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Monk

job · MNK

The Monk is a bare-fisted fighter with the fastest hands in the game, a body that shrugs off hits, and just enough healing and party support to look after itself.

MNK · two-hour Hundred Fists · 13 job abilities · 38 trait ranks · 122 spells · 31 weapon skills

What the job does:
A Monk fights with hand-to-hand weapons (knuckles, claws and cestus), and almost no other job swings as fast. Martial Arts cuts the delay of your weapon in seven steps (the last at level 82), so a Monk lands far more hits per second than anyone with a sword or an axe. Those hits build TP quickly, and the Monk spends it on weapon skills, which is where most of its damage comes from.

What it is good at: fast TP, so it uses a weapon skill more often than any other melee job; a big pool of HP and evasion; counterattacks (Counter, Counterstance, Perfect Counter) that punish monsters that hit it; and self-sustain through Chakra. It can pull a monster off the tank, stand toe to toe and survive.

What it is bad at: it has no real range, no spells, and little to offer the party beyond Mantra and its damage. It is weak against monsters that resist or ignore physical damage, though Formless Strikes helps with those.

A fight from the Monk's seat is busy: Boost and Focus before the pull, Dodge when hit hard, Impetus and Footwork to turn the corner into a damage burst, and a weapon skill every time you reach 1,000 TP and a skillchain is possible.

Role in a party:
Damage, and a very good second tank. The Monk's evasion, HP and counters let it hold a monster against dangerous melee targets for a while, but it does not generate hate on purpose; if you want it as the tank, bring Provoke from a subjob. Most of the time the party expects:

- steady melee damage, especially from weapon skills;
- skillchains: its quick TP makes it the party's chain engine;
- Mantra, which raises the maximum HP of party members in range, a favourite for hard fights where big hits matter;
- Chakra, a self heal that also clears poison and blindness.

What it brings that nothing else does: more weapon skills per minute than any other job, and Mantra.

Subjobs:
Subjob | Use it for | What it gives |
Warrior | Solo and general damage | Berserk, Aggressor, Warcry, Double Attack, Provoke |
Ninja | Taking hits, soloing | Utsusemi shadows. Your hands are your only weapon, so Dual Wield does nothing here. |
Dancer | Support | Waltzes (heal the party), Haste Samba, Drain Samba |
Thief | Farming | Treasure Hunter, Sneak Attack, Trick Attack |
Samurai | Extra TP | Third Eye, Meditate |
Dragoon | Extra damage | Jump, High Jump, Super Jump |

Start with Warrior. Berserk and Aggressor stack with Boost and Impetus; Provoke lets you hold a monster. Move to Dancer when you party and want to heal the group while you fight.

How the abilities work together:
Base recasts and durations as the server has them. Job ability recasts on Vanadreams are 15% shorter than shown.

Ability | Level | Lasts | Recast | Notes |
Hundred Fists | start | 45 s | 1 hour | Much faster attacks |
Boost | 5 | 3 min | 15 s | Stacks: each use adds 12.5% attack |
Dodge | 15 | 30 s | 2 min | Evasion up |
Focus | 25 | 30 s | 2 min | Accuracy and critical hit rate up |
Chakra | 35 | instant | 3 min | Heals HP; also clears poison and blindness |
Chi Blast | 41 | instant | 3 min | Ranged attack; damage rises with Boost |
Counterstance | 45 | 5 min | 5 min | Defense down, counter chance way up |
Footwork | 65 | 1 min | 5 min | Kick attacks hit harder |
Formless Strikes | 75 | 3 min | 10 min | Hits count as non-physical |
Mantra | 75 | 3 min | 10 min | Party max HP up |
Perfect Counter | 79 | 30 s | 1 min | Counter the next attack on you |
Impetus | 88 | 3 min | 5 min | Attack and critical hit rate grow with each hit |
Inner Strength | 96 | 30 s | 1 hour | Max HP up |

Stack Boost. Boost costs nothing and recasts every 15 seconds. Each use adds 12.5% attack and the stack stays for 3 minutes. Hit it several times before the pull. Chi Blast removes the whole stack in exchange for damage, so only use Chi Blast when you want a ranged hit (it grows with the Boost behind it) and are willing to lose the buff.

