Add what each stat does

Here is an example Accordion.

Stat Priority

Using Serenity (w/o T18 2pc): Multistrike > Versatility > Critical Strike > Haste >>>>>>> Mastery

Using Serenity (w/ T18 2pc): Multistrike to 59% > Versatility > Multistrike after 59% > Critical Strike > Haste >>>>>>> Mastery

Using Chi Explosion: Haste >> Multistrike > Versatility > Critical Strike >>>>>>> Mastery


The enchant and gem system is pretty straight forward. For Serenity, take use Multistrike. For Chi Explosion, use Haste.

Exception: If you have two trinkets that have Multistrike Procs, you can likely over-cap Multistrike (100%), use Haste weapon enchant to minimize that chance.

Energy Spenders

Jab – Basic Chi Builder, use it to generate Chi to prevent energy capping

Expel Harm (EH) –  Use when below 80% health in place of Jab, when at range from target, and to generate Chi before the pull

Spinning Crane Kick (SCK) – Short AOE spell, use with 3+ targets that need to be AOE’d down quickly

Surging Mist  (SM) – Small targeted heal.

Chi Spenders

Tiger Palm (TP) – Applies self-buff Tiger Power to ignore 30% of the targets armor (11% damage increase to physical skills)

Rising Sun Kick (RSK) – 2nd hardest hitting ability, applies debuff increasing target’s damage taken by monk abilities by 20%.

Fists of Fury (FoF) – Hardest hitting ability, use on cooldown unless you will cap energy or target will be out of range

Blackout Kick (BoK) – Filler ability to spend Chi to prevent capping

Non-Chi Abilities

Flying Serpent Kick (FSK) – Use to get from place to place quickly or to fill a second for slightly more damage while energy regens

Roll – Use to get from place to place, not quite as quickly or as far as FSK

Storm, Earth, and Fire (SEF) – Icy-Veins explains how to use this perfectly : HERE.   Note: Newly created clones need their own TP and TEB buffs, and RSK debuffs; they do not benefit from yours and you don’t benefit from theirs

Transcendence – Use to get from place to place instantly over long distances. Use Transcendence to set your teleport copy at current location and Transcendence: Transfer to teleport to it

Combo Breaker – Provides a free, no-chi cost, cast of TP or BoK. Use up charge before next Jab

Offensive Cooldowns

Tigereye Brew (TEB) – Before any FoF or Serenity, when above 16 stacks, or when you get a trinket/legendary ring proc

Energizing Brew  (EB) – When FoF is on cooldown and (a) you’re below 60 energy and can use a energy spender in the next 6s or (b) you’re below 40 energy

Touch of Death  (ToD) – Use it when the button lights up, target is below your health or 10%

Defensive Cooldowns

Zen Meditation (Zen Med) – Top notch defensive CD, use to survive a big hit or several hits when the other defensive cooldowns just wont cut it. Cannot damage while channeling

Touch of Karma (ToK) – Use to redirect up to 50% of your health worth of damage back to the target. Can be used defensively to prevent damage, or offensively. Use offensively at your own risk

Fortifying Brew  (Fort Brew) – Basic defensive CD for longer periods of damage. Also increases health to allow ToK to absorb/redirect more damage and ToD to do more damage and be activated sooner.

Tier 1 (level 15)

Tier 2 (level 30)

  • Zen Sphere – for Single target with very little SEF use, keep on two targets as much as possible
  • Chi Wave – for single target with SEF use
  • Chi Burst – is best for AoE damage

Tier 3 (level 45)

  • Ascension – when using Chi Explosion
  • Chi Brew – Select when using Serenity. Use so that one stack is always recharging. Use both stacks at beginning of fight then on CD or save a stack for burst TEB stacks.
  • Ignore Power Strikes

Tier 4 (level 60)

Tier 5 (level 75)

  • Dampen Harm  – for several consecutive or physical damage
  • Diffuse Magic – for large magic damage or removing magic debuffs
  • Healing Elixirs – for small more consistent damage, or if neither of the above apply (rare)

Tier 6 (level 90)

Tier 7 (level 100)

  • Serenity – Best single target: use on cooldown, except if FoF has less than 10s left on its CD. Never during Bloodlust/Heroism outside of the opener
  • Chi Explosion – Best cleave: use at/above 4 Chi for cleave, at 3 chi for single target, replaces Blackout Kick
  • Hurricane Strike – Ignore this for now, has some uses for burst, but not much.

