All information in this guide is subject to change as Legion approaches and progresses. Check back regularly for any changes. Feel free to ask any questions, the easiest way is through Discord.
For just the information you need to know, check out the TL:DR Guide.
All races are within 1% of each other, play what you want. (psst… Pandaren)
Critical Strike: Chance for extra effectiveness on attacks and heals. Ideally keep this 800 ahead of Versatility, or 400 for Blood Elves.
Haste: Increases attack speed and energy per second (eps), also reduces the cooldowns of all spellbook abilities. Keep this below 10% to minimize Serenity delay.
Mastery: Mastery: Combo Strikes – Increases damage of abilities, provided the previous ability wasn’t exactly the same. Ideally kept roughly 4500 above Versatility.
Versatility: Increases damage and healing, and reduces damage taken.
If you want a better understanding of stats rather than “Do this” then read Stat Weights and You.
Level 110: Agility > Mastery > Versatility >= Critical Strike > Haste
Stat Weights: Agility – 1, Mastery – 0.62, Critical Strike – 0.54, Versatility – 0.53, Haste – 0.46
- You can have one Jewelcrafting-created BoE epic gem. For Windwalkers you want: Saber’s Eye of Agility.
- For other sockets follow the stat priority above.
- For cloak and ring enchants, follow the stat priority above.
- For neck enchant use Enchant – Satyr
- Flask – Flask of the Seventh Demon (Agility)
- Potion – Potion of Prolonged Power (Updated Oct 22)
- Rune – Defiled Augment Rune (Agility)
- Food – Non-Pandaren use Fishbrul Special for single target. Multi-target and Pandaren use secondary stat food, following the stat priority for your character. (Updated Oct 2)
Tier 1 (level 15)
- Chi Burst (1s cast, 30s cooldown) – Casts a ball of Chi that damages enemies and heals allies in a 40y line.
- Eye of the Tiger (Passive) – Applies a debuff to the target that damages the enemy and heals the caster over 8s.
- Chi Wave (Instant, 15s cooldown) – Bounces a wave of Chi alternating between an enemy and friendly, including the caster, up to 7 bounces.
Tier 2 (level 30)
- Chi Torpedo (Passive) – Turns Roll into a torpedo, travelling slightly farther, also gains a buff that increases movement speed by 30% for 10s, stacking up to two times.
- Tiger’s Lust ( Instant, 30s cooldown) – Increases the target’s movement speed by 70% for 6s, removing all roots and snares.
- Celerity (Passive) – Reduces Roll’s cooldown by 5s and increases its charges from 2 to 3.
Recommendation: Chi Torpedo is good for prolonged movement, such as kiting. Celerity works for short bursts of movement. Tiger’s Lust will be used in most situations because it is not linked to other skills like Roll.
Tier 3 (level 45)
- Ascension (Passive) – Increases energy regeneration by 10% and maximum Chi from 5 to 6.
- Energizing Elixir (Instant, 1 min cooldown.) – Fills energy and Chi to cap instantly.
- Power Strikes (Passive) – Every 15s the next Tiger Palm will generate an additional Chi.
Recommendation: Energizing Elixir all the time, it provides more Chi and Energy than the other options, and being able to use it on demand increases its efficacy. Power Strikes is close behind and can be used if you’re not comfortable using Energizing Elixir.
Tier 4 (level 60)
- Ring of Peace (Instant, 45s cooldown) – Places a circle around a friendly target, enemies casting within that circle get knocked out of the circle.
- Dizzying Kicks (Passive) – Blackout Kick reduces target’s movement speed by 70% for 3s.
- Leg Sweep (Instant, 45s cooldown) – Knocks down all enemies within 5 yards, stunning them for 5s.
Recommendation: Leg Sweep unless you really need to slow one target or knockback casters.
Tier 5 (level 75)
- Dampen Harm (Instant, 90s cooldown) – Reduces the next 3 attacks that deal at least 15% of your health by 30%.
- Diffuse Magic (Instant, 90s cooldown) – Reduces incoming magic damage by 60% for 6 seconds and removes harmful magic effects.
- Healing Elixirs (Instant, 2 Charges, 30s recharge) – Heal yourself for 15% of your maximum health. Will trigger automatically if your health drops below 35% and a charge is available.
Tier 6 (level 90)
- Rushing Jade Wind (Instant, 6s cooldown) – Damage all enemies in 8 yards around the caster.
- Invoke Xuen, the White Tiger (Instant, 3min cooldown) – Summons a white tiger for 45s that attacks your primary target and attacks 3 nearby enemies every 1s with lightning.
- Hit Combo (Stacking Passive) – Adds a stacking buff that increases damage by 2% for every ability that is not a repeat of the previous ability. Stacks up to 8 times. (Spotlight)
Recommendation: Hit Combo is strong enough for use in all situations.
Tier 7 (level 100)
- Chi Orbit (Passive) – Summons a Chi orb every 5s that spins around the caster, up to a maximum of 4 orbs. When an orb impacts with an enemy it deals damage to all nearby enemies.
- Whirling Dragon Punch (Instant, 24s cooldown) – Deals damage to all nearby enemies. Only usable when Fists of Fury and Rising Sun Kick are on cooldown.
