S-TIER | BUILD MOINE GIGA BONK FALLING THUNDER (@FGKorbyn21) | SAISON 5

Build Video

📊 Build
⚔️ Boss Killing
5.0
S
🗺️ Map Clearing
5.0
S
🛡️ Survival
5.0
S
💰 Divine Cost
4.0
S
GLOBAL TIER -
1 vote
1/5 votes — 4 more to unlock the tier
🗳️ VOTE
Boss Killing
Map Clearing
Survival
Divine Cost

Article de Kami

Build author: @FGKorbyn21 · ▶ View source video

Build Overview

The monk build Falling ThunderFalling Thunder by FGKorbyn21 carries a nickname that says it all: Giga Bonk. You slam the ground, and the screen clears. Behind the joke, though, lies one of the most technical setups of patch 0.5.5, built on the Martial Artist ascendancy and a power charge loop nobody else can replicate at this price.

Falling ThunderFalling Thunder fires more projectiles the more power charges you carry. With Nova Projectiles INova Projectiles I, these projectiles fire out in a 360° spread around the character: a single press clears the entire screen. And since power charges also multiply damage, the button that wipes a pack of monsters is the same one that brings down a pinnacle boss.

The real question, then, is how to keep generating those charges without ever stopping. The Martial Master ascendancy node means that all of your attacks generate combo, including projectiles from Falling ThunderFalling Thunder and explosions from Herald of ThunderHerald of Thunder. The lineage gem Ailith’s ChimesAilith’s Chimes then turns every spent Chain stack into a chance to gain a power charge. Shattering PalmShattering Palm to recharge, Falling ThunderFalling Thunder to spend, and you start over as long as there’s a target left to hit.

Strengths / Weaknesses

✅ Strengths

  • 360° clear: Nova Projectiles INova Projectiles I sends projectiles all around you — one button is enough to clear a screen.
  • Closed charge loop: Martial Master and Ailith’s ChimesAilith’s Chimes feed off each other — there’s no more dead time in the rotation.
  • Very tanky: around 6,000 Energy Shield, over 70% evasion, and a deflection chance capped at 95%.
  • Forgotten WardenForgotten Warden doubles down: the companion absorbs part of the deflected hits, and with the LoyaltyLoyalty support, you only take about a third of the damage on a deflected hit.
  • Chaos InoculationChaos Inoculation removes Energy Shield’s historic weakness, against which chaos damage counts double.
  • Runic Meridians grants five extra rune slots: resistances and attributes are sorted out without sacrificing a useful affix on your stuff.

❌ Weaknesses

  • The campaign is rough for the monk, Act 1 especially: little range, and plenty of hits taken head-on.
  • Everything hinges on a single gem, Ailith’s ChimesAilith’s Chimes, which drops from Derelict Mansion bosses and sells for a premium during the first two or three days of the league.
  • While waiting for that gem, you have to play a backup version with Hollow FormHollow Form: it’s a second build to learn before reaching the real one.
  • Switching to Herald of IceHerald of Ice requires enough cold damage to freeze. If misjudged, it costs more clear speed than it gives.

Skill Gem Setup by Step

This build offers 10 progression steps from leveling to the final build. Select a step to see the corresponding gem setup.

Act 1

9 skills • 16 gems
Wind BlastRafale de ventWind Blast
Rage I Brink I
Wing BlastCoup d'aileWing Blast
Impact Shockwave Magnified Area I
Falling ThunderGrondement de tonnerreFalling Thunder
Elemental Armament I Perpetual Charge
Killing PalmPaume meurtrièreKilling Palm
PounceBondissementPounce
RendDéchirureRend
Perpetual Charge
Frost BombBombe de givreFrost Bomb
EntangleEnchevêtrementEntangle
Herald of ThunderHéraut du tonnerreHerald of Thunder

Act 2

8 skills • 22 gems
Storm WaveVague orageuseStorm Wave
Elemental Armament II Shock
Falling ThunderGrondement de tonnerreFalling Thunder
Elemental Armament II Perpetual Charge Lightning Attunement
Siphoning StrikeFrappe siphonnanteSiphoning Strike
Charge Profusion I Rapid Attacks I
PounceBondissementPounce
Mark of Siphoning
RendDéchirureRend
Perpetual Charge Prolonged Duration I
DevourDévorationDevour
Charge Profusion I Thrill of the Kill
Hollow FocusHollow FocusHollow Focus
Concentrated Area
Herald of ThunderHéraut du tonnerreHerald of Thunder
Magnified Area I

