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PoE 2 Build

Optimized Monk Leveling Guide for League Start

presentationMonk
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Updated on Mar 25, 2025
Mar 25, 2025

Build Overview

This is an Optimized Monk Leveling Guide - tested and carefully prepared for a fast league start, with zero starting currency and items required. I've levelled a lot of Monk characters in preparation for the races and speedruns and decided to share the streamlined version of my leveling strategy, so that you can get your Monk through the campaign and into the maps, as quickly as possible, while having a good time and good power level at all times.

Build Variants

This guide is divided in 3 progression steps, based on the levels required to achieve different setups. Click on the variants above to see the Gem Setup and Passive Tree progression in those level ranges.

Level 1-13 Variant

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Equipment

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Above you will find an example gear set with the most desirable modifiers, as a point of reference.

Weapon

Weapon is by far the most important piece of gear. You should know which bases to craft on and what modifiers are most desirable for your character. Below you will find the list of the Staff bases that you should focus on. When it comes to modifiers, you want the following ones:

  • %Increased and flat Physical Damage
  • Flat Fire/Lightning/Cold Damage
  • Attack Speed
  • +to levels of Melee skills

Flat Physical combined with Increased Physical Damage is the best combination, but you also need to make sure to always have a source of Lightning and Fire damage, in order to Shock and Ignite your , for much more damage. You can get that flat elemental damage from weapon/ring/glove prefixes or from elemental runes socketed in your weapon.

Attack speed is typically the most desirable Suffix. +to levels of Melee Skills is also good, but getting +2 or more extra levels on your skills will cause you to run into mana issues, so do NOT prioritize it.

lvl 4.

You should swap to asap and spend your first Transmutations/Alterations on it. You can find Refined Arms scattered around Red Vale, which drop a random lvl 4. weapon when clicked. It's an almost guaranteed way to get a white early on.

lvl 11.

Before fighting Count Geonor, at the end of Act 1, you should try to craft as good of a , as you can. You can spend a Regal Orb, Alchemy Orb, Artificer's Orb etc., because this staff will have to last you for a long time.

(we're skipping the next base, which is , because it doesn't let us freeze and shatter consistently, making it very bad for our build).

lvl 20.

If you were able to craft a good in Act 1. you might not be able to easily get a that beats it. That's ok, you can skip it and focus on getting a good instead.

(it is worth noting that L'im the Impaler - the Rare boss in Halani Gates Forward Command Tents, drops a guaranteed rare lvl 20. weapon which can be a , so it is always worth killing this optional boss)

lvl 28.

A good will carry you through the entire act 3. It is worth spending your currency - including Exalts and Blacksmith Whetstones on it. Ideally you'd like to craft it right before the Jamanra fight at the end of Act 2.

lvl 33.

If you weren't able to get a great , you should prioritize the instead. It's the last of the currently available bases, before we move on the the "Advanced" versions of Quarterstaves.

From act 4 to act 6, you can rely on "Advanced" versions of the same Quarterstaff bases as you did in acts 1-3. You'll most likely only need to craft a single decent staff in act 4, which will carry you until the end of the campaign.

Boots

Prioritize crafting boots, over other pieces of armor, until you have movement speed on them. Nothing else matters on boots during leveling. Of course life attributes and resistances are always good to have, but you should highly prioritize MS.

Here are the item level requirements for different movement speed modifiers on boots:

  • 10% movement speed (ilvl 1)
  • 15% movement speed (ilvl 15)
  • 20% movement speed (ilvl 30)
  • 25% movement speed (ilvl 50)
  • 30% movement speed (ilvl 70)
  • 35% movement speed (ilvl 82)

Armour

Wear Evasion and Evasion/Energy Shield armour primarily. You're going to be scaling Evasion and some Energy Shield as your primary defensive stat, so make sure to wear decent bases that are close to your level.

Life and Evasion modifiers, will give you the most defense. Resistances and Attributes (Strength/Dexterity/Intelligence) on suffixes are very desirable, but a good Life Regeneration modifier is definitely not something you should overlook. Getting a decent amount of Life Regeneration, will make you feel significantly more tanky.

Jewelry

Jewelry is the hardest to upgrade, as it drops in very limited amount and is not widely available at the vendor. Make sure to learn all of the guaranteed jewelry drop spots during the campaign, to increase your chances at getting a decent piece of gear.

  • Guaranteed Iron or Lazuli Ring at the Cemetery
  • Guaranteed Amulet in Keth ruins
  • Guaranteed Resistance Ring in Buried Shrines
  • Guaranteed Ring in Sandswept Marsh - Hanging Tree

Prioritize flat Added Damage, Life, Resistances and Attributes.