The engine. Before the pull:

- Boost, repeatedly, as far as it will go.
- Focus (accuracy and crits for 30 seconds, so line it up with the first TP).
- Impetus (3 minutes; starts weak and grows with every landed hit, so do it first).
- Footwork (1 minute) when you plan to use a kick weapon skill (Dragon Kick, Tornado Kick) or a lot of kicks.

Cutting damage. Dodge, Counterstance and Perfect Counter are your three defences, each for a different job:

- Dodge when a monster's melee is hurting you. It lasts 30 seconds and recasts in 2 minutes.
- Counterstance when you want to trade hits. Defense drops hard, so use it on weak monsters or with a healer's full attention.
- Perfect Counter to shut down one big hit. It lasts 30 seconds and recasts in a minute.

Hundred Fists. Use it for a skillchain burst, not at the start: 45 seconds of hits means TP piles up fast, so time it so you can use three weapon skills in the window.

Kick Attacks and Footwork. Kick Attacks (level 51, then 71 and 76) trigger on their own; Footwork raises their damage.

Weapon skills worth having.

- Combo (5), Shoulder Tackle (40), Backhand Blow (100), Spinning Attack (150): t [cut off]

Working with other jobs:
Skillchains. Use the Skillchains page: close at least 3 seconds after the opener and inside 10 seconds. Chains a Monk builds on its own:

- Early: Spinning Attack (Liquefaction, Impaction) then Combo (Impaction) makes Fusion; Spinning Attack then Backhand Blow (Detonation) makes Detonation.
- Mid: Howling Fist (Transfixion, Impaction) then One Inch Punch (Compression) makes Compression; add Backhand Blow for Detonation.
- Level 2: Asuran Fists (Gravitation, Liquefaction) then Howling Fist makes Fusion; Asuran Fists then Dragon Kick (Fragmentation) makes Fragmentation.
- Level 3: Asuran Fists, Howling Fist, Dragon Kick makes Fusion, then Light. Dragon Kick then Shijin Spiral or Final Heaven makes Light. Ascetic's Fury then Dragon Kick makes Light.
- With Godhands, Shijin Spiral gains Light while you have your Aeonic Aftermath, and a level 4 Light closed with enough weapon skills becomes Radiance.

As a partner.

- Close a Samurai's Tachi: Kasha (Fusion) with Dragon Kick for Light.
- Open for a Samurai with Asuran Fists (Gravitation, Liquefaction): Tachi: Shoha closes it as Fragmentation and Tachi: Gekko closes it as Darkness.
- Konzen-ittai from a Samurai readies the monster, and so does Wild Flourish from a Dancer, so the Monk's next weapon skill forms a skillchain with nobody opening it.
- A Dragoon's Stardiver (Gravitation, Transfixion) makes Fragmentation with Dragon Kick.

Magic bursts. Fusion, Fragmentation and Light chains burst with Fire, Light, Wind or Thunder. Ask a Black Mage or Shantotto to burst.

Bards and Corsairs. March (haste), Minuet (attack) and Madrigal (accuracy) stack with Boost and Impetus; Hunter's Roll helps accuracy; Chaos Roll helps attack. Haste from songs and spells and the delay cut from Martial Arts both go toward the same limit (80% off your weapon delay), so a Monk gets full value from a Bard and a Red Mage.

From the healer. Haste (White Mage, Red Mage or Trusts such as Ygnas, Koru-Moru and Karaha-Baruha) and Cure. A Monk who keeps Dodge and Perfect Counter up needs little healing.

Mantra. Max HP Boost from Mantra replaces other Max HP Boost on the same target. Use it on hard-hitting monsters, not as an automatic opener.

