Fist of Fury

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  • Way of the Hundred Fists Fists of Fury
  • Fists of Thunder Static Charge
  • Dashing Strike Blinding Speed
  • Sweeping Wind Master of Wind
  • Epiphany Desert Shroud
  • Mantra of Salvation Agility
  • Alacrity
  • Seize the Initiative
  • The Guardian's Path
  • Harmony


More Details
  • Legendary Gems

    • Simplicity's Strength
    • Bane of the Stricken
    • Bane of the Trapped

Kanai's Cube

  • Flying Dragon
  • Depth Diggers
  • Ring of Royal Grandeur

Sunwuko's Crown and Shines for the 2 piece bonus. Gives you 50% damage reduction while sweeping wind is active. Which in this build should be 100% of the time.

The core pieces are the Raiment of a Thousand Storms set. "Fist of Thunder" fits perfectly with this build. Dashing Strike is a fantastic skill that not only can get you around extremely quickly but with the 6set bonus it does some pretty high damage. Despite the weapons that drain your spirit when your spirit pool is full, you can ( if done correctly) still throw out dashing strikes while keeping your spirit up while the weapons drain constantly from it, keeping your damage very high.

As for the belt, the choice is more personal. I use Kyoshiro's Soul so I do not have to worry at all about sweeping wind.

Spirit Guards are a must for another 35% damage reduction. You will want all your legendarys ancient if possible.

Wyrdward is a perfect fit for this build. It gives lighting damage a chance to stun enemys. Will explain more below on this.

Band of the Rue Chambers will build spirit a lot quicker. However any ring you prefure would work here. I use the elements ring myself.

For the cube: Flying Dragon. It simply dominates anything else in my opinion. You can do 50% more damage to elites with The Furnace. But if I am hitting them for every 5 times to your 1... well yeah.

Depth Diggers: Your main attacks will be punching the living hell out of any demonic-hell-spawned entity that dares meet you in melee combat. Along with the legendary gem "Simplicity's Strength" the damage keeps stacking.

Royal Grandeur is needed to aquire the 6 set bonus for Thousand Storms and be able to use Sunwukos.

Bane of the Stricken: The more attacks you do to an enemy, the more damage they take from you. You will be doing a lot of attacks against them, so this adds up very fast.

Bane of the Trapped: Since you're in melee range, when the gem is at 25 and gives you a slowing aura its a good one to have.

Of course you can always use the Cooldown / Attack Speed gem if you wish. However I was hitting the cap of 5 attacks per second already without that gem.

Stat Priority: Will explain below in the main portion.

Paragon Priorities


Movement Speed
Primary Stat
Maximum Resource


Attack Speed
Cooldown Reduction
Critical Hit Damage
Critical Hit Chance


Resist All
Life Regeneration


Life on Hit
Area Damage
Resource Cost Reduction
Gold Find

Obtain just enough Movement Speed to put you at the 25% "cap" (including bonus from boots). Afterwards the rest should be dumped into dexterity for the core tree. Offensive should cap out Attack Speed, followed by cooldown reduction then critical hit damage. Anything left fill into crit hit chance. You will be hitting so quickly crits will proc more often than not. As for defense the choice is yours. I find getting resistance up stacks well with your harmony passive. A lot of gear will have one or all resistance buffs usually too. Life regeneration is at the bottom, for the simple fact you really wont be needing it that much. Life on hit will be a higher priority; Regeneration does not add a lot to toughness. Utility you want Life on Hit as priority. When dodge fails, you will be looking to this to keep you alive. Resource Cost Reduction and Gold Find are "meh".

Build Guide

I've played monk for a long time. I personally enjoy putting together those 'odd builds' that some how end up working in the end. Usually it feels as if something is missing though, like one item I did not see. This is my first guide, so apologies if I miss information or confuse people. On that note: If you have any suggestions, ideas, thoughts or input. Please, leave a comment or feel free to contact me. No Youtube link yet, but I will try and get around to adding one.

Vellenna's "Fist of Fury":

Everyone has probably seen similar or some whack builds like it. However, it works pretty well and sure as hell is fun. You hit like a damn freight train with only spirit generators and as fast as a machine gun to boot.

Main Stats to look for on gear:

Increased Attack Speed: The fast you hit, the more damage you can apply. With the right gear and strikes it means more stuns and less time for the mobs to react let alone do jack squat to you.

Crit Hit Damage: The more, the better. You hit so fast, unless you have a 10% chance to crit, you should focus crit damage.

Life on Hit should be self explanatory as well as dexterity.

All gems for the chest, legs and weapons should be flawless royal emeralds. A diamond for the helm.


Way of the Hundred Fist with the Fist of Fury rune. "Enemies will take an additional 60% weapon damage as Holy over 3 seconds." Not much but "this can stack multiple times on the same enemy." Win.

Fist of Thunder with Static Charge: Put together with the Wyrdward Wing this is an amazing skill. Six seconds after being hit the enemy will be charged with a static charge. Any other enemy within 40 yards that also has a static charge, will take damage if said monster takes damage. Charge into a group, throw some of these around then start hammering away with the Fist of Fury and watch the lighting start flying and stuns proc.

Dashing Strike: Compliments the Thousand Storms set. You can choose to use barrage, but I find the blinding speed rune to be a better life saver. There is also the attack speed dash to consider. Either way, it will still do substantial damage after you throw a punch (even into the air).\\

Sweeping Wind with Cyclone Rune: This will spawn lighting tornados upon critical strikes. Which also have a chance to stun hostiles. The Master of Wind rune is also very good. Personal choice really.

Epiphany: Damage reduction when used with the desert shroud rune. Else Inner fire for more damage.

Mantra of Salvation with Agility: Resistance and dodge bonus. Win.


Harmony: Higher resist all around and stacks with the mantra.

Alacrity: A constant 15% attack speed increase for your spirit generators on top of your set bonus.

Seize the Initiative: I choose this passives as you might not always get flying dragon to proc on your first hit. So you can go into battle with blazing fist right away.

The Guardian's Path: 35% dodge chance when dual wielding. With this and the Mantra you should sit at 57.7% dodge. Upon dashing 74.6% dodge. Which puts you at well over 90mil toughtness (with sweeping wind active).

At the time of this writing, if I were to pop mantra, epiphany, dash and punch. I easily pass 350mil toughness.

So dashing strike may seem like it burns quite a bit of spirit. It does. But you will not notice if you are jumping in and out of combat constantly. Even when you are low on spirit, it still holds two charges so try to save them for a GTFO moment.

The best part about this buid/guide is the ability for it to adapt. It is roomy to be changed about with items that suit your play style more. You can, for instance swap out the amulet and a ring for the compass rose and travelers pledge set bonuses.

At the time of this writing; This build can solo Torment X. I can not promise it will get you to #1 on the leader-boards. I have yet to push the build to its limits in greater rifts however. I will be doing that soon.

I will keep adding to this guide, changing a few things as I progress further into it.