Windwalker PvP Guide – Shadowlands Prepatch (9.0)

Welcome to the Peak of Serenity’s Windwalker Monk PvP Guide. This guide is designed to be a basic, quick guide for Windwalker PvP with just the information you need. For more in-depth, advanced, information follow the links to those pages in the “Further Reading” sections or in the “Advanced” section in the menu above. Navigate quickly to the section you need using the sidebar on the right.

This guide was last updated October 11, 2020 for Shadowlands Pre Patch ( 9.0 ) and is regularly updated when discussion, theorycrafting, or testing yields new information.

Talents

General Talents
Further Reading: 
  • In-Depth Talent Recommendations (coming soon)
Honor Panel Talents
 

Ability Priority

 

Windwalkers operate on a priority system, NOT A ROTATION. This is especially true in Windwalker PvP. An ability priority means that you use whatever ability is available that’s highest up in the priority. A key to sustaining damage is to try and not to delay a higher up ability in favor of a lower one but unlike in PvE you want to always be aware of potential setups you can make when abilities are coming off cooldown.
 
 

Single Target

Very similar to PvE. Windwalker PvP combo sequences have many permutations but each combination generally has the same goals and is driven by efficiency. 

 

  1. Touch of Death (Execute)
  2. Expel Harm (if <4 Chi AND about to cap energy. More efficient generator Chi over a Tiger Palm at 15 energy, +1 baseline or +2 with Reverse Harm, and make effective use of the heal when you can.)
  3. Fist of the White Tiger (if <3 Chi AND about to cap energy)
  4. Tiger Palm ( if <4 Chi AND about to cap energy)
  5. Whirling Dragon Punch (Talent)
  6. Fists of Fury
  7. Rising Sun Kick
  8. Reverse Harm
  9. Chi Burst
  10. Fist of the White Tiger (Talent)
  11. Spinning Crane Kick (with Dance of Chi-Ji proc)
  12. Blackout Kick
  13. Chi Wave (Talent)
  14. Tiger Palm
 
 

Multi-Target

In this context it’ll be when you can group up 2 or 3 players to maximize your cleave. You won’t get much mileage out of something like spamming Spinning Crane Kick even in battlegrounds. Try to avoid it.

  1. Touch of Death (Execute)
  2. Whirling Dragon Punch (Talent)
  3. Fists of Fury
  4. Rising Sun Kick (Generally you want to focus a single target and cleave off that target. There are some situations when it’s ok to spread your Mortal Strike Debuff, especially in BGs/RBGs.)
  5. Expel Harm
  6. Spinning Crane Kick (with Dance of Chi-Ji proc)
  7. Fist of the White Tiger (Talent)
  8. Blackout Kick
  9. Chi Burst
  10. Chi Wave (Talent)
  11. Tiger Palm
 
 
 

Ability Usage 

  • Blackout Kick! – Used before you would potentially generate another proc. Efficient usage will help sustain your damage, resources, and reduce downtime. Even if it seems small remember that any damage you do goes into the enemy healers mana pool.
  • Dance of Chi-Ji – It is technically best to use the proc on Spinning Crane Kick ahead of any ability that would chance generating another proc, so any Chi spender. However, because of the comparatively low damage that Spinning Crane Kick does, its safer to use any ability with a cooldown ahead of it in the priority, hence its position above.
  • Energizing Elixir – Ideally used on cooldown when at 0-1 Chi with Tiger Palm after, to maximize resource gain.
  • Hit Combo and Mastery – Any ability that does damage, both, benefits from, and continues Mastery and Hit Combo.
  • Expel Harm – Use this as close to its cooldown as possible unless you know you can get more worth just a 1-3 seconds later.
  • Rushing Jade Wind – If you are talented into this, keep it up ONLY when there are 2 or more targets. Be aware of having less resources and make sure you have enough for Fists of Fury and other important abilities.
  • Serenity – Read Wizard Dog’s Serenity Guide. More information about the changes to Serenity will be coming when we get verification on potential changes.
  • Storm, Earth, and Fire – Ideally you fit in 2x Rising Sun Kick, a Fists of Fury, and a Whirling Dragon Punch. Don’t forget to fixate your clones on the target you want to focus damage on!
  • Touch of Death – is an execute that will deal full damage through DRs like Dispersion but will not deal damage during Aspect of the Turtle, for an example, be vigilant!
  • Touch of Karma – A defensive ability with an offensive punch. It can be removed through effects like Blessing of Protection so plan your defensive usage out with your team.
  • Fortifying Brew – A returning defensive ability that increases your maximum health (also increasing Touch of Karma and Touch of Deaths effects) and damage reduction.
  • Whirling Dragon Punch can be used a very specific timing, roughly the last 0.2 seconds of Storm, Earth, and Fire, in order to get a HUGE burst of damage. We used to be able to force this by using a /cancelaura macro, but that was “fixed’, however its still technically doable. Check out this article for more information.
  • Alpha Tiger– Massive energy regen, CDR on RSK if you extend it ( Tiger Palm -> Rising Sun Kick -> Tiger Palm on a new target ), quicker FoF channel.
  • Ring of Peace – While you like teams that stack up , you don’t like teams that run away, lock them down with FoF (Turbo Strikes), and Ring of Peace to create pressure and block off terrain.
  • Ride the Wind – Keep your team safe, keep them mobile, and keep them on your target. With RTW and Tiger’s Lust you can even help your Warlock and Healer friends stay very mobile.
  • Disable – Double disables can cost a lot of energy so don’t over use them but a short root can force early defensive tools when a teams options are limited.

 

 

During the Match

Priorities when the gates open

  • Transcendence to prepare your port immediately. The beginning of any match sets the pace. Both teams start with all cooldowns available and will immediately look for an opening setup.

Opening goals (Not a list of absolutes) coordinate with your team to hit some of them.

WeakAuras / Addons

WeakAuras can be a blessing or a curse. While they can aid in tracking certain buffs or debuffs they can also clutter your screen and visual impair or distract you. What I link here is popular, simple, effective, and updated regularly. While you don’t have to use them I would still recommend finding something or creating your own to use following the same mindset.

 

 

Macros

A really handy tool to automatically switch buttons on your action bar with talent changes is the add on Talentmacros

#showtooltip as the first line will display an icon of your choosing if specified or will default to the icon of the first line in the macro.

/cast [target=focus] Spear Hand Strike
/cast [target=focus] Paralysis
/cast [target=Player] Tiger’s Lust

The “exists” parameter will enable the Macro to function as a normal key outside of Arenas

/Cast [@arena1, exists] Paralysis; Paralysis
/Cast [@arena2, exists] Paralysis; Paralysis
/Cast [@arena3, exists] Paralysis; Paralysis
/target arena1 or /focus arena1
/target arena2 or /focus arena2
/target arena3 or /focus arena3

/cast [target=mouseover,help,nodead][] AbilityNameHere

#showtooltip Touch of Karma
/target arenapet1
/cast Touch of Karma
/targetlasttarget