AnotherMonk's zMonk metas guide GR150 Season 19

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  • Crippling Wave Tsunami
  • Breath of Heaven Zephyr
  • Serenity Tranquility
  • Inner Sanctuary Temple of Protection
  • Mantra of Healing Heavenly Body
  • Epiphany Soothing Mist
  • Beacon of Ytar
  • Near Death Experience
  • Chant of Resonance
  • Resolve


More Details
  • Legendary Gems

    • Gem of Efficacious Toxin
    • Iceblink
    • Gogok of Swiftness

Kanai's Cube

  • Flying Dragon
  • Spirit Guards
  • The Star of Azkaranth

Group Metas

This build is strictly for 4 man group metas. We wear Nemesis Bracers this season and the zBarb wears Strongarm Bracers. This is the build I run for my progression/push 4 man metas. I will talk about how some items/passives can be swapped out down below later.

Why Health Globes Bonus?

As we can see in the guide, we want to prioritize Health Globes. The reason why we would want to stack Health Globes is because Serenity, Mantra of Healing, and Epiphany scales off Health Globes.

We can find Health Globes from these equipments:

  • Shield
  • Chest
  • Necklace
  • Ring (2x)
  • Shoulder
  • Boots

It is important, before any other rolls or re-rolls, to prioritize Health Globes Bonus. The maximum amount of HGB we can possibly have on non-ancient items is 29713, and on ancients/primals, it can go up to 38625.

Captain Crimson's Trimmings

By using the Ring of Royal Grandeur, we are able to take advantage of the 3 set bonus of the Captain Crimson's Trimmings. It gives us 20% RCR and CDR off the bat, and the three piece bonus allows us to take advantage of furthermore RCR and CDR. We won't be dealing much damage, but its incentives for us to get more RCR is pretty good. A few RCR from some of our equipment can go a long way to make us even tankier and not worry about our own survivability.

You can find RCR and CDR in these equipments:

  • Necklace
  • Ring (2x)
  • Weapon
  • Shield
  • Gloves
  • Shoulders

Inna's Mantra

Again with the RoRG, we're able to take advantage of the 4 set bonus. Our basic effects of mantras are increased by 100%, and we gain all of our 4 basic mantra's passives. This is mandatory.


  • Weapon: Amethyst - Life on Hit is always good to sustain and not die
  • Helm, Chest and Legs: Diamonds - Diamond is an easy choice, more CDR for Epiphany, Inner Sanctuary and Serenity to come back faster, and more survivability from All Resistances

Legendary Gems

We'll be using three gems for this build, and all of these are mandatory:

  • Gem of Efficacious Toxin (not necessary to level higher than 25)
  • Iceblink (not necessary to level higher than 25, it makes mob kiting harder, and zbarb's job tougher on pulling mobs at times)
  • Gogok of Swiftness (as high as you can level it)

Augments (Caldessan's Despair)

For augments, we are only going to use Intelligence augments. Our main stat, which is Dexterity, gives us enough Armor. The only department where we lack will be our Resistances.

Attack Speed

It is important to try to reach around 2+ Attacks per Second for this build. Higher APS allows you to re-gain Spirit faster, and it also allows you to cast your Mantra's active ability faster. With Flying Dragon and Gogok of Swiftness, at 2+ APS, you can reach the cap of 5 APS.

You can find APS on these equipments:

  • Necklace
  • Ring (2x)
  • Weapon
  • Gloves

Interchangeable passives

If you find that you aren't dying at all, then you can swap out Near Death Experience.

Here are some interesting alternatives:

  • Seize the Initiative
  • Alacrity
  • Chant of Resonance
  • Harmony
  • Sixth Sense

Interchangeable items

Also, some top Monks are not using The Star of Azkaranth and not using Countess Julia's Cameo since they manually time their Serenity to avoid an instant death (way too many Arcane beams, or multiple Molten mobs). In that case, you can easily try to craft a good Hellfire Amulet and cube the Flavor of Time. If you choose this step, then you can find any of the passives above and have 5 useful passives.

Interchangeable Abilities

Unfortunately, the only ability we could/should swap out is Serenity. In faster runs, where you won't die and the group is doing extremely well (sub 10 minutes runs), you can take Breath of Heaven (Zephyr) instead. It'll make the group run faster from pack to pack, or to simply run to the next level.


Always stand on top of the damage dealers and spam your Mantra of Healing. Make sure your Inner Sanctuary and Epiphany is always on cooldown.

1) When to use Crippling Wave (Tsunami)?

You'll spam this ability everywhere during trash pulls with the exception of when you are fighting the Rift Guardian. You will only want to hit the Rift Guardian two times without trying to hit the third consecutive hit. Freezing can mess up the Ground Stomp by the zbarb.

Ending Notes

Thanks for everyone that took the time to read my guide. Have fun in Season 19.

Paragon Priorities


Movement Speed
Maximum Resource
Primary Stat


Cooldown Reduction
Attack Speed
Critical Hit Chance
Critical Hit Damage


Resist All
Life Regeneration


Resource Cost Reduction
Life on Hit
Gold Find
Area Damage


For the Utility tab, put zero points in Area Damage. Any points of Area Damage can cause serious lag for you and your group. Avoiding any Area Damage in this build is ideal.

Under Core, if you already have Movement Speed in some items, feel free to reduce it in the Paragons and put it in another stat. Also, I personally stop putting points under Vitality once I have reached 2-2.5 million HP. I put those points in Dexterity instead for more Armor and overall damage reduction.

Build Guide

Rax explained this build very well. It is dated for 2.6.6/Season 18 but still applies today in 2.6.7a, 2.6.7b and Season 19.

Link to Rax's video: Rax's zMonk guide