Act 3

9 skills • 30 gems
Storm WaveVague orageuseStorm Wave
Elemental Armament II Shock Branching Fissures I
Falling ThunderGrondement de tonnerreFalling Thunder
Elemental Armament II Perpetual Charge Lightning Attunement
Siphoning StrikeFrappe siphonnanteSiphoning Strike
Charge Profusion I Rapid Attacks I Rage I
PounceBondissementPounce
Cooldown Recovery I Mark of Siphoning
DevourDévorationDevour
Charge Profusion I Thrill of the Kill
Hollow FocusHollow FocusHollow Focus
Cooldown Recovery I Concentrated Area
Wind DancerDanseur du ventWind Dancer
Magnified Area II Maim
Herald of ThunderHéraut du tonnerreHerald of Thunder
Magnified Area I Elemental Armament II
RendDéchirureRend
Prolonged Duration I Perpetual Charge

Acte 4 – Hollow Form Temp Transition

9 skills • 34 gems
Hollow FormHollow FormHollow Form
Whirling Assault Armour Break III Magnified Area II
Storm WaveVague orageuseStorm Wave
Shock Elemental Armament II Branching Fissures II
Siphoning StrikeFrappe siphonnanteSiphoning Strike
Charge Profusion I Rapid Attacks I Rage I
DevourDévorationDevour
Charge Profusion I Thrill of the Kill II Blazing Critical
Hollow FocusHollow FocusHollow Focus
Concentrated Area Cooldown Recovery II Blind II
Herald of ThunderHéraut du tonnerreHerald of Thunder
Magnified Area II Elemental Armament II
Wind DancerDanseur du ventWind Dancer
Magnified Area II Maim Blind I
RendDéchirureRend
Prolonged Duration II Perpetual Charge
PounceBondissementPounce
Mark of Siphoning II Mark for Death II Cooldown Recovery I

Interludes

10 skills • 42 gems
Hollow FormHollow FormHollow Form
Whirling Assault Armour Break III Magnified Area II Heavy Swing
Storm WaveVague orageuseStorm Wave
Shock Elemental Armament II Branching Fissures II Rapid Attacks II
Siphoning StrikeFrappe siphonnanteSiphoning Strike
Charge Profusion II Rapid Attacks II Rage III Efficiency II
DevourDévorationDevour
Charge Profusion II Thrill of the Kill II Blazing Critical Prolonged Duration II
Hollow FocusHollow FocusHollow Focus
Cooldown Recovery II Concentrated Area Blind II Armour Break III
Herald of ThunderHéraut du tonnerreHerald of Thunder
Magnified Area II Elemental Armament II Elemental Focus
Wind DancerDanseur du ventWind Dancer
Magnified Area II Maim Blind I
RendDéchirureRend
Prolonged Duration II Perpetual Charge Rapid Attacks II
PounceBondissementPounce
Mark of Siphoning II Mark for Death II Cooldown Recovery II
Charge RegulationRégulation des chargesCharge Regulation

Early Endgame – Ailiths Chimes

8 skills • 33 gems
Falling ThunderGrondement de tonnerreFalling Thunder
Nova Projectiles I Ricochet II Culmination II Pinpoint Critical
Shattering PalmPaume fracassanteShattering Palm
Culmination II Ailiths Chimes Living Lightning II Charge Profusion II
Charged StaffBâton chargéCharged Staff
Prolonged Duration II Culling Strike II Blind II Cold Snap
Hand of ChayulaMain de ChayulaHand of Chayula
Elemental Weakness Freezing Mark Mark of Siphoning II Prolonged Duration II
Mantra of DestructionMantra de destructionMantra of Destruction
Delayed Gratification Prolonged Duration II Mobility
Herald of ThunderHéraut du tonnerreHerald of Thunder
Magnified Area II Elemental Armament II Elemental Focus
Wind DancerDanseur du ventWind Dancer
Magnified Area II Maim Blind II
Charge RegulationRégulation des chargesCharge Regulation