- Serenity (Instant, 90s cooldown) – Replaces Storm, Earth, and Fire; Deals 40% increased damage and reduces the Chi cost of all spells to 0 and their cooldowns by 50%. Lasts for 8s.
Recommendation: Whirling Dragon Punch is currently the best talent in all situations. Serenity has some situational use in high level play, if you know exactly how and when to use it, it can be a DPS boost. However, it is a very unforgiving and difficult talent to maximize so, in general, Whirling Dragon Punch will prove to be best for the majority of players and situations. For information on how to use Serenity, see the Theorycrafting and Quick guides.
Single Target Rotation
- Fists of Fury
- Strike of the Windlord
- Whirling Dragon Punch (If Talented)
- Tiger Palm ( if <4 Chi and about to cap energy)
- Rising Sun Kick
- Chi Wave
- Blackout Kick
- Tiger Palm
Multiple Target Rotation
- Fists of Fury
- Whirling Dragon Punch (If Talented)
- Strike of the Windlord
- Rising Sun Kick (ONLY if talented into WDP and ONLY to enable using WDP)
- Rushing Jade Wind (If Talented and Less than 7 targets)
- Chi Burst
- Spinning Crane Kick
- Blackout Kick (to build Spinning Crane Kick stacks)
- Tiger Palm
Spinning Crane Kick moves up the priority based on how many targets you’ve tagged with Mark of the Crane. See this article to learn how to use it. Crackling Jade Lightning and Flying Serpent Kick can be used in place of Blackout Kick for AOE if you don’t need to build stacks in order to allow back-to-back Tiger Palm to generate maximum Chi.
With the legendary, Hidden Master’s Forbidden Touch, be sure to use Touch of Death a second target within 3s of the first. You must use another ability in between the Touch of Death casts so you don’t lose Mastery: Combo Strikes bonus and Hit Combo.
For understanding the acronyms, see our Acronym Guide.
TP -> ToD -> SEF+RSK -> EE+FoF -> SotW -> TP -> WDP with RSK coming off CD soon
TP -> ToD -> TP + SEF -> FoF -> SotWL -> TP -> RSK -> WDP -> TP
With Serenity and with Gale Burst (on pull and when Gale Burst lines up with Serenity):
Chi Wave (out of boss range on self) -> FSK (don’t hit anything) -> Prepotion -> Chi Wave (on target) -> EE -> ToD -> On use trinket (if you have one) -> Serenity + RSK > SotW -> FoF -> RSK -> SCK -> BoK -> Serenity complete -> RSK -> TP -> FOF
With Serenity and without Gale Burst (mid fight only when Gale Burst doesn’t line up with Serenity):
Serenity -> RSK -> SotW -> SCK -> BoK -> SCK -> RSK -> SCK -> FoF
Most traits are straightforward numbers increases. Golden traits are the only ones that provide anything, and most don’t need any additional thought. I’ll cover how they change anything.
Crosswinds – It happens automatically, so doesn’t need to be thought about otherwise.
Tornado Kicks – Also happens automatically.
Gale Burst – Once you take this trait Touch of Death is no longer used on cooldown, but saved until other big damage abilities are available like Fists of Fury and Storm Earth and Fire unless you will lose out on a cast later in the fight.
Artifact Power Path
You have two options, both are just about equal:
- Counter Clockwise. This provides the highest single target improvement at the cost of a small amount of AOE, take this if it’s your offspec, you’re quickly catching up later in the expansion or to be ready to raid as quickly as possible. If you choose this path: get Transfer the Power beforeTornado Kicks, and skip Gale Burst until after you get Crosswinds.
- Clockwise until after Fists of the Wind and Gale Burst, then Rising Winds and finish the remaining ones. This provides a functional improvement while leveling and gearing up at the start of the expansion with time before diving into raids due to increased use of Spinning Crane Kick.
There can be some trade-off between trait power and ilvl gain. Fists of the Wind is the top trait for both single target and AOE situations. Here’s what ilvl gain the other traits need to be better than Fists of the Wind:
- Fists of the Wind
- Power of Thousand Cranes (+3 ilvl) (AOE only)
- Rising Winds (+4 ilvl)
- Strength of Xuen (+7 ilvl)
- Tiger Claws (+8 ilvl)
- Inner Peace (+9 ilvl)
- Everything else (+16 ilvl)
When comparing relics with two different traits, just take the difference between the ilvl bonus it provides to the weapon. For example; an Inner Peace relic needs to provide at least +40 weapon ilvl to be better than a Rising Winds relic that gives +35 weapon ilvl.
Legendaries are rare drops that you can get from a variety of content. If you’d like general information about Legendaries then see WoWHeads Legendary Guide.
In terms of overall usefulness, the legendaries are ranked:
- March of the Legion – 25% movement speed is arguably the strongest raid benefit of any Legendary.
- Cenedril, Reflector of Hatred – Best DPS if used offensively, best Defensive CD in the game otherwise.
- Katsuo’s Eclipse – Can make the rotation fuller, with additional BoKs.
- Hidden Master’s Forbidden Touch (+1 target)
- Drinking Horn Cover (Useless with Serenity)
- Cinidaria, the Symbiote
- Prydaz, Xavaric’s Magnum Opus – Very strong defensive bubble
- Sephuz’s Secret – Needs stun or CC-able targets