Monk Build Guide to Support and Damage by LPhure

Monk Build Guide to Support and Damage

By: LPhure
Last Updated: Nov 6, 2020
1 Votes
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Build 1 of 2

Kharazim

Build: Full Support

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Threats to Kharazim with this build

Threat
Low
High
Show all
Threat Hero Notes
1
Johanna Tanks. Kharazim is not easily caught by tanks. He can get away from tanks reliably given a dash target and higher move speed with W and at 1. Has options at 10 to both punish high health tanks and save cc locked allies from death.
1
Li-Ming Mages. Kharazim has a Spell Shield option at 13 to mitigate any mage's combo. Palm is a fantastic counter to all mages who tend to exhaust all their cooldowns to kill a target. Mages are prime punching targets because they lack mobility, have lower HP, and their death is huge value to your team.
1
Deckard Healers. Kharazim can not output more healing than most of the other healers, but he is one of the best clutch healers. Other healers also bring valuable CC to a team where Kharazim does not. Khara has a Cleanse but it is not available to him until very late (16) where other healers have it as early as 7
1
Valla Ranged AA. Very strong at punishing and poking Kharazim. You should not be taking damage from these types of heroes for free. You can not favourably trade damage against ANY ranged AA.
2
  No Threat
3
Kel'Thuzad Cleansing Touch is incredibly strong against KTZ. If he ever lands a chain, just hit your buddy with a dash to prevent them from being pulled to the icicle. If you're not quick enough or two allies are chained, you can still Cleanse to deny the follow-up KTZ root (W).
4
  No Threat
5
  No Threat
6
Ana Biotic grenade does not prevent Palm from activating. Palm targets are put into stasis, causing the healing debuff to be removed, and then healed. Kharazim likes to be close to his allies which can sometimes cause him to also be slept by an Overdose(4) dart. Ana is easy to punch with her -25% movement from her Shrike (D)
7
  No Threat
8
Uther Uther excels at stunning (E + Benediction, DStorm) targets in close range and keeping them stunned for an extended period of time. He will stun your dash in. Cleansing Touch (16) has some counterplay for allies.
8
Blaze Blaze likes to be melee close to his targets to continuously deal damage while standing on top of them. Has great debuffs (Meltdown (4), A.spd slow/spell power debuff (13)). He will be impossible to peel as Monk and difficult to save allies being cc'd by him. As damage, he can protect the backline by playing passively around them and punishing your dive-ins.
9
  No Threat
10
  No Threat

Kharazim

Build: Damage

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Threats to Kharazim with this build

Threat
Low
High
Show all
Threat Hero Notes
1
Kharazim These threats will hate playing against you and your backline diving shenanigans. They will also have a tough time peeling you off of them! ***I HAD TO SPLIT THEM UP INTO DIFFERENT TIERS OR THE PORTRAITS WILL OVERLAP THE GUIDE.....WeirdChamp
2
  No Threat
3
Falstad
3
Hanzo
3
Gul'dan
3
Kael'thas
3
Tassadar
4
  No Threat
5
Kel'Thuzad
5
Lt. Morales
5
Nazeebo
5
Li-Ming
6
  No Threat
7
Nova
7
Raynor
7
Tyrande
7
Probius
8
  No Threat
9
Ana
9
Chromie
9
Fenix
9
Tychus
10
  No Threat

Introduction Top

*Threats listed in the first build are general matchups against Kharazim with a few specific
**Threats listed in the second build are priority targets for the Damage Build

Hero and Ability Breakdown Top

Kharazim - Monk

Monk is a healer with mediocre healing. He will not be healing tanks to full health but instead keep them and other assassins off the brink of the enemy's kill range.

Monk is a healer with very good damage and mobility! He can flex into a backline demolisher as a sneaky mobile in-and-out assassin, or a mobile support with strong move speed buffs and the capacity to get allies out of danger.

Monk is a healer with no CC. None!

Escape combo: Spirit Ally (Any Ally) + Radiant Dash

Kill Combo: (2 Prepped autos)** > Radiant Dash in > Deadly Reach > (Punch enemy to death) > Radiant Dash out
**Prepping autos means hitting anything 2 times in order for Radiant Dash to hit with the 3rd empowered auto Iron Fists
****You can use Divine Palm anytime during your dive to prevent you from dying

Q - Radiant Dash

Dashing to an enemy automatically hits them with an auto-attack which means before ever going in for damage, prep 2 autos on minions so your dash in will hit them with the empowered 3rd.

Good map awareness means you can find opportunities to dash around the map by using things like minions, allies, camps, objectives, or other enemies

W - Breath of Heaven

The only ability that can both heal and speed up an ally at the same time!

Speeding up an ally by 15% makes this heal very good at pulling people away from damage. Simply dash in, speed them up, and the two of you will run out of danger holding hands <3 . Just be sure your dash will not lead to you also being caught!

Spamming heals will cause you to OOM quickly so be selective in its use. This ability on it's own can't heal tanks back to full health if they get too low. Let allies drink from fountain or B if they are really low instead of exhausting your own mana. You do NOT want to be even close to OOM before an objective starts.

The only drawback to this ability is trying to get the team to group for heal


E - Deadly Reach

The duration will not start until your first auto. Using Radiant Dash on an enemy will proc E unless you also have Way of the Hundred Fists in which case it won't.