Mid Endgame – Chaos Inoculation Transition

9 skills • 48 gems
Falling ThunderGrondement de tonnerreFalling Thunder
Nova Projectiles I Culmination II Ricochet II Pinpoint Critical Elemental Armament II
Shattering PalmPaume fracassanteShattering Palm
Culmination II Ailiths Chimes Living Lightning II Charge Profusion II Rage III
Charged StaffBâton chargéCharged Staff
Prolonged Duration II Culling Strike II Blind II Blazing Critical Cold Snap
Hand of ChayulaMain de ChayulaHand of Chayula
Elemental Weakness Freezing Mark Mark of Siphoning II Charged Mark Prolonged Duration II
Mantra of DestructionMantra de destructionMantra of Destruction
Delayed Gratification Prolonged Duration II Chaos Mastery Mobility
Spirit VesselSpirit VesselSpirit Vessel
Herald of IceHéraut de la glaceHerald of Ice
Magnified Area II Elemental Armament II Elemental Focus Cold Mastery Longshot II
Wind DancerDanseur du ventWind Dancer
Magnified Area II Maim Blind II Elemental Armament II Freeze
Charge RegulationRégulation des chargesCharge Regulation

Late Endgame Falling Thunder + Ailiths (Budget)

9 skills • 48 gems
Falling ThunderGrondement de tonnerreFalling Thunder
Nova Projectiles I Ricochet II Culmination II Blindside Elemental Armament II
Shattering PalmPaume fracassanteShattering Palm
Culmination II Ailiths Chimes Living Lightning II Charge Profusion II Rage III
Charged StaffBâton chargéCharged Staff
Prolonged Duration II Culling Strike II Cold Snap Blind II Blazing Critical
Flicker StrikeFrappe fulguranteFlicker Strike
Blindside Close Combat II Perpetual Charge Hit and Run Concentrated Area
Mantra of DestructionMantra de destructionMantra of Destruction
Delayed Gratification Prolonged Duration II Chaos Mastery Mobility
Herald of IceHéraut de la glaceHerald of Ice
Magnified Area II Elemental Armament II Elemental Focus Longshot II Blind II
Wind DancerDanseur du ventWind Dancer
Magnified Area II Maim Blind II Elemental Armament II Freeze
Charge RegulationRégulation des chargesCharge Regulation
Spirit VesselSpirit VesselSpirit Vessel

High Investment – Giga Bonk

9 skills • 48 gems
Falling ThunderGrondement de tonnerreFalling Thunder
Nova Projectiles I Ricochet II Culmination II Blindside Rakiata's Flow
Shattering PalmPaume fracassanteShattering Palm
Culmination II Ailiths Chimes Living Lightning II Charge Profusion II Rage III
Charged StaffBâton chargéCharged Staff
Prolonged Duration II Culling Strike II Cold Snap Blind II Blazing Critical
Flicker StrikeFrappe fulguranteFlicker Strike
Blindside Close Combat II Perpetual Charge Hit and Run Concentrated Area
Mantra of DestructionMantra de destructionMantra of Destruction
Delayed Gratification Chaos Mastery Prolonged Duration II Mobility
Herald of IceHéraut de la glaceHerald of Ice
Magnified Area II Elemental Armament II Elemental Focus Longshot II Blind II
Wind DancerDanseur du ventWind Dancer
Magnified Area II Maim Blind II Elemental Armament II Freeze
Charge RegulationRégulation des chargesCharge Regulation
Spirit VesselSpirit VesselSpirit Vessel

Mirror Tier Investment

10 skills • 53 gems
Falling ThunderGrondement de tonnerreFalling Thunder
Nova Projectiles I Ricochet II Culmination II Blindside Rakiata's Flow
Shattering PalmPaume fracassanteShattering Palm
Culmination II Ailiths Chimes Living Lightning II Charge Profusion II Efficiency II
Charged StaffBâton chargéCharged Staff
Prolonged Duration II Culling Strike II Perpetual Charge Blind II Blazing Critical
Flicker StrikeFrappe fulguranteFlicker Strike
Blindside Close Combat II Perpetual Charge Hit and Run Concentrated Area
Mantra of DestructionMantra de destructionMantra of Destruction
Delayed Gratification Chaos Mastery Prolonged Duration II Mobility Olroths Conviction
Herald of IceHéraut de la glaceHerald of Ice
Magnified Area II Elemental Armament II Elemental Focus Longshot II Blind II
Wind DancerDanseur du ventWind Dancer
Magnified Area II Maim Blind II Elemental Armament II Freeze
Charge RegulationRégulation des chargesCharge Regulation
Uhtreds Exodus
Spirit VesselSpirit VesselSpirit Vessel
BerserkBerserkBerserk
Dialla's Desire Uhtreds Omen

