections of Peak of Serenity. You can follow him on Twitter: @BabyloniusMonk.
1. Single Target Rotation
The Windwalker Monk rotation is based on a priority system.
- Use
Rising Sun Kick. - Use
Fists of Fury. - Use
Strike of the Windlord - Use
Whirling Dragon Punch (if you have taken this talent). - Use
Tiger Palm- If you have less than 4 Chi AND you are about to reach maximum Energy.
- Use
Chi Wave (if you have taken this talent). - Use
Blackout Kick.- Keep in mind that
Tiger Palm has a chance to cause the next
Blackout Kick not to cost any Chi. - It is important to use
Blackout Kick before you use
Tiger Palm again, to ensure that the proc is not overwritten; that said,
any abilities with a cooldown should be used before Blackout Kick.
- Keep in mind that
- Use
Tiger Palm.
2. Multiple Target Rotation
Against multiple enemies, the rotation is also based on a priority system, and it depends slightly based on how many enemies you are facing.
Keep in mind that
Tiger Palm and
Blackout Kick (as well as
Rising Sun Kick and
Rushing Jade Wind) apply a 15-second
debuff on their target, called
Mark of the Crane. Each instance of this
debuff increases the damage of your
Spinning Crane Kick (against any
target) by 40%. Therefore, your Tiger Palms and Blackout Kicks should be
distributed among your enemies in such a way as to keep the Mark of the Crane
debuff up on as many targets as possible.
Moreover, you should make use of
Storm, Earth, and Fire by using it once
at the start of the fight, and then using its next charge when
Fists of Fury becomes available again. From then on, simply reuse it
with Fists of Fury, making sure that you never let both of Earth, Storm, and
Fire's charges remain available. Use Fists of Fury prior to entering
Serenity, so that it has at maximum 15 seconds left on its cooldown when you enter it; just the same, you want
Strike of the Windlord on a 12-second cooldown remaining, maximum, as you enter Serenity. Use Strike of the Windlord during Serenity and try to use Fists of Fury again as Serenity is about to end, during the last second, to snapshot the cooldown reduction.
2.1. Against 2-3 Enemies
- Use
Whirling Dragon Punch (if you have taken this talent). - Use
Fists of Fury. - Use
Strike of the Windlord. - Use
Rising Sun Kick.- Only use this if you have taken
Whirling Dragon Punch, and only
use it when needed to enable the use of Whirling Dragon Punch.
- Only use this if you have taken
- Use
Rushing Jade Wind (if you have taken
this talent). - Use
Chi Burst (if you have taken this talent). - Use
Spinning Crane Kick. - Use
Blackout Kick. - Use
Tiger Palm.
2.2. Against 4+ Enemies
- Use
Whirling Dragon Punch (if you have taken this talent). - Use
Fists of Fury. - Use
Strike of the Windlord. - Use
Rising Sun Kick.- Only use this if you have taken
Whirling Dragon Punch, and only
use it when needed to enable the use of Whirling Dragon Punch.
- Only use this if you have taken
- Use
Rushing Jade Wind (if you have taken
this talent), only against 7 or fewer targets. - Use
Spinning Crane Kick. - Use
Chi Burst (if you have taken this talent). - Use
Blackout Kick. - Use
Tiger Palm.
3. Cooldowns
As a Windwalker Monk, you have 2 DPS cooldowns by default,
Touch of Death and
Storm, Earth, and Fire.
Touch of Death should be used as often as possible throughout the fight,
essentially on cooldown. Keep in mind that it deals its damage 8 seconds after
your cast it, so do not place it on targets that will die before that
time.
Storm, Earth, and Fire should be used as often as possible, while
attempting to stack it with other periods of increased damage done. Make
sure you always have at least one of its charges on cooldown.
You also gain a few strong abilities from talents, which we discuss in a subsequent section.
4. Optional Read: Mastering Your Windwalker Monk
The above information tells you everything you need to know in order to have highly competitive DPS as a Windwalker Monk. However, in order for you to truly master the spec, there are more things that you need to understand in detail.
4.1. Energy and Chi
4.1.1. Energy
Energy is a resource that Monks share with Rogues and Feral Druids. There are several things you need to know about Energy:
- Energy is generated passively. The regeneration speed is affected by your haste.