PREPING AUTO ATTACKS
Every 3rd basic attack will be empowered by your level 1 talent! Before engaging for damage you should hit a minion twice before engaging so the first damage you deal is the empowered 3rd. Doing this technique will also reward you with an additional empowered hit with Deadly Reach

Standard activation: 3 empowered hits
Prep'd activation: 4 empowered hits

R - Divine Palm

Denies a kill and causes enemies to have used their cooldowns for nothing. A bailout for teammates who, for some reason, like to die a few seconds before the objective spawns.

Counters Hook situations, Pyroblast, Kel'Thuzad, Li-Ming resets, Final Strike, Go for the Throat, and any burst damage directed towards your backline carry.

Palm also has a lot of strong offensive potential. It can be held when diving to secure kills and used to eliminate any consequence for chasing too deep, as long you have enough Radiant Dash charges to escape!


R - Seven Sided Strike

Super strong when used against one enemy and is very necessary to counter high health heroes.

The Invulnerable state can be useful in certain situations, but using 7 purely for that reason is wasteful.

7 can be countered very easily. Enemies can walk into the area and immediately mitigate the damage or your target can escape the zone before getting hit by all 7 strikes.

Full Support Top


Blinding Speed + Cleansing Touch 3 charges to give an ally unstoppable. THREE CHARGES!
Quicksilver Give 30% speed to help allies catch kills or escape dangers
20% HP heal from Spirit Ally please stand in it!

The healing from Transcendence appears to be not worth it on paper but in fights it can save lives and outside of fights it's good self-sustain. Much higher practical value than Insight.

Talent Alternative 4: Earth Ally


Only ever take this if all the damage from the enemy team comes from basic attacks.

Talent Alternative 10: Seven-Sided Strike


I only ever take this heroic for three enemies, take a guess which ones!
Three Heroes

Talent Alternative 20: Peaceful Repose


Storm Shield is the superior talent but, if you're like me, sometimes you just can't land a Palm to save your life (pun intended)

Damage Top

Damage combo: Radiant Dash ( Way of the Hundred Fists) x3

This is a niché, post-16, late game build that has the primary objective of jumping onto the enemy backline and punching mages or healers to death.

If the enemy isn't saving some form of CC to stop your dash in, you will get away with so much free damage and most likely a kill. You'll want to aim for squishy targets in the backline like: Ana Hanzo Li-Ming Lt. Morales Nova Tyrande (See the above Threats for a complete list of targets)

I would not recommend this build for players still learning the game because you definitely need to know a lot to play this build without feeding 7 deaths:
- Is taking this build path really what the team needs? A little extra damage for securing kills?
- How much damage can you do?
- Do you have time to connect all 3 dash punches?
- Can an enemy interrupt your punching pressure?
- Can you confidently secure the kill without dying?
- Will you draw aggro from the entire enemy team by dashing in?


When you've dashed in, you have to maintain melee range for the volley of fists to connect. I would recommend holding down the move key (default right click) and strafing around the target like you're playing Tracer.

Don't spam Q on the enemy because Way of the Hundred Fists requires about 1 second of channel time for Monk to connect all 6 punches. The game gives you an audio cue of the punching to help with the timing.

Please don't leave Spell Shield always on. Toggle it off (should off by default Blizzard) and when you dash in or are about to take a whole lot of damage from a mage, press it and take 50% less of that incoming spell damage!


- Ever since his release I always thought it was a missed opportunity that Epiphany doesn't turn Monk into a darkly glowing avatar like it does in D3. Archon: Pure Power makes Li-Ming look cool, why not Monk?

Talent Alternative 10: Seven-Sided Strike


I only ever take this heroic for three enemies. If you haven't already read this in the section above, take a guess which three!
Three Heroes

Insight is terrible Top


Quoted:
❢ Quest: Every 3rd Basic Attack restores 14 Mana and grants a stack of Insight, and gives 25% increased Move Speed for 2.5 seconds.
❢ Reward: Once you have 100 stacks of Insight, every 3rd attack also reduces the cooldown of all your Basic Abilities by 1.75 seconds.

If you understand how Monk plays then you know if you take Insight in a healing or damage role, you are straight T R O L L I N G !

- Monk has no mana problems unless your spamming W on cooldown.
- 1.75s CDR on basic abilities offers no huge advantage for Q or W. Only has an impact for E with Blazing Fists

Insight resets Deadly Reach when paired with Blazing Fists. You will never reset Deadly Reach with this talent combo in any fight. No player is going to remain stationary and allow you to punch them in the face! If they do let you punch them, wouldn't you rather do an additional 110% on the third hit? Iron Fists

"Insight is good for taking camps!"
In a damage or healer role, if you are choosing talents based on how efficiently you can take neutral objectives you need to rethink your intent! Any camp can be taken quickly with a little coordination with the team. If you're not playing macro and still think you're supposed to be soloing camps, then maybe you should go back to League...

Secretly Good Insight Build


This a meme build that can SOLO BOSSES, FORTS, AND KEEPS AT 20!!!

- You must have completed Insight
- Do not draw minion aggro while soloing a fort/keep
- Earth Ally can tank several fort shots to reset your debuffed armor
- Spam W and E off cooldown

...Imagine a Healer soloing a fort

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