Inna Mystic Ally Monk Guide

Inna Mystic Ally 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 the pushing build uses Shenlong's Spirit Set for its 350% global damage multiplier. During Season 24, Ethereals allowed the build to play around with different Weapon options.

The new Inna is a lot stronger than all the old Inna builds 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.

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

Shenlong's Relentless Assault
Inna's Reach
Flying Dragon (Cubed)
Messerschmidt's Reaver (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
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
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

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

Water Ally rune excels in solo speed Greater Rifts due to its consistent damage and large AoE. In groups the permafreeze is often unwelcome and overall higher damage makes Fire Ally a better choice.

Dual Wield Version
This variant goes for maximum damage by using Bastions of Will, Aughild's Authority, Echoing Fury and Flying Dragon. Molten Wildebeest's Gizzard together with Serenity are used to 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.

2h Water Speeds

Two-handed version
In this version we use Inna's Reach with its 120% Mystic Ally damage bonus and Captain Crimson's Trimmings set to help reduce the dashing strike cooldown. As a result we get a build that is both stronger and tankier but not nearly as mobile. In terms of XP per hour it's slightly stronger than the dual wield version, but it's a lot clunkier and doesn't feel as good to play.

Overall gameplay stays the same but now instead of focusing on elites you just slowly go through the rift like a bulldozer demolishing everything in your path.

At higher Paragon (4000+) you can remove some defense to get more damage: Blinding Speed to Radiance and/or Near Death Experience to Unity.

Fire Speeds
Fire Speeds

We use the Fire Ally rune together with In-Geom and Messerschmidt's Reaver to activate it as often as possible. This setup excels in group speeds because you have a second DPS who can feed you Messerschmidt's Reaver procs.

This variant can be used for solo farming but due to being so dependent on cooldown resets it can be inconsistent and it's also harder to play than the Water Ally version.

The gameplay doesn't change much compared to solo speeds. The only difference is how you use Mystic Ally. You should only press it in two situations: when you have an elite pack (so that In-Geom can reset its cooldown) or when you have a large trash pack (so that Messerschmidt's Reaver can reset its cooldown). And, of course, don't forget to use Cyclone Strike before you go boom.

At higher Paragon (4000+) you can remove some defense to get more damage: Blinding Speed to Radiance and/or Near Death Experience to Unity.

GR Solo Push
Solo Push

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

This build follows a complex rotation tied to your Convention of Elements. At the start of Physical Cycle look at your Shenlong's Spirit buff. If it's active, stop using your generator and Cyclone Strike a few times to let your Spirit hit 0 and start generating it again. 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.

Be careful to not pull too many enemies. If you group together more than 20-30 mobs, your Allies will be unable to reach their intended targets and won't deal any damage. Instead of building huge packs, focus on smaller groups of high value trash and elites.

If you are lacking survivability, 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.

If you don't want to deal with Shenlong's Spirit minigame, you can drop Serenity or Blinding Flash for Crippling Wave Rising Tide which will allow you effortlessly proc the set at any moment and keep it up indefinitely.

At very high Paragon (6,000+) levels you can drop Spirit Guards and Lefebvre's Soliloquy for Aughild's Authority set for more damage. You can do this switch at lower Paragon (3,000+) if you also do the defensive adjustments described above, but in that case you will only gain damage against elites.

Group RGK
Inna RGK

This build is a decent Rift Guardian Killer (RGK) although not the best. Similar to solo push build we use Endless Walk, Shenlong's Spirit and Convention of Elements. On top of that we get Aughild's Authority 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.

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.

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 stack a bunch of Attack Speed.
  • Never stop attacking to proc your 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.