Inna Mystic Ally Monk Guide

Inna Mystic Ally CoE Solo Push
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With Season 24, Inna's Mantra Set received a rework which removed the generic damage bonus from the (6) Bonus and instead made it into an entirely Mystic Ally focused set. As a result, all the old Inna builds ceased to exist. While Wave of Light, Tempest Rush and Exploding Palm builds can still be played using other Monk sets, the hybrid Inna/Uliana Seven-Sided Strike build is gone forever because other sets cannot be combined with Uliana's Stratagem (4) Bonus.

It's not all bad news though. Empowered by the reworked Inna's Mantra and buffed The Crudest boots and Bindings of the Lesser Gods, the Inna Mystic Ally build enters the scene. The build comes in two flavors: Water Ally with large AoE and steady DPS, which is used for speed content, and Fire Ally with superior burst damage, which is ideal for Greater Rift pushing. Earth Ally unfortunately didn't make the cut despite being buffed because those allies behave too much like rocks: they are slow (which is bad for speedfarming) and they like to sit underground and do nothing (which is bad for absolutely everything).

Unlike most other skills, Mystic Ally doesn't have any dedicated Weapons so some of the pushing builds use Shenlong's Spirit Set for its 350% global damage multiplier. During Season 24, Ethereals allowed the build to play around with different Weapon options.

While the build benefit from Area Damage (AD), Mystic Ally unfortunately procs it at a reduced rate. However as they are Pets, Mystic Allies do utilize Attack Speed as a separate damage multiplier among other interactions (see Mechanics). All in all the new Inna set is a solid build and can even compete with Sunwuko Tempest Rush for the title of the strongest Monk build. On top of that it excels at Nephalem Rift farming, Bounties and Solo Speed GRs. In groups it can be used as a decent DPS in speedruns or as an RGK. It is, however, severely outclassed by Firebird Wizard in both of these roles, so it only makes sense to play it if you are a true Monk enjoyer.

Quite Tanky ✔
Strong Season Starter ✔
Amazing for Speed Content ✔
Endless Tide of Water Allies ✔

❌ Flying Dragon RNG
❌ Dumb Mystic Ally AI
❌ Area Damage Not Working
❌ Vulnerable to Crowd Control

Core Setup

Core Item Build


  • Inna's Mantra provides a massive 30,000% Mystic Ally damage, 50% damage reduction and a bunch of passive effects from Mantras and Mystic Allies, most importantly +80% Life, +40% All Resistance and +56% additive damage.
  • The Crudest Boots double the number of your Mystic Allies and triple their damage on top of letting their active effects last longer.
  • Bindings of the Lesser Gods provide another 200% increased Mystic Ally damage (or 1000% for Fire Ally).
  • Other than the set and two Mystic Ally items nothing is really core for the build. Echoing Fury and Flying Dragon are frequently used for extra Attack Speed. Lefebvre's Soliloquy is a popular defensive option. Either Bastions of Will or Endless Walk jewelry set is included for their damage buffs.

Season 24 Ethereals

Ethereals are powerful rare weapons that can only be found during Season 24. They have incredible stats, a random Legendary power, and a free passive for your class. Read our Ethereal Mechanics Guide for full details on how they work and our Ethereal Farming Guide to learn how to acquire them. What you should prioritize on them is the following:

  1. The Legendary Power
    This build requires Flying Dragon to be functional. We need our Ethereal to roll exactly this power. For speed content it is always helpful to have Ethereals with Echoing Fury, In-geom or Messerschmidt's Reaver powers, so keep those if you find them.
  2. The Ethereal Itself
    There are 3 different weapons available to us, each with its own benefits:
    • Bartuc's Cut-Throat - This is by far the best Ethereal providing 10% Critical Hit Chance and double damage against single targets.
    • Jade Talon - This one is useful for Nephalem Rifts where damage is not important and the extra Attack Speed lets us dash faster.
    • Shadow Killer - This is the defensive option with its 25% damage reduction debuff on monsters, but it's generally not worth losing the damage for it.
  3. The Ethereal Stat Rolls
    Each Ethereal comes with its own fixed set of powerful affixes. While some have a static value, many have a wide stat range. This means the difference between good and bad rolls is significant and something you should look for.
  4. A Useful Passive
    This is just icing on the cake because a fifth passive is not going to make or break your build. You're better off hunting for the things above. Check out the Passives section down below to see which ones you're looking for.