- You have a maximum capacity of 100 Energy.
- Energy never decays. A natural consequence of this is that your normal state is to have a full Energy bar (such as before starting combat).
- Being at maximum capacity causes any additional Energy you would generate to be wasted.
4.1.2. Chi
Chi is a Monk-only resource. There are several things you need to know about Chi:
- Chi is generated by using
Tiger Palm. - Chi is spent on many crucial abilities that are part of your rotation.
- You have a maximum capacity of 5 Chi (6, if you have the
Ascension talent). - Chi decays quickly when outside of combat, but it does not decay while in combat. A natural consequence of this is that, when starting a fight, you will have no Chi.
- Generating Chi while you are at maximum capacity will cause the new Chi to be wasted.
4.2. Mastery: Combo Strikes
Your Mastery (
Mastery: Combo Strikes) causes your abilities
to deal increased damage (the amount depends on your amount of Mastery) when
they are not used two or more times in a row. For example, using
Blackout Kick and
Tiger Palm gives both of them the
damage bonus, but if you use Tiger Palm twice in a row, the second Tiger Palm
will no longer benefit from the increase.
4.3. Artifact Ability
Strike of the Windlord, your Artifact ability, deals damage to
enemies in front of you. It costs 2 Chi and has a 40-second cooldown. It is
simply used as part of your rotations, as explained at the start of this
guide.
4.4. Afterlife Procs
Afterlife is a passive ability that causes you to summon a
Healing Sphere next to you each time you kill an enemy. The
Healing Sphere lasts for 30 seconds, and heals you for a moderate amount when
you walk over it.
Furthermore, Afterlife also grants you a 50% chance to summon a Chi sphere
each time you kill an enemy using
Blackout Kick. The Chi
sphere lasts for 2 minutes, and grants you 1 Chi when you walk over it.
4.5. Detailed Cooldown Usage
4.5.1. Touch of Karma
Touch of Karma causes all damage you take for 10 seconds (up to a
maximum of 50% of your maximum health) to be redirected to the enemy target as
a 6-second Nature damage DoT.
4.5.2. Tier 1 Talents
Chi Wave should be used against a single target in the way in
which it is included in the single-target priority at the start of this
guide.
Chi Burst should be used against multiple targets, again in
the way indicated in the multiple target rotation at the start of the
guide.
4.5.3. Tier 3 Talents
Energizing Elixir should be used as often as possible throughout
the encounter, while making sure that neither the Energy nor the Chi it
provides goes to waste. This means that you should ideally deplete both of
your resources before you use the ability. In case you need burst damage for
a specific moment of the encounter, you can delay Energizing Elixir slightly
in order to have it available. This page provides a lot more detail about the
advanced usage of Energizing Elixir.
4.5.4. Tier 7 Talents
Whirling Dragon Punch should be used as part of your single
target rotations. It is placed in the correct position in the priority at the
start of this guide. Keep in mind that both
Fists of Fury and
Rising Sun Kick must be on cooldown for this ability to be usable.
Serenity should be used as close to on cooldown as possible, while
fitting one
Strike of the Windlord, two
Rising Sun Kicks, and one
Fists of Fury during its 8-second duration. This applies to both
single target and AoE situations.
4.6. Roll and Transcendence
4.6.1. 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.
4.6.2. 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.
5. ChangeLog
+ show all entries - show only 10 entries- 27 Nov. 2017: Added a small clarification for the usage of Blackout Kick.
- 28 Aug. 2017: Made a small tweak to single target rotation.
- 12 Jun. 2017: Updated Spinning Crane Kick description to account for Patch 7.2.5 changes.
- 27 Mar. 2017: No changes needed for Patch 7.2.
- 10 Jan. 2017: Updated the recommended Serenity usage.
- 29 Aug. 2016: Updated for Legion's launch.
- 27 Jul. 2016: Added mention of using Rising Sun Kick in multiple target rotations to enable the use of Whirling Dragon Punch, and made a few other minor improvements.
- 22 Jul. 2016: Fixed an issue in the AoE rotations that did not include Whirling Dragon Punch.
- 18 Jul. 2016: Updated for the Legion pre-patch.
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