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The Monk

The body remembers.

A martial pilgrim of palms, sweeping kicks, breath, and resonant shockwaves.

Max HP
65
Spirit
up to 6
Cards
31
Play the Monk
The Monk

How the Monk plays

Chain Opening -> Flow -> Finish in one turn for the finisher's bonus and 1 Spirit. Spirit caps at 6 and persists; untagged cards preserve sequence progress.

Starting deck

Every Monk run begins with these ten cards.

A few rare cards

2

Sevenfold Wake

Sevenfold Wake card art

Rare attack

Finish: hit 3 times for 3 damage. Spend up to 3 Spirit for +1 damage per hit each. A complete sequence adds a separate 6 damage hit and 1 Spirit.

Finish

1

Empty Horizon

Empty Horizon card art

Rare attack

Finish: deal 4 damage to every enemy. Complete the sequence for 3 more damage to every enemy and 1 Spirit.

Finish

1

Echoing Hands

Echoing Hands card art

Rare power

Gain 1 Chi: your next attack repeats its damage once. Exhaust.

2

Sunburst Finish

Sunburst Finish card art

Rare attack

Finish: deal 6 to all enemies. Complete the sequence for 4 more to each and 1 Spirit.

Finish

See all 31 Monk cards

Disciplines

At the start of a run, and again at the start of each new act, you choose one of three Disciplines. They last for the rest of the run.

Builds to try

Sun-chain martialist

Play Opening, Flow and Finish in that order. Saffron Feint is a free, exhausting Opening that leaves Energy for the rest of the chain. Clapper Jab opens for free every turn, Rising Toll cracks a foe open (Vulnerable) and Lampsnuff Kick finishes the chain to draw 2.

Key cards: Open Gate, Horizon Palm, Cinder Kick, Sunward Kick, Empty Horizon, Sunburst Finish, Saffron Feint, Clapper Jab, Ember Swallow Dash, Rising Toll, Lampsnuff Kick.

Disciplines that fit: Open Road, Flowing Form.

Monk relics