Inna Mystic Ally Monk Guide

Inna Mystic Ally Solo Speeds
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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, enabling a unique Won Khim Lau setup.

While the build works with Area Damage (AD), Mystic Ally unfortunately procs it at a reduced rate which makes it meaningless. However as they are Pets, Mystic Allies do utilize Attack Speed as a separate damage multiplier among other interactions (see Mechanics). All in all this is a solid build which competes with LoD Wave of Light for the title of the strongest Monk build. It also excels in any kind of speedfarming. In groups it can be used as a DPS in speed content and Greater Rift push.

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 25 Soul Shards

Soul Shards are powerful socketable items that only drop during Season 25. There are 4 available for Weapons based on the Lesser Evils, with another 3 for Helmets based on the Prime Evils. They drop at Rank 0 and be upgraded three times with the brand new Hellforge Embers to unlock additional powers, or be used in the Kanai's Cube as Augments. Here's how they progress:

  • Rank 0: Soul Shards begin with a unique static Legendary Power. Creates a Rank 50 Augment.
  • Rank 1: Gives all powers from the normal gems. Creates a Rank 75 Augment.
  • Rank 2: Grants one additional powerful stat. Creates a Rank 100 Augment.
  • Rank 3: Unlocks 1 of 3 bonus Legendary Powers unique to that Soul Shard. Creates a Rank 125 Augment.

Warning: Leoric's Crown and Broken Crown do not work with Soul Shards!

Read our Soul Shards Guide for full details on how they work. What you should prioritize on them for Solo Pushing is the following:

  1. The Correct Soul Shard & Rank 3 Power
    The best shards for Solo Pushing are:
    • Helmets: We want to use Sliver of Terror for the massive damage buff from our abilities on cooldown. For the Rank 3 power take the additional Attack Speed and Critical Hit Chance to further boost your character's power.
    • Weapons: We want to use Dregs of Lies for the massive bonus damage to Pets. For the Rank 3 power, go for the stacking Pet Damage effect for another major power boost!
  2. The Rank 2 Stat
    The stats that come from the second upgrade are not equal. Here's what we're looking for on them:
    • Helmets: We want either Main Stat for damage or Melee/Ranged Damage Reduction to survive. Avoid Armor and All Resistance as their stat ranges are far too low compared to the other options.
    • Weapons: We want Fire/Cold Damage to boost our character's power the furthest, although Critical Hit Chance is not too far behind. Avoid Attack Speed and % Damage because they only buff one of our two Weapons.
  3. The Stat Ranges on the Rank 1 and 2 Powers
    This is just icing on the cake because the ranges will not make or break your build. Still, look for the Soul Shards with the best stat ranges, especially on the offensive stats.

For the other game modes, other Soul Shards can be used. Check the Variants below to see what's used there.

What about extra Soul Shards? Either salvage them for gems, or upgrade and use them in Kanai's Cube for Augments.

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 main stat (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.
  • Use all your non-Mystic Ally skills with cooldown as much as possible to maximize the Sliver of Terror buff.
  • 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 season 25 regular gems become a hot commodity, so we use Broken Crown on our follower and don't put Soul Shard into the helmet.

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. You can either swap Cain's Destiny on the boss to get extra keys, or drop Goldwrap and equip Inna's Reach (with in-geom in cube) to wear 2 Cain's pieces all the time.

You can also use the Bounty variant for Nehalem Rifts with just a couple of changes: use Stain of Sin with extra globe and Boon of the Hoarder as your 3rd gem. The bounty build can be slightly faster but it's very squishy and you need to get all your CDR and RCR rolls to make it work.

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
Shenlong Speeds

High DPS version with Shenlong's Spirit
In this version we go for maximum DPS provided by Shenlong's Spirit set and use only Messerschmidt's Reaver to reset our cooldowns. We stack as much CDR as possible (at least 55%) to minimize possible downtimes. Avoid Maximum Spirit stat, as it makes it harder to manage Shenlong's Spirit buff. The runs should be around 2.5-3.5 minutes.

Here we want every activation of Mystic Ally to kill a lot of enemies, so we need to make sure that we always have all the buffs up. First find a target - an elite pack or a large group of trash. Pull them together with Cyclone Strike and then look at your Shenlong's Spirit buff and at your Spirit. If you have the buff active or you have 25% or more Spirit, activate Mystic Ally. If your Spirit is too low, use Way of the Hundred Fists for 1-2 seconds (depending on your maximum Spirit) and then activate.

You only have 2 Dashing Strike charges, so try to utilize Epiphany teleport as much as you can.

In-geom Speeds

High Speed version with In-geom
We use the Fire Ally rune together with In-Geom and Messerschmidt's Reaver to activate it as often as possible. We lose a lot of power, exchanging a 4.5x multiplier from Shenlong's Spirit for 75% additive Attack Speed from Echoing Fury, but in return we gain tons of mobility from In-geom and also make the build a lot more consistent. With this version you should be doing 2 minute runs.

Be careful with your 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.

After you blow up a pack of mobs you usually have some allies leftover. To make use of them immediately use Cyclone Strike after dashing forward to vaporize nearby enemies without committing the Mystic Ally cooldown.