Levelling it:
Level | What you get |
start | Hundred Fists. Martial Arts. |
5 | Boost. Subtle Blow. |
10 | Counter |
15 | Dodge. Max HP Boost. |
25 | Focus |
30 | Damage Limit+ |
35 | Chakra |
41 | Chi Blast |
45 | Counterstance |
51 | Kick Attacks |
60 | Damage Limit+ II |
65 | Footwork |
75 | Formless Strikes, Mantra, Invigorate, Penance, Martial Arts VI |
79 | Perfect Counter |
82 | Martial Arts VII |
85 | Skillchain Bonus |
88 | Impetus |
96 | Inner Strength |

- 1 to 30: Combo, Shoulder Tackle and Boost carry you. Stay with Trusts: a tank (Curilla or Invincible Shield (UC)) lets you stay behind and swing. Zazarg and Lhe Lhangavo are Monks you can call as company.
- 30 to 60: Chakra covers you. Footwork and Counterstance come in the 60s.
- 60 to 75: hold the line with Dodge and Counter; get Spinning Attack and Backhand Blow working with a partner.
- To 99: your level cap starts at 70. Win Shattering Stars from Maat in Ru'Lude Gardens (level 66 or higher) to open level 99. Standard experience, Records of Eminence and Trusts level you, not big parties. Classic mode keeps you at 75, then 90; Moogle Mode runs at faster rates.

At 99 and endgame:
Merits (five levels each):

- Group 1: Focus, Dodge and Chakra recasts (4, 4 and 6 seconds shorter a level), Counter rate and Kick Attack rate (+1% a level).
- Group 2: Mantra (more party HP), Formless Strikes, Invigorate (Regen after Chakra, 24 seconds a level) and Penance (Chi Blast stops the monster gaining TP, 20 seconds a level).
- Weapon skill merits: Shijin Spiral, Realmrazer and Shattersoul for a Monk.

Job points. Master the job at 2,100 job points. Worthwhile gifts:

- 10: Attack +8. 80: Guarding skill +5. 100: Martial Arts effect +5.
- 125: Subtle Blow +2. 150: Counter +2. 550: Counter damage +5.
- 2,100: Hundred Fists and Inner Strength come back 15 minutes sooner.
- Spend category points on Impetus, Footwork and Kick Attacks first.

Master levels. Maat or the Nomad Moogle in Ru'Lude Gardens gives Job Breaker at 99, and Master Breaker on a mastered level 99 job.

Where it shines. Omen, Odyssey, Ambuscade, Vagary, Dynamis - Divergence and Limbus (with Trusts). Sortie, Nyzul Isle, Einherjar, Salvage and Assault do not allow Trusts, so bring players there.

Gear to aim for:
Band | Weapons | Armor and accessories |
1 to 30 | Metal Knuckles, Baghnakhs | Rajas Ring |
30 to 49 | Patas | Temple Gloves, Temple Gaiters (52 to 54) |
50 to 74 | Spartan Cesti, Gold Patas, Manoples | Temple Cyclas, Temple Hose, Fortitude Torque, Hercules' Ring |
75 to 98 | Caestus, Spharai, Glanzfaust, Verethragna | Tantra Crown, Tantra Cyclas, Tantra Hose, Tantra Gaiters (85 relic set), Brutal Earring |
99 | Godhands, Nyepel (made by Oboro in Port Jeuno), Dragon Fangs, Varga Purnikawa, Premium Hearts, Sakpata's Fists | The sets below |

- Artifact: Anchorite's Crown, Anchorite's Gloves, Anchorite's Hose.
- Relic: Tantra set (level 81 to 89 pieces).
- Empyrean: Bhikku Crown +3, Bhikku Cyclas +3, Bhikku Gloves +3, Bhikku Hose +3, Bhikku Gaiters +3, Bhikku Earring +2 (Counter and hand-to-hand skill).
- Accessories: Moonshade Earring, Cessance Earring, Mache Earring +1, Chirich Ring, Petrov Ring, Fotia Gorget, Fotia Belt.
- Weapon skill weapons: Spharai (Final Heaven), Glanzfaust (Ascetic's Fury), Verethragna (Victory Smite), Godhands (Shijin Spiral).

