Welcome back! This dev blog reveals the Monk specialization. This spec is a bit more complex than some of the others, but players who take the time to understand how it works will likely find it to be very powerful.

Monk Playstyle

Monks rely on dodging attacks (and even spells!) in order to dish out devastating counter-attacks to their enemies. While many players might mistake the Monk’s reliance on dodging as a sign that it is a defensive class, I think you’ll find that they have plenty of offensive opportunities as well.

Monk Perks

Please note that the numerical values shown for each of these perks are not yet final. Any values shown in {brackets} increase as you level up the perk, but for the sake of clarity, I’ve provided you with their maximum values already.

If a buff or debuff is different in Siralim Ultimate compared to Siralim 3, I’ll make a note of it below each perk’s description. Otherwise, you can assume the buff/debuff works the same way that it always has.

Kaze – After your creatures Dodge, they counter-attack the enemy.

This is the Monk’s bread and butter perk. As you’ll see below, several other perks interact with Kaze, and it will be your primary source of damage.

Chikara – Increases your creatures’ damage dealt with Kaze by {100%}.

Kame – After your creatures Dodge, they gain {10%} Defense for each time they’ve Attacked with Kaze.

As the battle drags on and your creatures continue to Dodge attacks, they’ll also take less damage if enemies do manage to hit your creatures.

Kyushu – After your creatures counter-attack with Kaze, they have a {20%} chance to move to the top of the Timeline.

This perk makes the Monk feel very fast-paced in battle. Your creatures will be able to unleash devastating combos thanks to their ability to take multiple turns in a row.

Piasu – When your creatures counter-attack with Kaze, the attack has a {50%} chance to deal double damage.

Sakkaku – After your creatures counter-attack with Kaze, they have a {25%} chance to Attack an additional time. This effect can occur repeatedly.

Conpe – Your creatures deal additional damage equal to the amount of Speed they have greater than their target.

Fukachiron – {100%} of your creatures’ chance to Dodge attacks is applied to spells as well.

Kenko – After your creatures take damage from a source that is not an attack or spell, they have a chance equal to {50%} of their Fukachiron chance to prevent that damage.

Dodging doesn’t work on non-attack and non-spell damage such as Poison or damage from traits, so Kenko will shore up that weakness a bit.

Torikku – Your creatures have an independent {50%} chance to dodge attacks.

Inori – When your creatures would receive fatal damage, they have a chance to prevent that damage equal to your Torikku’s chance to Dodge.

Jonetsu – Your creatures’ Agile buff has a {100%} greater chance to activate.

Agile: Creatures with Agile have an additional, independent chance to Dodge attacks.

Koshu – After an enemy Dodges your creatures’ attacks, they have a {50%} chance to Attack again.

Kyokugei – Your creatures deal additional damage equal to {100%} of their Speed.

Machibuse – While your creatures are Defending, they receive a bonus to their Speed instead of Defense.

In Siralim Ultimate, your creatures gain a temporary stat boost (usually to their Defense) while they’re Defending. Machibuse is useful for Monks because the increased Speed means they have a higher chance to Dodge and activate Kaze, so it might be worth building your team around the Defend command.

Machibuse, combined with Kyokugei, ensures that your Kaze counter-attacks will deal an insane amount of damage.

Please note that nothing mentioned in this blog post is finalized. I reserve the right to change or remove anything mentioned in this post at any time. If you’re reading this post after the game has already launched, your best bet is to forget everything you just read because very few of the things I write about will remain untouched in the final product.