Global Stat Priorities

In push builds only 33% Cooldown Reduction is necessary to cast Mystic Ally on every Convention of Elements cycle. You get that with just the Beacon of Ytar passive and a Flawless Royal Diamond in the helmet. Speed builds prefer to have more CDR (especially Fire Ally builds). Aim to get All Resistance on your Belt, Pants and Boots. Our offensive priorities are: Elemental Damage > Mystic Ally Damage > Critical Hit Chance > Critical Hit Damage ~ Damage Range > Attack Speed. We don't stack Area Damage because Mystic Ally procs it at a reduced rate.

Assembling the Build

1. Do the Challenge Rift for the materials to cube Legendary Powers. You can complete this once a week for additional resources and we always update the guide for you!

2. Gather 6 pieces of Inna's Mantra set. Each piece can be gambled from Kadala for Bloodshards. Do not salvage any duplicate pieces you find! Instead convert them to another part of the set with Recipe 4 in Kanai's Cube. If you have extra materials you can use Recipe 3 to craft the remaining pieces, but this is expensive and not recommended for new players.

3. Gamble from Kadala in this order:

  1. Inna's Mantra set pieces
  2. The Crudest Boots
  3. Bindings of the Lesser Gods and Nemesis Bracers
  4. Goldwrap
  5. Lefebvre's Soliloquy

4. Craft using Recipe 3 in Kanai's Cube in this order:

  1. Create a level 1 Demon Hunter and upgrade 1-Handed Swords to get In-Geom
  2. Create a level 1 Witch Doctor and upgrade 1-Handed Maces to get Echoing Fury
  3. 2-Handed Axes to get Messerschmidt's Reaver
  4. Rings to get Focus, Restraint and Convention of Elements
  5. Anything from the Gamble list in Step 3 that you haven't already acquired.

5. Do Bounties to acquire several important items for this build:

  • Act 1: Ring of Royal Grandeur
  • Act 2: Gloves of Worship (for your follower)
  • Act 3: Avarice Band
  • Act 4: Can drop any bounty item from any act
  • Bounty Turn In: Recipes for Aughild's Authority, Captain Crimson's Trimmings, Sage's Journey and Cain's Destiny sets

6. At this point you can comfortably farm Nephalem Rifts or low GRs where you can find all the remaining items you need for different variants of the build. It's better to spend your mats improving your set pieces, getting ancient weapons etc.

Item Stat Priorities

Main-HandBartuc's Cut-Throat
Jade Talon
Shadow Killer
Shenlong's Relentless Assault
Inna's Reach
Flying Dragon (Cubed)
Messerschmidt's Reaver (Cubed)
The Furnace (Cubed)
1. Damage Range
2. Socket Ramaladni's Gift
3. Damage %
4. Attack Speed
5. Life per Hit
6. Cooldown Reduction
Off-HandEchoing Fury
Shenlong's Fist of Legend
Crystal Fist
The Burning Axe of Sankis
Won Khim Lau
1. Damage Range
2. Socket Ramaladni's Gift
3. Damage %
4. Attack Speed
5. Life per Hit
6. Cooldown Reduction
HelmInna's Radiance1. Critical Hit Chance
2. Socket Flawless Royal Diamond
3. Dexterity
4. Vitality
GlovesInna's Hold
Fists of Thunder
1. Critical Hit Chance
2. Critical Hit Damage
3. Attack Speed
4. Cooldown Reduction
ShouldersAughild's Power
Lefebvre's Soliloquy
Mantle of the Upside-Down Sinners
Mantle of Channeling
1. Mystic Ally Damage
2. Cooldown Reduction
3. Dexterity
4. All Resistance
Chest Inna's Vast Expanse
Heart of the Crashing Wave
1. Sockets Flawless Royal Diamond
2. Mystic Ally Damage
3. Dexterity
4. Elite Damage Reduction
5. Vitality
PantsInna's Temperance
Scales of the Dancing Serpent
Captain Crimson's Thrust
1. Dexterity
2. Sockets Flawless Royal Diamond
3. All Resistance
4. Vitality
BootsInna's Sandals
The Crudest Boots
Eight Demon Boots
Captain Crimson's Waders
1. Dexterity
2. All Resistance
3. Vitality
4. Armor
Ring 1Convention of Elements
Avarice Band (A3 Bounties)
1. Socket
2. Critical Hit Chance
3. Damage Range
4. Critical Hit Damage
5. Cooldown Reduction
Ring 2Obsidian Ring of The Zodiac
The Compass Rose
Ring of Royal Grandeur (A1 Bounties, Cubed)
1. Socket
2. Critical Hit Chance
3. Damage Range
4. Critical Hit Damage
5. Cooldown Reduction
BracersBindings of the Lesser Gods
Aughild's Search
Spirit Guards
Nemesis Bracers
Warzechian Armguards
1. Elemental Damage
2. Critical Hit Chance
3. Dexterity
4. Life per Hit
AmuletThe Traveler's Pledge
Squirt's Necklace
1. Socket
2. Elemental Damage
3. Critical Hit Damage
4. Critical Hit Chance
BeltInna's Favor
Captain Crimson's Silk Girdle
1. All Resistance
2. Dexterity
3. Vitality
4. Life %
Potion Bottomless Potion of the UnfetteredTo avoid Crowd Control effects
during your DPS phases


