Brewmaster Monk Covenants, Soulbinds, Legendaries & Gear guide

Patch 9.1.5 Last Updated: 25th Oct, 2021
Kian Brewmaster Monk Author



I will start out by saying all the covenants are fairly close in power, however some slightly better at things than others.


Base Covenant Ability: summon steward is the base ability everyone gets when picking Kyrian as their covenant.

It gives you phial of serenity when summoned, and as stated restores health and removes debuffs including a bleed on you. This is great because it's on a separate cooldown with health potions and healthstones.

Monk Specific Covenant Ability: weapons of order is the monk specific ability you get as Monk.

When used it grants you 10% Mastery buff, it resets the cooldown of your Keg Smash (only 1 charge if you're wearing stormstouts last keg) and makes your Keg Smash apply a 8% stacking damage taken debuff, up to 4 stacks, that works on all of your damage.


Base Covenant Ability: door of shadows is the base ability everyone gets when picking Venthyr as their Covenant.

During pulls I’d call it practically useless for us, we already have great mobility and the cast time must make it awkward. Might have some very niche uses in specific boss fights, but the best I can see it being used for would be skipping packs in dungeons.

Monk Specific Covenant Ability: fallen order is the monk specific ability you get as Monk.

Press it and it will summon fallen monks that heals and does damage. The damage is okay and the healing is pretty weak, so basically a 3-minute burst cooldown.


Base Covenant Ability: Fleshcraft is the base ability everyone gets when picking Necrolord as their Covenant.

With the recent changes to Fleshcraft, it has suddenly become a pretty good defensive ability. Not only does it give you a rather substantial absorb now, it’s cast time has also been reduced and gives you a 20% damage reduction.

Monk Specific Covenant Ability: Bonedust Brew is the monk specific ability you get as Monk.

It's a targeted ability(like Ring of Peace) that debuffs anything it hits for 10 seconds, giving your abilities a 50% chance to replicate for 35% effectiveness. Since it’s a brew, it’s cooldown gets reduced like all our other brews, putting it closer to 30-35 seconds cooldown rather than the 1 minute the tooltip states.

Night Fae:

Base Covenant Ability: soulshape is the base ability everyone gets when picking Night Fae as their Covenant.

Soulshape is a mobility cooldown. On activation it blinks you forward and increases your movement speed by 50% for 15 seconds, reactivating it during the 15 seconds allows you additional blinks. While it sounds good for mobility, it’s on the GCD, and will cancel with most offensive abilities used. For other tank classes, it might be worth it but since we already have great mobility I don't see it being very useful for monks outside of maybe open-world travelling.

Monk Specific Covenant Ability: faeline stomp is the monk specific ability you get as Monk.

This is an interesting one because it gives us an ability you can kinda work into your already somewhat boring/empty rotation.

It gives monks some, honestly, much-needed AoE damage, while also making Stagger 5% more effective against targets in the stomp.

While the damage might not be amazing, it’s currently looking to be the best option for AoE between all the covenants.

Now that we’ve gone over what the different abilities do, it's time to decide what to pick.

Here I’ll rank them for raid as well as Mythic+.

Raid: Kyrian > Necrolord = Night Fae > Venthyr

Mythic+: Kyrian > Necrolord = Night Fae > Venthyr

Kyrian together with Pelagos works as a pretty good cooldown.

Currently there’s also a lot of kiting required, meaning Necrolord and Night Fae lose value.

Soulbinds and Conduits


Currently, this is the best soulbind setup for the different covenants:

Kyrian Soulbind


Forgelite Prime Mikanikos

Necrolord Soulbind


Bonesmith Heirmir

Night Fae Soulbind


Venthyr Soulbind

Nadjia the Mistblade

General Draven


Here I’ll list the conduits as well as rank them from best to worst.

Potency Conduits are the most important conduits, therefore you're gonna want to try and pick 2 when choosing a path in soulbinds.

I would almost always use a covenant specific soulbind as the first potency so either of these depending on what covenant you picked.

Endurance Conduits

Endurance Conduits are all uninteresting (almost pointless) conduits, but hey, it’s there so might as well use them.

Finesse Conduits

Finesse Conduits are the last uninteresting conduits we get to pick from, that gives us a bit of extra… something?


General Monk Legendary Powers:

fatal touch - Interesting legendary if you can take advantage of the low cooldown.

invokers delight - Maybe, for some funky shenanigans at some point?

roll out - Maybe for some PvP? It used to give another Roll charge which I guess was nice from travelling in the Maw?

escape from reality - Again some kind of PvP thing?