Recommended Equipment

Throughout the campaign, the monk build centered on Falling ThunderFalling Thunder needs no unique items at all. The grid above shows it step by step: up through Act 3, you pick up whatever drops, prioritizing armour and maximum life in Act 1, then shifting toward evasion and Energy Shield once Hollow Palm TechniqueHollow Palm Technique is allocated on the passive tree.

The first unique that actually changes something arrives in Act 4: Lochtonial CaressLochtonial Caress. These gloves normally share your charges with your allies, which nobody cares about. Except the Way of the Stone Fist node rewrites their effect entirely. They then give a chance to grant a power charge to allies within your presence on every hit, your own clones included. Your clones hit, you gain charges, you summon more clones. FGKorbyn21 prices them between 10 exalted and a divine on day one and advises buying them as soon as budget allows, without treating them as a requirement: he finished the campaign without them in SSF (Solo Self-Found).

In the endgame, the gear set settles around three pieces. Forgotten WardenForgotten Warden serves as the body armour and drops fairly commonly from the Ritual pinnacle boss, which makes it accessible within the first few weeks. Shavronne’s SatchelShavronne’s Satchel pairs with an instant-recovery life flask to bring Energy Shield back up in one shot, a safety net against damage over time. Lavianga’s SpiritsLavianga’s Spirits rounds out the set on the mana side. On the weapon, the Breath of Aldur rune converts all added damage to cold: it’s this rune that makes Herald of IceHerald of Ice playable.

The « High Investment » and « Mirror Tier » variants don’t invent anything new, they just stack budget: MagebloodMageblood, Rite of PassageRite of Passage, Nascent HopeNascent Hope, Kalandra’s TouchKalandra’s Touch, a Time-Lost Sapphire with a wide radius, and a MegalomaniacMegalomaniac. The build doesn’t change in nature, it just moves up in tier.

Gameplay Tips

The endgame rotation comes down to two buttons. Shattering PalmShattering Palm generates combo, Ailith’s ChimesAilith’s Chimes converts it into power charges, Falling ThunderFalling Thunder spends those charges. Chain Shattering PalmShattering Palm, Falling ThunderFalling Thunder, Shattering PalmShattering Palm, Falling ThunderFalling Thunder: as long as there’s a target to hit, you’ll never run dry.

During the campaign, the loop is different and worth drilling on its own. Build up the stun buildup bar with Wind BlastWind Blast, wait for it to reach the break point, then land Wing BlastWing Blast: the heavy stun grants you three power charges, and Falling ThunderFalling Thunder immediately converts them into damage. From Act 2 onwards, Storm WaveStorm Wave shocks the target, Siphoning StrikeSiphoning Strike grants you a charge on a shocked target, and Falling ThunderFalling Thunder shocks in turn: the loop closes itself on bosses.

Before a boss burst, press Mantra of DestructionMantra of Destruction: the damage-to-chaos conversion boost can turn a fight around in one shot. Save the button for that exact moment rather than firing it off at the start of a pack.

Switching to Chaos InoculationChaos Inoculation takes some judgment. FGKorbyn21 recommends waiting until you have 3,500 to 4,000 Energy Shield to feel comfortable; with Shavronne’s SatchelShavronne’s Satchel and an instant flask, 3,000 is enough, as long as you keep an eye on your bar. Switching too early makes you a one-HP target without the defenses to back it up.

How the Monk build keeps its power charges

The problem with every earlier version of this build came down to sustain: Falling ThunderFalling Thunder eats power charges, and with no source of regeneration, you spend your time waiting. Martial Artist breaks that ceiling with two nodes.