  • Enforcer provides 60% pet damage which works with Mystic Ally.
  • Bane of the Trapped provides 60% increased damage to slowed enemies.
  • Boon of the Hoarder makes monsters spray gold everywhere for our Goldwrap and 30% increased movement speed for T16 content.
  • Bane of the Stricken gives up to 2.3% increased damage on successive attacks against the same target. We'll need this gem to kill the Rift Guardian in high Greater Rifts.
  • Molten Wildebeest's Gizzard is used in speed GRs to protect our Squirt's Necklace buff with a shield.


  • Mystic Ally is our main damage skill. Fire Ally is the highest damage rune used for solo push and RGK version, while Water Ally provides more consistent damage which is excellent for speedfarming.
  • Cyclone Strike Implosion is used to group enemies together and to activate Bindings of the Lesser Gods and Lefebvre's Soliloquy bonuses.
  • Way of the Hundred Fists Assimilation is the most commonly used generator which gives us Spirit and an additive damage buff.
  • Dashing Strike is the core mobility Monk skill that can also provide offensive or defensive bonuses via the Radiance and Blinding Speed runes.
  • The two remaining skill slots are free, different variants of the build use different skills there such as Epiphany, Serenity Ascension, Blinding Flash Faith in the Light, Inner Sanctuary Temple of Protection and various Mantras.


  • Beacon of Ytar gives 20% Cooldown Reduction.
  • Seize the Initiative gives 30% Attack Speed when hitting enemies above 75% health.
  • Relentless Assault provides 20% multiplicative damage which is activated by Water Ally or Blinding Flash.
  • Near Death Experience provides a cheat death effect.
  • The Guardian's Path gives us 35% dodge (or 15% Spirit generation in Bounty variant).
  • Other useful defensive passives are Harmony, Sixth Sense and Resolve. Offensive options are comparatively weaker only providing 20% additive damage but if the defense is not needed they can also be used: Unity > Momentum > Determination.

Paragon Points

1. Movement Speed1. Critical Hit Chance1. All Resistance1. Life per Hit
3. Dexterity2. Critical Hit Damage2. Life %2. Resource Cost Reduction
3. Vitality13. Attack Speed3. Armor3. Pickup Radius
4. Maximum Spirit4. Cooldown Reduction4. Life Regeneration4. Area Damage

1 Add a bit of Vitality if you feel too squishy (a total of 1,000,000 Life is recommended in Solo Push).


Patch 2.7.0 revamped the follower system giving all 3 hirelings new powers and the emanate system. The first thing you should do is read our complete follower guide and remember the key takeaways:

  1. The emanation system allows followers to share certain legendary and set powers with you. The most important ones are: The Flavor of Time, Nemesis Bracers, Avarice Band, Sage’s Journey and Cain’s Destiny. Click the guide above for the full list.
  2. Follower’s powers are based on their mainstat (maxed at 25,000, but they have a 2.5x multiplier so you only need 10,000). This means we stack Intelligence on the Enchantress, Dexterity on the Scoundrel and Strength on the Templar.
  3. Followers share 20% of their Experience, Magic and Gold Find stats with you.
  4. Legendary gems do not work on followers, except Esoteric Alteration and Mutilation Guard.
  5. With Enforcer equipped on the player it's much easier to keep followers alive even without an immortality relic. The 90% damage reduction counts for them, too.
  6. Cooldown Reduction does not work for any follower skill except the Templar’s Heal.
  7. Followers never deal significant damage; you’re on your own to clear the content.

With these in mind, let’s get into our recommendations for this build.

T16 Enchantress

T16 Enchantress

For T16 we recommend this Enchantress setup because she is the only follower that gives Cooldown Reduction, allowing you to spam your abilities more. Since this is T16 content, she’ll stay alive with Esoteric Alteration and Mutilation Guard and use Hand of the Prophet to gain all skills. This will give us Cooldown Reduction, Elemental Damage, Reduced Damage from Ranged Attacks, Armor, Attack Speed, and a Cheat Death.

Stat Priorities:

Since we do not have the immortality focus, we need to stack survivability on our Enchantress.

Intelligence > Vitality > Life % > Armor > All Resistance > Life Per Hit > Attack Speed.

Key Items:

  • The Flavor of Time: For double duration on Pylons.
  • Nemesis Bracers: For extra Elites, Death’s Breaths and In-geom procs.
  • Avarice Band: For the insane pickup radius.
  • Ring of Royal Grandeur: To complete our sets.
  • Gloves of Worship: For 10 Minute Shrine Buffs.
  • Sage’s Journey: For double Death’s Breaths.
  • Cain’s Destiny: For 25% more Greater Rift Keystones
Speed GR Enchantress

All Skills Enchantress

For speed Greater Rifts we recommend this Enchantress setup because she is the only follower that gives Cooldown Reduction, allowing you to spam your abilities more. Since this is speed content, she’ll stay alive with Esoteric Alteration and Mutilation Guard and use Hand of the Prophet to gain all skills. This will give us Cooldown Reduction, Elemental Damage, Reduced Damage from Ranged Attacks, Armor, Attack Speed, and a Cheat Death.

This build includes Enforcer, whose secondary 90% damage reduction applies to followers, so it's also possible to use this setup in GR push.

Stat Priorities:

Since we do not have the immortality focus, we need to stack survivability on our Enchantress.

Intelligence > Vitality > Life % > Armor > All Resistance > Life Per Hit > Attack Speed.

Key Items:

  • The Flavor of Time: For double duration on Pylons.
  • Nemesis Bracers: For more progression from Elites.
  • Oculus Ring: For 85% increased damage.
  • Ice Climbers: To make your follower immune to Freeze and Immobilize effects.
  • Hellfire Ring, Leoric's Crown and Cain's Destiny: For more Experience and Attack Speed.

GR Pushing Enchantress

Backup GR Push Enchantress

If your Enchantress' gear is not good enough to let her survive with Hand of the Prophet then you can use Smoking Thurible with the Slow from Temporal Pulse, Elemental Damage from Amplification, Damage Reduction and Armor from Powered Shield, and the Attack Speed from Focused Mind.

Stat Priorities:

Since we have the immortality relic, we do not need to stack survivability on our Enchantress.

Intelligence > Attack Speed.

Key Items:

  • The Flavor of Time: For double duration on Pylons.
  • Nemesis Bracers: For more progression from Elites.
  • Oculus Ring: For 85% increased damage.
  • Unity: For 50% damage reduction if you're also wearing one.
  • Ice Climbers: To make your follower immune to Freeze and Immobilize effects.
  • Mempo of Twilight and Cain's Destiny: For more Attack Speed.


