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Outlaw Monk
Uncommon The Sacred Order Force Attack

Outlaw Monk — guide

Telerian League
VerdictLevel up
2/5
Speed96HP12225Defense694Attack1244
Clan Boss4
Hydra1
Chimera0.5
Arena0.5
Dungeons1
Hard dungeons1
Doom Tower1
Faction Wars2
1-2-3 CB
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Outlaw Monk

In short

Outlaw Monk is an Uncommon Attack champion of the Sacred Order with Force affinity, but in practice he is a poison bot for the Clan Boss: Dirty Game lands two 5% Poison debuffs for 2 turns, and poison damage does not care about his Attack. Outside that one fight he is barely worth a slot. Build priority is Accuracy, Speed and survivability — not damage.

Strengths

  • Two 5% poisons from his A2 give steady percentage-based damage on the Clan Boss without any Attack investment.
  • Booking the A2 drops its cooldown to 3 turns, so the poisons stay up almost permanently.
  • His A1 reaches a 25% chance of an extra turn once levelled — more poison attempts and more set procs.
  • Uncommon rarity: easy to pull, cheap to book, fast to build.

Weaknesses

  • Very frail base stats: 12 225 HP, 694 Defence and 96 Speed — he folds without gear.
  • Nothing but poison: no buffs, no control, no other useful debuffs.
  • His A1 hits softly — 3.6× ATK off a 1 244 Attack stat.
  • Close to useless in Arena, Hydra, Chimera and dungeons.

Where to use

Clan Boss is his home (4/5) — that is where the poisons carry him. The author's note "1-2-3 CB" is about how simple he plays there: set the team on auto and make sure Dirty Game goes out on cooldown. Second stop is Faction Wars (2/5), where he can fill an early Sacred Order team while you have nothing better. Dungeons, Hard mode and Doom Tower sit at 1/5 — only if a slot would otherwise be empty. Arena and Hydra (0.5/5) are not his content.

Stats and gear

Accuracy first: 200+ for normal Clan Boss and 250+ for higher difficulties, or the poisons simply get resisted. Speed 170–200 so Dirty Game comes back around. Everything else goes into HP% and DEF% — surviving matters far more than damage, and he needs no C.RATE or C.DMG. Sets: Accuracy (mandatory), Speed, Lifesteal, Toxic, Retaliation, Relentless, Perception.

Masteries and blessings

Take the Offense tree down to Warmaster — that is his real damage source in the Clan Boss fight. Grab Accuracy and debuff-landing masteries (Precision, Sniper), then spend the rest on Defence and survivability so he lives to the end of the run. For blessings, Phantom Touch for extra chip damage or Survival Instinct to stay alive; Brimstone if your rarity tier allows it.

Tombs

Put your first books into Dirty Game until level 2 — the −1 cooldown is the whole point of the champion. Book the A1 afterwards: the extra-turn chance is nice, but the poisons come first.

Verdict

A narrow poison specialist for early and mid-game Clan Boss. The author says build him — yes, but strictly for Clan Boss and without overspending resources elsewhere.

Build

Artifact sets
AccuracySpeedLifestealRetaliationToxicRelentlessPerception

The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.

Skills



​Dagger Throw

Attacks an enemy. Has a 10% (25%) chance of taking an extra turn.

Damage based on [ATK] = 3.6 × [ATK]

Lvl 2 – Damage +5%.
Lvl 3 – Chance +5%.
Lvl 4 – Chance +5%.
Lvl 5 – Chance +5%.


​Dirty Play

Places two 5% Poison debuffs for 2 turns.
Cooldown: 4

Lvl 2 - Cooldown -1






Where to get

Mystery Shardchance for these champions
Ancient Shardmain source
Events and fusionsstay tuned

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