Martial Adept doubles combo generation and refreshes your Energy Shield recharge. Martial Master, meanwhile, makes every single attack generate combo, and the nuance matters. It’s no longer just your quarterstaff hits that count, but also the projectiles of Falling ThunderFalling Thunder itself, the explosions from Herald of ThunderHerald of Thunder, and the projectiles from Charged StaffCharged Staff. Every hit, no matter where it comes from, feeds the counter.

Ailith’s ChimesAilith’s Chimes closes the loop: every Combo stack you spend grants a 25% cumulative chance to gain a power charge. Spending a lot of combo therefore means recovering a lot of charges, and since this build burns through combo constantly, it keeps recovering charges right along with it. It’s this loop, more than the raw power of the skill, that sets the Monk build’s Falling ThunderFalling Thunder apart from its earlier versions.

Ailith’s Chimes: the gem everything depends on

Let’s be clear about this up front, because it shapes your entire league schedule: without Ailith’s ChimesAilith’s Chimes, the end-game version of this build simply doesn’t exist. This lineage gem unlocks at level 65 and drops from Derelict Mansion bosses.

The issue isn’t rarity by itself, it’s the timing. During the first two or three days, everyone is focused on atlas progression, nobody is farming mansions yet, so supply stays close to zero while demand is already there. The price skyrockets. GGG has sped up fortress progression, which should fill the market faster than in the previous league, but you still need to plan ahead: either you farm it yourself, or you pay first-day prices.

The early-days plan B: the Hollow Form monk

This is FGKorbyn21’s answer to that gap in the leveling plan, and it covers a good half of the progression. From level 41 onward, you temporarily drop Falling ThunderFalling Thunder for Hollow FormHollow Form, a channelled skill that summons copies of yourself. These copies use the socketed attack skill, here Whirling AssaultWhirling Assault, linked with Armour Break IArmour Break I then with Magnified Area IMagnified Area I for clearing, or with Heavy SwingHeavy Swing for single target.

Hollow FormHollow Form consumes power charges to summon additional clones. Without Lochtonial CaressLochtonial Caress, you recover them with Siphoning StrikeSiphoning Strike on a shocked target, or by devouring the ghost bells from the Hollow FocusHollow Focus node at the entrance of a boss arena. With the gloves, the loop feeds itself and all you need to do is hold the button down.

This version holds up through the early endgame without trouble. It is not a makeshift stopgap: it is a complete build, documented variant by variant in the Mobalytics planner, which carries you through the early days of the league while the market fills up.

Deflection, companion and Chaos Inoculation: why you are so tanky

The monk doesn’t have the reputation of a tank, and yet the defensive layer of this build is probably its most polished part. It rests on three stacked mechanics.

Deflection first, capped at a 95% chance, which reduces the damage of a deflected hit by 40%. Then Forgotten WardenForgotten Warden, which grants a companion that soaks up a share of the deflected damage before it reaches you; the LoyaltyLoyalty support adds another 10%. A deflected hit therefore only deals you about a third of its original value, and you deflect almost all the time.

Chaos InoculationChaos Inoculation closes the setup. It sets your life to 1 and makes you immune to chaos damage and bleeding. Now, chaos damage counts double against Energy Shield: removing it eliminates, in one stroke, the only structural flaw in this defense. The price to pay is having zero life buffer at all, which is why the swap happens late, once Energy Shield is comfortable.

Switching from Herald of Thunder to Herald of Ice

The build starts on lightning and switches to cold, and this transition takes preparation. Herald of IceHerald of Ice clears noticeably better than Herald of ThunderHerald of Thunder, but it requires freezing targets to trigger, meaning a real buildup of cold damage.

The switch hinges mainly on the Breath of Aldur rune, which converts all added damage into cold. Three added damage affixes on the weapon thus become three cold affixes. You’ll need to round it out with cold nodes on the passive tree (Heavy Frost, Thin Ice, Exposed to the Cosmos for penetration) and possibly cold damage on the rings.

If you’re not freezing reliably after this conversion, don’t force it: stick with Herald of ThunderHerald of Thunder. A Herald of IceHerald of Ice that only triggers one time in three costs more clear speed than it gives back.

Skill Tree

📖 Retrouvez tous les builds et guides Path of Exile 2 : Voir tous les builds PoE2 →