The overall gameplay for this build is very simple: you use Dashing Strike to teleport forward, cast Cyclone Strike to gather all the mobs together and apply Bindings of the Lesser Gods debuff to them, and finally use Mystic Ally to kill them all. There's just a few things to look out for:

  • Don't be too trigger happy with Water Ally. Only use it when you see a big horde of blue men following you around! If all your allies are already in their wave form you won't gain any damage by activating it again and the skill might be on cooldown when the allies expire.
  • With Fire Ally make sure to apply Cyclone Strike to all enemies before you activate the skill, because the debuff is much stronger for this rune.
  • It's best to sit still for 1-2 seconds after activating Fire Ally to let them explode properly. Teleporting around may confuse their AI.
  • In variants with Messerschmidt's Reaver or Obsidian Ring of the Zodiac don't cast your Epiphany more than necessary to avoid wasting procs.
  • Always keep attacking and using skills to maximize Flying Dragon uptime. You don't have to hit enemies to activate that effect, so punching air can be a good strategy (for example when the Rift Guardian is spawning).
  • On the same note, punching air or Cyclone Striking air can also be necessary to keep up your Spirit Guards and Lefebvre's Soliloquy buffs.


The build can be very tanky and is an excellent choice for hardcore. Use Near Death Experience instead of Relentless Assault or The Guardian's Path. You also have many different ways to boost your toughness by using some defensive active and passive skills (e.g. Harmony and Mantra of Salvation Agility instead of Relentless Assault and Blinding Flash).


Nephalem Rifts
T16 Keys

If you don't have any Ethereal Item use Echoing Fury.

This is one of the best Nephalem Rift builds in the game. We drop Bindings of the Lesser Gods because Bastions of Will and Squirt's Necklace will be more than enough to satisfy all our damage needs. Instead we focus on Cooldown Reduction, Attack Speed and Movement Speed to maximize our mobility. For that we use In-Geom, Messerschmidt's Reaver, Warzechian Armguards and Mantra of Conviction Annihilation. Finally, Goldwrap together with Boon of the Hoarder give us infinite toughness, which is not really needed for this build but it's always a nice thing to have.

In T16 you just have to fly forward using Dashing Strike and Epiphany teleports with Cyclone Strike and watch your tide of mystic allies destroy everything in your path. You can be less conservative with your Water Ally and use it whenever to get more Spirit since its cooldown is very short. Way of the Hundred Fists is only used to crack open elite Primordial Scavengers who can completely ignore Water Ally damage when their armor is up.

When playing in groups, you need to equip Nemesis Bracers and use Avarice Band and Ring of Royal Grandeur instead of Bastions of Will. This will free up your jewelry slot in Kanai's Cube letting you use both Squirt's Necklace and The Flavor of Time.

At higher paragon when your damage gets too high you can replace Bane of the Trapped and Enforcer with Wreath of Lightning and Gogok of Swiftness.

Inna/Raiment Bounties

The bounty variant combines the Inna's Mantra with the Raiment of a Thousand Storms (4) Bonus, which lets us spam Dashing Strike without cooldown as long as we have enough Spirit. Since mobility is very important in bounties our stat priority goes: Resource Cost Reduction > Cooldown Reduction > Damage stats. CDR is needed to keep up Epiphany Insight and to spam Mystic Ally which gives 200 Spirit on activation even when Air Ally rune is not selected. We also use Mantra of Healing Circular Breathing, The Guardian's Path and Spirit Regeneration rolls on weapon and helmet.

Spam Dashing Strike to get to the objective. Try to go through mobs to proc Obsidian Ring of the Zodiac and Messerschmidt's Reaver. Activate Mystic Ally when your Spirit goes low. Take care to never run out of Dashing Strike charges otherwise you'll have to wait the entire cooldown even if you have plenty of Spirit.

You only need Bindings of the Lesser Gods damage bonus to kill the bosses; outside of that it's sometimes helpful to use Cyclone Strike to group up mobs, but most of the time you should conserve Spirit.

If you don't have enough damage you can drop Obsidian Ring of the Zodiac and Convention of Elements for Bastions of Will set. With Raiment of a Thousand Storms (4) Bonus, Dashing Strike counts as a spender so you just need to use Way of the Hundred Fists once in a while to get the full 125% damage buff.