Monk Covenant Legendary Powers:

Call to Arms - A bit of synergy with Forgelite Prime Mikanikos’ new soulbind trait. Might compete with Charred Passions in damage if the damage pattern allows it.

Bountiful Brew - Not really worth it at its current state.

Faeline Harmony - A really strong legendary if you happen to be Night Fae. It has good synergy with Grove Invigoration and Bonded Hearts from Niya.

Sinister Teachings - Could have some solid damage potential.

Brewmaster Specific Legendary Powers:

shaohaos might - Yeah, it was terrible, then it got nerfed. Can something get worse than terrible?

Charred Passions - Our best DPS legendary. Using this one means you have to use Spinning Crane Kick during the buff as a filler instead of Tiger Palm, meaning a loss of Brew reduction, so if you can afford it, it's worth it purely from an offensive perspective. Due to Spinning Crane Kick giving you Shuffle, using it also causes the cooldown on Invoke Niuzao to get reduced assuming you use Walk with the Ox conduit.

charred passions - Our best DPS legendary. Using this one means you have to use Spinning Crane Kick during the buff as a filler instead of Tiger Palm, meaning a loss of Brew reduction, so if you can afford it, its worth it purely from an offensive perspective. Defensively it doesn't do much.

mighty pour - A really bad “defensive” legendary power that I guess MIGHT have some use in super high mythic+ content?

stormstouts last keg - If you only had the option of crafting 1 legendary, this would be it. It’s good both for dps and defence. Get it as your first (you could potentially delay it until after ToD legendary as it might be good for some Torghast/dungeon shenanigans, but this means you will be behind on upgrading Stormstout).


Shards of Domination:

Bloods Shards:

Shard of Bek - Your damage is increased by 1.5%-3% when you have 50% or more health than your target.

Shard of Jas - Incoming healing you receive is increased by 0.7%-1.5%. Your maximum health is increased by 400-600.

Shard of Rev - Your leech is increased by 30-60.

Blood Set bonus:

Blood Link - While inside the Maw or Torghast, damaging an enemy establishes a Blood Link.

Blood Link pulses every 3 seconds, dealing shadow damage and healing you for 100% of the damage dealt. If your Blood Link would over-heal you, it instead heals a nearby ally. 

Frost Shards:

Shard of Cor - Your damage is increased by 1.5%-3% for 30 seconds after attacking an enemy you have not yet damaged.

Shard of Kyr - Gain 660-1320 Absorb every 5 seconds, up to a cap of 3300-6600.

Shard of Tel - Your critical hits cause a nearby ally to absorb the next 171-342 damage dealt to them within 6 seconds.

Frost Set bonus:

Winds of Winter - While inside the Maw or Torghast, each time you deal a critical strike, the Winds accumulate 6% of that effect, up to a cap of 180 per critical strike.

Every 20 seconds, the Winds unleash, dealing Frost damage equal to the total accumulation and surrounding you in the Winds for 20 seconds, absorbing 100% of the damage dealt by the Winds.

Chaos Shards:

Shard of Dyz - Damaging a target increases your damage done to the target by 0.25%-0.5% for 4 seconds, stacking up to 3 times.

Shard of Oth - Your Speed is increased by 30-60.

Shard of Zed - Your helpful spells and abilities have a chance to grant your target Unholy Aura, draining 166-334 health from nearby enemies every 2 seconds for 10 seconds.

Chaos Set bonus:

Chaos Bane - While inside the Maw or Torghast, your spells and abilities have a chance to drain a Soul Fragment from your target, granting you 10-30 Primary stat for 30 seconds and stacking up to 15 times.

When you reach 15 stacks, unleash Chaos Bane dealing 1500 Shadow damage split between nearby enemies granting you 300-900 Primary stat for 15 seconds.

It is currently recommended to run:

Shard of Bek (Blood)

Shard of Jas (Blood)

Shard of Rev (Blood)

Shard of Dyz (Unholy)

Shard of Cor (Frost)

Do note that you must have a Chest with a Domination socket in order to enable the Blood set with this setup. It is also important to note that enabling any set is better than not enabling one, so if you don't have a domination chest, but instead a helmet or shoulders and have the shards to enable those, you should do that.

In terms of using Stygian Embers, I would advise to upgrade the blood shards first, even if you happen to be using frost or chaos temporarily.

Domination set bonus priority

  1. Blood
  2. Frost
  3. Chaos