Mace + Shield

From the very beginning of act 1, you need to be looking for a 1-handed weapon with Strength and a Shield with Strength and/or Increased Chance to Block. Ideally you want a hybrid base shield, because a pure Armour shield slows you down by 3% while a hybrid shield slows you only by 1.5%.

We do this to start using and as soon as possible.

After level 15, when you get the extra strength on your Weapon Set 2 passives, you can prioritize Increased Chance to Block on a shield, over Strength.

Currency

Majority of your currency, should be always spent on your weapons. You should always think about what you're trying to get from your Transmutes and Augmentations. Don't just throw them on every item you have. Be purposeful.

For example - if you haven't found movement speed boots in the early game, and you already have a decent weapon, you can spend Augmentations on boots with an elemental Resistance suffix and an open prefix, to fish for a Movement Speed prefix. Blue weapons with Attack Speed or +to Levels of Melee Skills are the best target for your Augmentation Orbs. Always take stock of your gear and try to figure out what's your weakest piece. If you're level 28 and haven't upgraded your chest piece since level 4, it's a good idea to pick up white s and throw some Transmutes at them. Even a mediocre evasion roll + life regeneration on a good base will be better than most random rares that you found 20 levels ago.

Be disciplined with your currency. For example, you should NEVER Exalt a piece of gear that isn't a Quarterstaff unless you have more than 6 Exalts - which is enough for your next 2 upgrades during the campaign. Same goes for Regal orbs if you have 2 or less, and Artificer's Orbs if you have 4 or less. Keep them for weapon upgrades, and only spend the surplus on other items.

If you get really lucky and drop a great weapon - save your currency and don't craft it any further if your damage is still very high. This will help you transition to the next weapon base much easier. You can afford to save your currency whenever your character feels very strong and you should spend more currency if your character feels weak.

Regex

While looking for gear at the vendor, you can press Ctrl+F and Ctrl+V to paste this string into the search bar:

"dds|o str|mov|ed bl"

This will highlight items with flat added damage, strength, movement speed and increased chance to block.

Level 1-13 Variant

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Skill Gems

Support Gem Requirements:

Str 15

Dex 15

Int 25

Quarterstaff Strike

Quarterstaff Strike
supportrageplayer
supportfasterattackplayer

Glacial Cascade

Glacial Cascade
supportconcentratedeffectplayer
supportfasterattackplayer

Frozen Locus

Frozen Locus
supporticebiteplayer
supportaddedcolddamageplayer

Frost Bomb

Frost Bomb

Tempest Bell

Tempest Bell
supportchancetoshockplayer

Tempest Bell

Tempest Bell
supportglaciationplayer

Tempest Bell

Tempest Bell
supportchancetoigniteplayer
ruthlesssupportplayer

Shield Charge

Shield Charge

Herald of Ice

Herald of Ice
supportincreasedareaofeffectplayer

Initial Setup [Level 1-13]

In the beginning, use the + combo for single target damage. Make sure to hit the target with the tip of your .

in combination with can be used to clear monsters while continuously moving in one direction, by using behind you, and hitting it with while you're moving away from it. Make sure to carefully read descriptions of the skills you use. They have built-in interactions (such as the final spike of , automatically exploding the crystals), and if you don't understand these details, you will end up losing out on speed and damage, by using the skills in a suboptimal way.

The support, can be used either in or, if you're about to fight a boss and rely on s for your damage, you can use it in .

If you have 17+ strength in your shield weapon set at level 6, you can use your first level 3 gem to engrave . Otherwise, engrave the and use the gem you get from Lachlann for .

Spare Skill Gems early on, should be used to acquire 4 bells as soon as you can. After that, upgrade your main damage dealing abilities.

(remember that in order to craft 4 bells, you need to take out your first 1-3 bells, from your gem menu, engrave the new bell, and then put them all back in, otherwise you'll end up leveling up a lvl 3 bell with a lvl 4 skill gem instead of crafting a separate lvl 4 bell).

Ice Strike Swap [Level 14-35]

At level 14, engrave - this will now be your main ability. You can still keep and for Act 2, but eventually you will not have enough gem slots to run everything at the same time. Cut first and then replace with when you arrive at the Dreadnaught.

After getting the guaranteed Jeweller's Orb from the Sandswept Marsh camp, you can use either in your , or if you have a lot of flat fire and lightning damage, use instead. As soon as you get a Tier 2 support gem, you can replace it with . Alternatively you can also put the support in one of your Bells and use the other 3 support gems in your .