Water Speeds
Dual Wield Water Speeds

If you don't have any Ethereal Item use Echoing Fury.

Water Ally rune excels in solo speed Greater Rifts due to its consistent damage and large AoE. Compared to Fire version, it deals less damage but can go very fast (under 2 minutes runs) in lower tier resulting in similar XP/hour. In groups the permafreeze is often unwelcome and overall higher damage makes Fire Ally a better choice. In this build we only need 50% CDR to keep our allies permanently transformed.

This variant goes for maximum damage by using Bastions of Will, Aughild's Authority, Flying Dragon, Bane of the Powerful and The Furnace. Serenity and freezes from Water Ally help protect our Squirt's Necklace buff. Finally In-geom rounds up the build giving us 100% uptime on Epiphany and nearly limitless dashes.

Spam Epiphany and Serenity, Dashing Strike forward, Cyclone Strike the enemies and watch your Mystic Allies destroy them. When you are not busy dashing or cycloning, use Way of the Hundred Fists to activate Bastions of Will and maintain Flying Dragon buff. Only use Mystic Ally when you see your waves transform into blue men!

With In-geom you want to focus mostly on elites, but since you have Cyclone Strike and excellent AoE damage it's also worth stopping for juicy packs of trash.

For more toughness you can change Dashing Strike rune to Blinding Speed or use a defensive passive such as Near Death Experience or Sixth Sense instead of Unity.

You can also use Molten Wildebeest's Gizzard instead of Bane of the Powerful to boost both your survivability and your Squirt's Necklace uptime.

Fire Speeds
In-Geom Fire Speeds

If you don't have any Ethereal Item use Echoing Fury.

In-Geom Fast Setup
We use the Fire Ally rune together with In-Geom and Messerschmidt's Reaver to activate it as often as possible. Here CDR is our core offensive stat so we get it on every item except necklace.

This variant goes slightly slower than Water version (2 - 2.5 minute runs) but about 4-5 tiers higher. On the right farming tier you should be able to kill the Rift Guardian with a single Mystic Ally cast.

The key to making these runs fast and smooth is smart Mystic Ally usage. Normally you pull the mobs together with Cyclone Strike, cast Mystic Ally and watch the fireworks. Messerschmidt's Reaver and In-Geom then reset your cooldowns and you can do it all again. However, in speed tiers you usually won't spend all 20 of your small Allies to kill the mobs and some of them will be left over. These left over Allies are extremely valuable, because unlike freshly summoned ones, they acquire the target instantly. This lets you blow up 2-3 packs of mobs with the same Mystic Ally cast and also do it faster than you would if you recast Mystic Ally each time. To pull that off you need to dash forward and immediately follow it with Cyclone Strike (or better yet, Epiphany teleport by casting Cyclone Strike on a far away mob). The little guys will teleport with you and instantly evaporate all the mobs you pulled. Then you can do it again and again until you run out of Allies. While doing this, you need to kill every monster in the vicinity before teleporting forward, otherwise your little guys will just run back instead of blowing up the next pack. If that happens, you have to recast Mystic Ally to summon new guys and start over from the beginning.

WKL Fire Speeds

Won Khim Lau Channeling Setup
This version uses Tempest Rush together with Won Khim Lau and Mantle of Channeling to proc Bindings of the Lesser Gods and Obsidian Ring of the Zodiac. Compared to the In-Geom version you lose some damage but you get the ability to reset your Cooldowns without killing anything. This lets you farm higher tiers where the other build would often crumble. As a trade-off you are slower without In-Geom-powered Dashing Strike and Epiphany so the runs become about 3 minutes long.

For this build gameplay is very simple. You hold down Tempest Rush and occasionally use Way of the Hundred Fists for Attack Speed and Bastions of Will buffs. Use Serenity to avoid damage and activate Mystic Ally every 2-3 seconds to deal damage and regain Spirit. You can also do the fast explosion trick like in the In-Geom version but on these higher tiers you won't have many leftover Allies very often. Stop channeling Tempest Rush when there's no mobs around otherwise you will quickly run out of Spirit without resetting you Mystic Ally cooldown.

When you find a Channeling Pylon don't spam Mystic Ally too hard, you need to give your allies 2-3 seconds to explode, otherwise you will just resummon them over and over without dealing any damage.