Common mistakes:
- Using Chi Blast and losing the Boost stack. Chi Blast removes your Boost. Use it on purpose.
- Using Boost once. Stack it; each use is a separate 12.5% attack step.
- Using Counterstance with no healer. It cuts your defense a lot. Use it on weak monsters.
- Forgetting Impetus. It grows with each hit, so earlier is better.
- Using a weapon skill the moment you reach 1,000 TP in a party. Wait for the opener or time yours with the party's chain.
- Wearing a club or staff. Monks can use them, but Martial Arts, Kick Attacks and Footwork only work with hand-to-hand weapons.
- No Mantra on hard-hitting fights. It is a party tool; use it at the pull.
- Using Hundred Fists for the first hit. Save it for a skillchain burst.

Job abilities: Hundred Fists (SP, recast 1h): Speeds up attacks. | Boost (Lv 5, recast 15s): Enhances the damage of your next attack. | Dodge (Lv 15, recast 2 min): Enhances evasion and guard rate. | Focus (Lv 25, recast 2 min): Enhances accuracy and critical hit rate. | Chakra (Lv 35, recast 3 min): Restores a small amount of HP. | Chi Blast (Lv 41, recast 3 min): Releases chi to attack an enemy. | Counterstance (Lv 45, recast 5 min): Greatly weakens defense but increases your chances of counterattacking. | Footwork (Lv 65, recast 5 min): Increases the chance and damage of kicking. | Formless Strikes (Lv 75, recast 10 min): While in effect, melee attacks will not be considered physical damage. No effect on weapon skills. | Mantra (Lv 75, recast 10 min): Increases the max. HP of party members within area of effect. | Perfect Counter (Lv 79, recast 1 min): Allows you to counter the next attack directed at you. | Impetus (Lv 88, recast 5 min): Enhances attack and critical hit rate with each successive melee attack you land. | Inner Strength (Lv 96, recast 1h): Increases your maximum HP.

Traits: Martial Arts (Lv 1), Subtle Blow (Lv 5), Counter (Lv 10), Max HP Boost (Lv 15), Martial Arts II (Lv 16), Subtle Blow II (Lv 20), Max HP Boost II (Lv 25), Damage Limit+ (Lv 30), Martial Arts III (Lv 31), Max HP Boost III (Lv 35), Smite (Lv 40), Subtle Blow III (Lv 40), Max HP Boost IV (Lv 45), Martial Arts IV (Lv 46), Kick Attacks (Lv 51), Max HP Boost V (Lv 55), Damage Limit+ II (Lv 60), Martial Arts V (Lv 61), Max HP Boost VI (Lv 65), Subtle Blow IV (Lv 65), Kick Attacks II (Lv 71), Invigorate (Lv 75), Martial Arts VI (Lv 75), Max. HP Boost II (Lv 75), Penance (Lv 75), Kick Attacks III (Lv 76), Tactical Guard (Lv 77), Smite II (Lv 80), Counter II (Lv 81), Martial Arts VII (Lv 82), Max. HP Boost II II (Lv 85), Skillchain Bonus (Lv 85), Tactical Guard II (Lv 87), Damage Limit+ III (Lv 90), Subtle Blow V (Lv 91), Max. HP Boost II III (Lv 95), Skillchain Bonus II (Lv 95), Tactical Guard III (Lv 97)