Major Glyphs

Glyph of Floating Butterfly – removes the stun component but allows you to move while channeling Fists of Fury, useful 99.9% of the time

Glyph of Flying Fists – useful only if you need to stun adds with Fists of Fury and can give up the movement

Glyph of Touch of Karma – adds 20yd to Touch of Karma‘s range, practically mandatory

Glyph of Zen Meditation – allows you to move while channeling Zen Meditation, not required all the time, but very useful

Glyph of Freedom Roll – RollFlying Serpent Kick, and Chi Torpedo break you out of stuns, useful for PvP, haven’t found a use in PvE yet

Glyph of Fortuitous Spheres – useful if you will be taking big hits, dropping you below 25%, and don’t need one of the first 3 glyphs

Glyph of Touch of Death– useful if you will only have to use ToD once, or spaced out 3.5 mins

In most situations you will want to use Glyph of Floating ButterflyGlyph of Touch of Karma, and Glyph of Zen Meditation. If you are to substitute another then I recommend removing Glyph of Zen Meditation first.

Minor Glyphs

Glyph of Blackout Kick is the only one that matters, use it 100% of the time

Windwalkers operate on a priority system. This means that you use whatever ability is available that’s highest up in the priority. This priority system is divided up into Serenity (Single Target), Chi Explosion (Single Target) and Chi Explosion (Cleave/AOE). I will leave out cooldowns, as they have a separate section above. I will also cover Jab first in its own section.

When to Jab/Expel Harm

  1. Use Expel Harm in any place of Jab when below 80% health or out of melee range
  2. Less than 4 chi (Chi Brew) or 5 Chi (Ascension)
  3. Energy is going to cap
  4. No Combo Breaker buffs up

Serenity Priority (Single Target)

  1. Invoke Xuen, the White Tiger
  2. Tiger Palm (missing buff)
  3. Rising Sun Kick (missing debuff)
  4. Fists of Fury
  5. Serenity
  6. Rising Sun Kick
  7. Tier 2 (level 30) Talent
  8. Combo Breaker: Blackout Kick
  9. Blackout Kick (no combo breaker)
  10. Combo Breaker: Tiger Palm
  11. Jab

 Chi Explosion Priority (Single Target)(No 4pc and SDI)

  1. Invoke Xuen, the White Tiger
  2. Tiger Palm (missing buff)
  3. Rising Sun Kick (missing debuff)
  4. Fists of Fury
  5. Combo Breaker: Chi Explosion (2 or more Chi)
  6. Rising Sun Kick
  7. Tier 2 (level 30) Talent
  8. Tiger Palm (4 Chi)
  9. Chi Explosion (3 Chi)
  10. Jab

6.2 Update: Once you have T18 4pc and SDI trinket from Archimonde, you should only use Tiger Palm if you have a Combo Breaker and won’t cap energy; basically ignore the buff otherwise.

Chi Explosion Priority (Single Target)(With T18 4pc and SDI)

  1. Invoke Xuen, the White Tiger
  2. Tiger Palm (missing buff)
  3. Rising Sun Kick (missing debuff)
  4. Fists of Fury
  5. Combo Breaker: Chi Explosion (2 or more Chi)
  6. Rising Sun Kick
  7. Tier 2 (level 30) Talent
  8. Jab up to 5/6 Chi to fish for procs
  9. Chi Explosion (5/6 Chi) to dump Chi
  10. Combo Breaker: Tiger Palm

Chi Explosion Priority (Cleave/AOE)

  1. Invoke Xuen, the White Tiger
  2. Rising Sun Kick (missing debuff)
  3. Fists of Fury
  4. Tier 2 (level 30) Talent
  5. Chi Explosion (4 or more Chi)
  6. Combo Breaker: Tiger Palm
  7. Jab

Note: There is reasonable debate about keeping up Tiger Power while using Chi Explosion in cleave situations. Some advocate for only using Tiger Palm when you get a Combo Breaker, others claim use it like you would on single target, or use it before using Fists of Fury, so that you get the armor penetration for our hardest hitting ability. No one school of thought has won out over the others.