In the In-Geom version you can go 3-4 tiers higher but slightly slower (2.5 - 3 minutes per run) by switching Jade Talon to Bartuc's Cut Throat and thus retaining the ability to oneshot the boss. Since you have less CDR and kill less mobs per second you will have to drop Epiphany for Mantra of Salvation Agility so that more of your Messerschmidt's Reaver procs go into Mystic Ally. This setup should also be used when you play in groups.

You can replace Bane of the Powerful with Gogok of Swiftness giving you some defense and making your runs even more smooth and consistent with extra CDR. This will, however, cost you about 1 tier worth of damage.

If you are looking for more toughness you can get more defensive passives such as Near Death Experience, Harmony, Resolve or Sixth Sense or switch Dashing Strike rune to Blinding Speed. In Won Khim Lau version you also have more radical options of switching Mantra of Salvation to Epiphany Desert Shroud or Mantle of Channeling to Lefebvre's Soliloquy.

GR Solo Push
CoE Solo Push

Convention of Elements Tanky Setup
In pushing build we maximize our burst damage by using Endless Walk, The Furnace and Convention of Elements together with Fire Ally. Spirit Guards, Crystal Fist and Lefebvre's Soliloquy are used for toughness.

This build follows a rotation tied to your Convention of Elements. 2 seconds into Physical stop moving, Cyclone Strike the mobs on top of you and hold down Way of the Hundred Fists. 2 seconds into Cold or when you start dying activate Serenity. At the start of Fire use Cyclone Strike again. Open your inventory and look at your DPS to see if Flying Dragon is active. If not, keep attacking for a couple more seconds. When all buffs are up (or at 2 seconds into Fire at the latest) use Blinding Flash followed by Mystic Ally. After allies explode you are free to spend the next 10 seconds moving forward and gathering more mobs for the next nuke.

Since you have very small AoE and don't proc Area Damage very well, you don't need to make very large pulls. Instead you can focus more on killing elite packs thanks to The Furnace and Bartuc's Cut-Throat.

Won Khim Lau Solo Push

Won Khim Lau Channeling Setup
This is squishier but more powerful version of the build. You need about 2500 Paragon to survive, but if you do, you can push about 3 tiers higher than the Convention of Elements version. Here we use Tempest Rush together with Won Khim Lau and Mantle of Channeling to proc Bindings of the Lesser Gods and Obsidian Ring of the Zodiac. Since we are constantly moving, we switch Endless Walk to Bastions of Will. We stack as much Cooldown Reduction as possible to spam more Mystic Ally. You also need at least one Resource Cost Reduction roll (but two are recommended) to have enough Spirit between Mystic Ally casts.

Hold down Tempest Rush and occasionally use Way of the Hundred fists for damage buff and to refresh Bastions of Will. Spam Mystic Ally to deal damage and regain Spirit. You have two more cooldown skills - Epiphany and Serenity. To maximize your damage, you need to use those two as little as possible. Usually you keep Epiphany active at all times to prevent CC and halve incoming damage and only use Serenity for emergencies. However sometimes when fighting a small pack of non-threatening trash, you can forego Epiphany and instead try to get some Squirt's Necklace stacks by dodging and spamming Serenity.

During the bossfight you should really focus on keeping your Squirt's Necklace buff, otherwise the fight will be quite long without Bane of the Stricken. You can move slightly away from the boss and still get your resets by hitting it with Electric Field. Then you let your allies and follower tank the hits and only come in occasionally to refresh Bastions of Will and Bindings of the Lesser Gods.

If you want even more toughness in the CoE version, change Relentless Assault and Blinding Flash to Harmony and a defensive skill such as Mantra of Salvation Agility, Inner Sanctuary Temple of Protection or Epiphany Desert Shroud.

Alternatively, you can try to make CoE version more offensive by using Aughild's Authority and/or Shenlong's Spirit sets but at that point you are better off playing the channeling version.

In the channeling version you can replace The Furnace with The Executioner to spawn more Oculus Rings. This will make your bossfight about 35% longer so you can also switch Taeguk to Bane of the Stricken to compensate.