2h version with Captain Crimson's Trimmings
This version uses Inna's Reach for its 120% Mystic Ally damage and it also lets us fit in Captain Crimson's Trimmings set for even more CDR. Wtih In-geom in the cube and Fragment of Destruction replacing Messerschmidt's Reaver, we get almost the same levels of mobility as the In-Geom version. To compare the two: In-Geom is slightly stronger and a bit faster, while the daibo is less sensitive to mistakes and deals more damage to the Rift Guardian.

Here we have a noticeable difference in gameplay because without Sliver of Terror we don't need to spam our skills. Only recast Epiphany when it expires and hold Serenity until you engage an elite pack.

Depending on how you feel about your toughness you can swap some runes and passives around to get more damage or survivability. For offense, use Radiance, Unity or Momentum. For defense - Blinding Speed, The Guardian's Path or Near Death Experience. At low Paragon you can go for an extreme toughness setup by using Spirit Guards and Lefebvre's Soliloquy instead of Aughild's Authority.

In Shenlong version, you can use In-Geom instead of Messerschmidt's Reaver in your cube. In that case you will become a strictly elite-hunting build. You will need to lower the tier a bit to make sure that every Mystic Ally activation can oneshot an elite pack, but your runs will also be slightly faster.

For your third legendary gem you have several options that are very close to each other. Gogok of Swiftness is a jack of all trades giving you a bit of damage, a bit of toughness (and Squirts uptime) and also CDR, which makes the runs more consistent. Bane of the Powerful or Zei's Stone of Vengeance provide the most damage (Zei is slightly better if it's fully leveled). Molten Wildebeest's Gizzard gives you safety and improves Squirt's Necklace uptime.

The same goes for Lesser Soul Shards.

  • Essence of Anguish with 15 stacks upgrade
    • + Easiest to play, can pop Mystic Ally on almost any group of mobs
    • + Can be used to compensate for missing CDR rolls on gear
    • - Lowest damage
    • - Requires a Poison weapon on you or your Follower
    • - Reduced toughness
  • Essence of Anguish with 50% damage upgrade
    • + 2 extra tiers of damage at the cost of a bit of CDR
    • - Requires ALL your weapons to have Poison damage
    • - Reduced toughness
  • Dregs of Lies with 5 second cooldown upgrade
    • + 2 extra tiers of damage
    • + free ticket to spam Mystic Ally on any elite pack until it's dead
    • - No CDR, so can only attack large groups of trash
  • Dregs of Lies with 100 stacks upgrade
    • + 3 extra tiers of damage
    • - No CDR of any kind, only use in builds with In-Geom or in groups

When playing in groups, use Shenlong version with Messerschmidt's Reaver. Replace Unity with Relentless Assault. Don't use Essence of Anguish with 50% damage because its effectiveness is severely diminished.

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 only requires 33.3% CDR, but it's recommended to get around 37-40% to make your timings more forgiving.

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.

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.

At higher Paragon (2,500+) you can go for more damage by using Aughild's Authority set instead of Spirit Guards and Lefebvre's Soliloquy. In order to mitigate the toughness loss a little, use Inner Sanctuary instead of Blinding Flash and Near Death Experience instead of Relentless Assault.

At very high Paragon (6,000+) the speedfarming version of the build becomes strong enough to clear GR 150. To transform it into a push build, you need to use Dregs of Lies with stacking damage power and Zei's Stone of Vengeance instead of Gogok of Swiftness. The lack of CDR is less important here because you don't have to clear every rift, just fish for a mobset with many enemies.

Group DPS
Inna DPS

In Season 25 Monk (or two monks) can easily kill absolutely everything in the Greater Rift - trash, elites, the Rift Guardian, they all look the same to the Inna Monk supported by zBarb and zDH. We use almost the same setup as in Solo Push variant but tuned more towards damage with Aughild's Authority set.

Here the gameplay revolves around your Convention of Elements. Shortly before Fire the zBarb should use Ground Stomp to pixel the mobs together. You need to use Cyclone Strike on it, attack it 3 times with Assimilation and activate Mystic Ally. After that, stop attacking (or else you'll overwrite your Assimilation stacks), use Dashing Strike to get into the Oculus if one is nearby and watch the fireworks.

When you play with two monks, you need to desync their Convention of Elements so that the smaller monk does their rotation 4-5 seconds before the big one, who can then make use of Oculus Ring. To do that, the small monk needs to unequip the CoE, then wait 20+ seconds and put it back on when the big monk is at the end of their Lightning cycle.

Normally in a team with two monks the bigger monk should run Zei's Stone of Vengeance and the smaller one should use Bane of the Stricken. At around 4,000 Paragon (when you can kill the Rift Guardian in two rotations) you can switch to double Zei.

If you are struggling with toughness use Sixth Sense instead of Relentless Assault and Blinding Speed instead of Radiance.

At very high Paragon (6,000+), you can drop Convention of Elements, Endless Walk and Flying Dragon and play Bastions of Will, Squirt's Necklace and Messerschmidt's Reaver in their place. You will get playstyle very similar to Fire Speeds but you don't have as much CDR so you need to slow down a bit and let the zBarb make some pulls before you go off.

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!


Written by Northwar.
Reviewed by wudijo.