
Monk
Unarmed. Chi flows.
Monks fight without weapons. Chi resource builds with strikes, spends on devastating burst combos. The Anchor branch grants stillness bonuses; sit motionless for 3s and your next attack double-crits.
Signature Abilities
The three moves that define this class.
Roundhouse
Chi Wave
Tiger Palm
Primary Skill Tree
⚓ Anchor — Holding onto a point to avoid drifting. Protecting your identity is also a strength.
Knockback resistance +50%.
Defense +8 while standing still.
Movement speed does not decrease when HP is below 50%.
Damage taken -20% while standing still.
Slows nearby enemies (aura effect).
All Abilities
8 from Anchor · 8 from Witness · 8 from Oracle · 8 from Judge
⚓ Anchor— 8 abilities
Heavy melee hit — root self & target 1s.
Taunt nearby enemies — cannot be moved for 4s.
Pull a distant target to melee range.
Allies in 6m take 15% less damage for 8s.
Chain 3 enemies together — if one moves, all are stunned.
Become immune to all CC for 8s; reflect 50% CC to attacker.
5m AoE — all enemies are rooted for 3s.
Passive: Knockback resistance +100%; +8 armor.
👁️ Witness— 8 abilities
Intangible strike — ignores physical defense.
Study target — reveal their HP, abilities and cooldowns.
Become invisible and untargetable 4s — deal no damage.
Expose target — allies deal +25% damage to them 8s.
Summon echo of self — echo mirrors last 3 actions.
Target is removed from timeline 4s — no damage, no XP.
Channel 3s — record combat state; if you die within 10s, fully restore to that state.
Passive: +10% damage to unaware / surprised targets.
🔮 Oracle— 8 abilities
Predictive strike — hits dodge/evade attempts.
Reveal enemy's next ability — reduce its damage 40%.
Warn ally — they take 0 damage from next hit.
Mark target — die within 10s or take 50% max HP as damage.
Reveal all enemies in zone for 12s (through walls).
Guarantee next ability crits and cannot be evaded.
AoE — all enemies are Doomed; must deal 20% damage to you in 8s or die.
Passive: +6% chance to block any incoming attack.
⚖️ Judge— 8 abilities
Mark enemy — +15% damage taken from all sources.
Justice-infused melee — extra +30% vs chaotic enemies.
Silence an enemy for 2s; any damage breaks it.
Remove all debuffs from an ally; small heal 8% HP.
Challenge single enemy — both parties deal +30% damage, immune to outside interference 6s.
Enemies with Verdict debuff receive +80% damage from next hit.
AoE — all enemies are Judged for 10s.
Passive: +12% damage against debuffed targets.