Group RGK
Inna RGK

If you don't have any Ethereal Item use Shenlong's Spirit set.

This build is a decent Rift Guardian Killer (RGK) although not the best. Similar to solo push build we use Endless Walk, The Furnace and Convention of Elements. On top of that we get Aughild's Authority and The Burning Axe of Sankis for even more damage. Since supports can proc our Relentless Assault we drop Blinding Flash for Mantra of Salvation Agility to buff the party. Finally we use Alacrity passive to stack Bane of the Stricken faster.

The damage rotation on the boss is very simple: you hold down the generator and on Fire Convention of Elements you go Cyclone Strike then Mystic Ally. That's pretty much it. Use Radiance on cooldown for Attack Speed buff and Serenity if you are in danger.

With Shenlong's Spirit: If you get unlucky with Flying Dragon procs your Spirit may start dropping. If you notice that your Sprit is low at the start of Cold, just use Cyclone Strike a few times to let it reset.

If you want more toughness, switch Sun Keeper to Crystal Fist. This build can also roleplay as zMonk by changing Mantra of Salvation to Mantra of Healing and Serenity Ascension to Tranquility or Inner Sanctuary. If your Trash Killer is very tanky and can use Squirt's Necklace this shielding may be enough to secure the double damage buff.

Overall these 2 skill slots are pretty free and you can pick which buffs you want to bring for your team. Popular options are Mantra of Retribution Transgression or Crippling Wave Concussion. Also you can drop Beacon of Ytar for Resolve or Unity, in that case you'll need to get an extra Cooldown Reduction roll or activate your Mystic Ally exactly when it comes off cooldown.

Video Guide

Video Guide


Mystic Ally

  • Uses your own Attack Speed as a separate damage multiplier for both basic attack damage and active ability damage.
  • Basic Attack rate is based on player Attack Speed and can be increased by Tasker and Theo.
  • Mystic Ally damage on gear acts as a separate damage multiplier.

Flying Dragon

  • 4% chance to proc on any action, including hitting air or even talking to an NPC.
  • Double Attack Speed buff lasts for 7 seconds.
  • Upon activation the item goes on 5 second Internal Cooldown, meaning there's a 2 second window when it can be reprocced. With 5 APS and Alacrity passive you have roughly 44% chance to reproc it by attacking with a Generator.

Inna's Mantra

  • (4) and (6) Bonuses give you passive effects of all Mantras and all Mystic Allies, which are doubled by the (2) Bonus and the Mystic Ally buffs are further doubled by The Crudest Boots. In total you get:
    • 56% additive damage (40% buff from Fire Ally and 16% debuff from Mantra of Conviction)
    • 40% All Resistance from Mantra of Salvation
    • 80% Life from Earth Ally
    • 63368(+42% of your LPS) Life per Second from Mantra of Healing and Enduring Ally
    • 16 Spirit per Second from Air Ally
  • (6) Bonus provides a 3,000% Mystic Ally damage per each active Mystic Ally.
  • Damage bonus stacks additively with itself for a total multiplier of 301x at 10 Allies.
  • Extra Allies are summoned per attack per enemy (or object) hit.
  • Extra Allies are summoned in their passive form.
  • Extra Allies don't provide their passive bonuses.
  • Activating Mystic Ally will give you 100 Spirit even if Air Ally rune is not selected, but it will not increase Mystic Ally damage even if no rune is selected.

The Crudest Boots

  • The extra ally also provides their passive effect, doubling its magnitude.
  • The passive effects granted by Inna's Mantra (6) Bonus are doubled in the same way.
  • Also doubles the number of allies you summon with Inna's Mantra (6) Bonus. Effectively, that means you need to hit 4 enemies one time or one enemy 4 times to summon the maximum number of Allies.
  • Increases the duration of Water Ally, Earth Ally and unruned Mystic Ally active effects to 30 seconds.


  • Put together the core items and acquire the full Inna's Mantra set.
  • Stack a bunch of Attack Speed and never stop attacking to proc Flying Dragon.
  • With Water Ally only use the active to get rid of blue men.
  • With Fire Ally don't pull too many mobs!

Guide by Northwar with help from wudijo.