Final Setup [Level 36-65]

After clearing the Azak Bog and acquiring 60 spirit + a guaranteed lvl 10 spirit gem, engrave . In combination with the keystone, it will generate Power Charges, which can be used for the ability. In order to fit these new skills, you'll need to drop the and either or one of the s.

After clearing the Azak Bog for the second time, in act 6, you can engrave and use both Heralds at the same time. You can now swap support gems to the following setup, so that can freeze and can shock, allowing them to chain from each other:

+ + +

+ + +

Engraving Priorities

Follow a general order listed below in Skill gem and Support gem priority lists. Any spare support gems will serve to accelerate your support gem acquisition, so simply move down the list and craft them in order as you get them. You can get before if you get a lot of supports before level 12 because we only need the for . Also make sure to check your attribute requirements to make sure you can actually use the intelligence and strength support gems whenever you want to craft them.

Skill gem priority:

1. Renly lvl 1

2. Clearfell lvl 1

3. Devourer lvl 2

4. Rust King lvl 3

5. Lachlann lvl 3

6. Ritual lvl 4

7. Crop Circle lvl 4

8. Leitis lvl 5

9. Outskirts lvl 5

10. Halani Gates lvl 7

11. Chimera lvl 9

Keep upgrading your main damage ability and s as you find more gems in later acts.

Spirit gem priority:

1.

2. First level 8+ spirit gem

3.

Keep upgrading levels, and once you get 90+ spirit do the same with

Support gem priority [Tier 1]:

  1. Devourer -
  2. Areagnae -
  3. Druid -
  4. Treants -
  5. Executioner -
  6. Gallows -
  7. Mastodon -
  8. Titans -
  9. Keth -






Support gem priority [Tier 2]:

  1. Viper -






Support gem priority [Tier 3]:





Level 1-13 Variant

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Passive Tree

main:
107
123
set 1:
19
20
set 2:
19
20

For passives, you can generally follow this tree progression. Make sure to click on the different build variants to see the right tree for any given level range.

You should take advantage of weapon set passives and use Staff in weapon set 1, with a 1-handed Mace and Shield in weapon set 2. This will allow you to get extra strength and defense for your Shield setup, without sacrificing any damage.

Start with , to get to attribute nodes asap. In Hunting Grounds you can allocate 1 or 2 strength nodes to start using , if you haven't found any strength on gear (very unlikely to happen). Otherwise only put 1 point in str, then dex, then int and then dex again, pathing toward . Pick up as soon as your strength requirements are fixed. After the elemental damage nodes (, ), path toward and after that get . Depending on whether you need more strength or Lightning damage for shocking your bells, go toward or .

can be skipped if you have a lot of Lightning damage coming from your gear, especially since we'll take as our first ascendancy node, guaranteeing that we're always doing enough Lightning damage to shock the bells.

After picking up , path down the tree and start taking all of the passives south of your starting location (you can skip the Cold Penetration nodes until the end of the Campaign). Just make sure to pick up by level 36.


How it Plays

Level 1-13

Single target

Stand at max range, debuff the enemy with (remember that you can always pre-use the before the boss becomes targetable), and dps with 's final spike.

Once you acquire 2+ Bells, stack the combo and rage with , drop all of your s and either continue to , or away from the target and dps with , hitting the boss and s at the same time.

Clearing

while in the middle of the pack, to propel yourself in the direction you want to travel. If the pack is dense or there is a wall nearby, or if you're surrounded, you can keep spamming and it will keep instantly exploding. Keep moving and striking back with , ideally aiming the final spike at the ice crystal from .

Level 14-35

Single target

Pre-use , 4 times, drop 4 s and hit the Bells as well as your target with .

Clearing

Use to dash toward nearby enemies, in the direction you want to move in, while stacking combo points and letting monsters chase you. Once you group a larger pack, drop and finish them all together. Early on (levels 12-29), especially if you've had enough Skill Gems to keep up your levels, you can use it to quickly explode a pack of monsters, by walking through it, and using the skill in the middle. This will often cause it to detonate immediately, killing everything with .

Level 36-65

Single target

Same as before but try to keep up for boss fights, by waiting until your Power Charges almost expire, and using it at the last second, to extend the duration. Make sure to save your for the boss fight in areas where there is a boss present. Press it right after you drop your bells for a massive burst of damage.

Clearing

Same as before but now you should also keep up your while clearing and use to quickly take down Rare monsters.

Closing Words

Hopefully you found this guide helpful. I wish you a great league start!


- Asmodeus

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