Brewmaster Monk Artifact Traits and Relics
The World of Warcraft Legion 7.1.5 Brewmaster Monk Artifact page explains what each of the Fu Zan, the Wanderer's Companion's traits do, your general build order, and what relic bonuses to look out for. This guide is written by
, read more at
Rotation & Abilities
Macros & Addons
Equipping Fu Zan, the Wanderer's Companion grants you the ability
, which throws an explosive keg at the target location, dealing massive damage and making enemies afflicted by it miss their melee attacks for the next few seconds.
deals 10% more damage. You basically get this one for free with Fu Zan!
- You gain 1% crit chance per rank for 3 seconds whenever you dodge or heal yourself via
. While the uptime of
this will be fairly high as we regularly dodge due to our mastery, the crit provided is relatively small.
- You automatically summon a
when you are brought below 35% HP. This does not appear to have a
cooldown to the proc and as such is an extremely good trait to pick up.
has a 10% chance (per rank) to deal 300% of normal damage and to reduce the remaining cooldown on your
Brews by an additional second. Rather solid trait. In fact, it's the strongest offensive single target trait we have.
's damage over time portion deals 25% additonal damage (per rank) and also reduces the damage enemies
affected deal to you by 2% (per rank). This is one of the strongest basic traits we have and should definitely be a quick pickup.
- Increases the duration of
by 0.5 seconds per rank. This is actually quite nice as over time, those seconds add up and
allow you to spend more brew charges on purifying your stagger.
- Increases your max health by 1% per rank. Rather tame, but not awful.
reduces the damage you will take from that enemy's next auto-attack by 2% per rank. While not amazing
at reducing spike damage, this will be nice for reducing overall damage taken, which isn't an insignificant thing. Do note that if you are using the
, you will still want to prioritize saving
for comboing, rather than maximum uptime of this trait.
- Increases the critical strike chance of
by 3% per rank. A not bad single-target DPS option.
- When you spawn a
orb, it has a 5% chance per rank to be a greater orb, healing for twice as much. The proc rate on
this is relatively low, but the healing is fairly potent. You wouldn't miss too much if you saved this one for later.
- Increases the range of
by 10 yards, bringing it up to 25 yards. Seeing as
is our primary pulling tool, this is
a good piece of utility to have.
- When you use any of our Brews (including
), you gain 6% additional movement speed for 15 seconds,
stacking up to 30%. Using one brew every 15 seconds is easy, so this effectively means we'll likely be able to have this up for most of, if not the
entirety of an encounter, giving us very strong movement capacity.
now increases your stagger by an additional 2% per rank. This buffs an already strong cooldown (and also
one that has a 5 minute recharge time), so this isn't too pressing of a trait to focus for. Still, it's neat.
- Our active ability from our artifact. As mentioned before, it deals high AoE damage on a 1.25 minute cooldown and enemies
hit will miss with their auto-attacks for 3 seconds. This is a strong ability with many varied uses.
- After you use
, you breathe fire an additional two times, dealing some damage. The damage is a bit more than a tick
's damage over time effect and does not refresh said effect nor the effect of
. You can safely hold off on getting this
perk for defensive purposes. Being said, per rank, this is the strongest damage increase we can get in the 1-34 trait range so if you value more damage,
it is efficient for that.
- When you use
, you gain 10% dodge for 4.5 seconds. This is pretty good for dealing with overall damage
taken, which is a weakness of ours. It sees additional value when we need to dodge attacks that we also want to maintain
- After activating
, you gain 25% dodge for 21 seconds. This is a very strong buff to an already strong ability. The downsides
really are just that you won't see this be too useful all the time if you need to save
, and it's already a powerful-enough cooldown for raiding.
However, this has a very strong potential to be exceptional in Mythic+ dungeon content in combination with
when pulling multiple packs of
enemies. The amount of dodge you can have with this ability up alongside smart use of Elusive Dance is very high and will help mitigate a large portion
of the overall damage that's coming in.
New as of 7.2, you can now unlock five new Empowered traits once you hit 35 ranks. Once you do, you can complete a short questline to unlock these traits,
as well as fourth base ranks of all the original 3/3 basic traits.
- Increases damage dealt by 10%, Armor by 35%, and Stamina by 10%. This is the rough variant of a common power boost that all
classes receive. There's not too much else to say on this trait.
damage by 5% per rank. This is a fairly strong single-target trait and isn't something to shy away from.
Being said, this is still less power than you get from Face Palm, especially when factoring in
has a 20% chance to trigger a free Keg Smash. Currently this ability can proc off of itself, but I would expect
a fix soon. Per point, this is now the strongest increase in an ability's power, beating out Dragonfire Brew. Not to mention its defensive abilities.
grants 1 second of
, and Ironskin Brew purifies 5% of your stagger pool. This is actually
not too bad, giving us a slightly stronger control over sustained damage.
- Grants a proc to grant an increasing amount of Versatility per rank. More or less our new paragon trait, so there's not much more
to say about it than that. You unlock it after putting ranks into all other traits, including the old 1-34 traits that now have a fourth base rank.
Recommended build paths
This build is intended to generally min-max the order of your artifact traits, focusing on a balance between the best defensive traits and
a bit of utility, as well as factoring in the increasing Artifact Power costs as you progress Fu Zan. Please do note that this is build is intended
for raiding content. An alternate path would be to go for
first before heading towards
, if you really want that
extra utility. If you are planning on doing Mythic+ content I would actually strongly advise getting Pass 3 before Pass 2 because of the
aforementioned strength of
Unlike the 1-34 trait build priority, I've created two separate builds, one which focuses on defense, another which focuses largely on offense.
Both somewhat blend each other based on the desire for both, but are largely different builds. Feel free to pick one or the other to build for
depending on what you need as a player, or even combine the two!
Because of the value of the two last Empowered traits (ignoring Legionfall) for defense, this build goes for them first. While
isn't that strong defensively, it's still our strongest offensive trait, so I recommend picking it up over some of the other defensive traits.
In regards to an offensive build, get to
first, then grabbing
. Note that Passes 4 and 5 are a bit more liquid.
You can get
first if you want to, or you can get our new golden,
, or even stick with the tried and true
. It depends on what you personally value. In regards to DPS traits, you're now at the lowest of the low value traits,
and you still have a handful of very alluring defensive traits.
Depending on what you want, you should go for relics which give ranks in
for defense (
is also a solid choice if you can't get any Hot Blooded relics) and
for offense. Because of how powerful trait effects are compared to weapon item level for us, once you hit 110 its better to focus on finding these traits rather than upgrade item level.
At first, you will only be able to put two kinds of relics into Fu Zan, a Life relic and a Storm relic. However, once you complete the Monk Class Hall campaign you will unlock your third relic slot, which is for Iron relics. For more information, check out
Wowhead's Class Hall Campaigns
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Oct 24, 2016 - Updated for 7.1
Mar 26, 2017 - Updated for 7.2
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