Spells by level: Shantotto 1, Naji 1, Kupipi 1, Excenmille 1, Ayame 1, Nanaa Mihgo 1, Curilla 1, Volker 1, Ajido-Marujido 1, Trion 1, Zeid 1, Lion 1, Tenzen 1, Mihli Aliapoh 1, Valaineral 1, Joachim 1, Naja Salaheem 1, Prishe 1, Ulmia 1, Shikaree Z 1, Cherukiki 1, Iron Eater 1, Gessho 1, Gadalar 1, Rainemard 1, Ingrid 1, Lehko Habhoka 1, Nashmeira 1, Zazarg 1, Ovjang 1, Mnejing 1, Sakura 1, Luzaf 1, Najelith 1, Aldo 1, Moogle 1, Fablinix 1, Maat 1, D. Shantotto 1, Star Sibyl 1, Karaha-Baruha 1, Cid 1, Gilgamesh 1, Areuhat 1, Semih Lafihna 1, Elivira 1, Noillurie 1, Lhu Mhakaracca 1, Ferreous Coffin 1, Lilisette 1, Mumor 1, Uka Totlihn 1, Klara 1, Romaa Mihgo 1, Kuyin Hathdenna 1, Rahal 1, Koru-Moru 1, Pieuje (UC) 1, I. Shield (UC) 1, Apururu (UC) 1, Jakoh (UC) 1, Flaviria (UC) 1, Babban 1, Abenzio 1, Rughadjeen 1, Kukki-Chebukki 1, Margret 1, Chacharoon 1, Lhe Lhangavo 1, Arciela 1, Mayakov 1, Qultada 1, Adelheid 1, Amchuchu 1, Brygid 1, Mildaurion 1, Halver 1, Rongelouts 1, Leonoyne 1, Maximilian 1, Kayeel-Payeel 1, Robel-Akbel 1, Kupofried 1, Selh'teus 1, Yoran-Oran (UC) 1, Sylvie (UC) 1, Abquhbah 1, Balamor 1, August 1, Rosulatia 1, Teodor 1, Ullegore 1, Makki-Chebukki 1, King of Hearts 1, Morimar 1, Darrcuiln 1, AAHM 1, AAEV 1, AAMR 1, AATT 1, AAGK 1, Iroha 1, Ygnas 1, Monberaux 1, Cornelia 1, Matsui-P 1, Excenmille [S] 1, Ayame (UC) 1, Maat (UC) 1, Aldo (UC) 1, Naja (UC) 1, Lion II 1, Zeid II 1, Prishe II 1, Nashmeira II 1, Lilisette II 1, Tenzen II 1, Mumor II 1, Ingrid II 1, Arciela II 1, Iroha II 1, Shantotto II 1

Weapon skills: Combo (Hand-to-Hand 5; Impaction), Shoulder Tackle (Hand-to-Hand 40; Reverberation/Impaction), One Inch Punch (Hand-to-Hand 75; Compression), Backhand Blow (Hand-to-Hand 100; Detonation), Raging Fists (Hand-to-Hand 125; Impaction), Spinning Attack (Hand-to-Hand 150; Liquefaction/Impaction), Howling Fist (Hand-to-Hand 200; Transfixion/Impaction), Dragon Kick (Hand-to-Hand 225; Fragmentation), Asuran Fists (Hand-to-Hand 250; Gravitation/Liquefaction), Ascetic's Fury (Hand-to-Hand; Fusion/Transfixion), Tornado Kick (Hand-to-Hand 300; Induration/Impaction/Detonation), Victory Smite (Hand-to-Hand; Light/Fragmentation), Shijin Spiral (Hand-to-Hand 357; Fusion/Reverberation), Shining Strike (Club 5; Impaction), Brainshaker (Club 70; Reverberation), Starlight (Club 100; ), Skullbreaker (Club 150; Induration/Reverberation), True Strike (Club 175; Impaction/Detonation), Black Halo (Club 230; Fragmentation/Compression), Realmrazer (Club 357; Fusion/Impaction), Heavy Swing (Staff 5; Impaction), Rock Crusher (Staff 40; Impaction), Earth Crusher (Staff 70; Detonation/Impaction), Starburst (Staff 100; Compression/Reverberation), Sunburst (Staff 150; Compression/Reverberation), Shell Crusher (Staff 175; Detonation), Full Swing (Staff 200; Liquefaction/Impaction), Spirit Taker (Staff 215; ), Retribution (Staff 230; Gravitation/Reverberation), Cataclysm (Staff 290; Compression/Reverberation), Shattersoul (Staff 357; Gravitation/Induration)