Monk (Ninja Path)
The hybrid healer-fighter who does everything decently but nothing excellently - a jack-of-all-trades that costs too much to obtain.
Rating: 5/10
Table of contents
- Overview
- Class Progression
- Available Characters
- Statistics
- Why Monk is 5/10
- Why Only 5/10 (The Fatal Flaw)
- Monk Spell Arsenal
- Strategic Analysis
- Comparison: Optimal vs Monk Parties
- Common Mistakes
- If You Made Monk Anyway (Damage Control)
- FAQ Authors’ Consensus
- Final Verdict
- The Only Reason to Make Monk
- Next Steps
Overview
“Monk class isn’t that bad. Actually fairly decent combination of fighter and healer. Though does good job utilizing both attributes, does not excel in either. Main problem: To get it, must give up either Mage or Priest class, both of which are better.” - Jeff Chan
The Monk class is rated 5/10 by FAQ authors - a hybrid healer-fighter that’s decent at both roles but excels at neither. The fatal flaw: obtaining Monk requires sacrificing either Mage (10/10) or Priest (9/10), both of which are vastly superior.
Class Progression
Level 1-9 Level 10-19 Level 20+
═══════════════════════════════════════════════════
Healer ──────────> Monk ──────────> Ninja
OR
Mage ────────────> Monk ──────────> Ninja
Advancement Levels
| Level | Class | Source | Key Abilities |
|---|---|---|---|
| 1-9 | Healer or Mage | Starting class | Healing OR offensive magic |
| 10-19 | Monk | From Healer/Mage at Lv.10 | Hybrid healing + attack magic |
| 20+ | Ninja | From Monk at Lv.20 | Peak hybrid stats, all spells |
CRITICAL WARNING: Choosing Monk at Level 10 means NEVER becoming Priest (9/10) or Mage (10/10)! This is permanent and irreversible!
Available Characters
| Character | Starting Class | When Joins | Can Become Monk? | SHOULD They? |
|---|---|---|---|---|
| Huxley Hobbes | Healer | Chapter 1, Section 3 | Yes (Healer → Monk) | NO! (Priest 9/10 better) |
| Sara | Healer | Chapter 2, Section 2 | Yes (Healer → Monk) | NO! (Priest 9/10 better) |
| Eleni Dunbar | Mage | Chapter 1, Section 3 | Yes (Mage → Monk) | NO! (Mage 10/10 better) |
| Zohar Abu Sa’id | Mage | Chapter 3, Section 1 | Yes (Mage → Monk) | NO! (Mage 10/10 better) |
RECOMMENDATION: Make ZERO Monks. Keep Healers as Priests (9/10) and Mages as Mages (10/10).
Statistics
Stat Distribution
| Stat | Rating | Notes |
|---|---|---|
| ATK | Average | Decent but not exceptional |
| DEF | Average | Moderate survivability |
| AGL | High | Good evasion |
| MAG DEF | High | Strong magic resistance |
| MOVE | High | Better mobility than Priest/Mage |
Special Ability: Hybrid attack + healing magic
High MP Costs: Most Monk spells expensive (10-15 MP)
Why Monk is 5/10
The “Jack of All Trades” Problem
“Though does good job utilizing both attributes, does not excel in either.” - Jeff Chan
What Monks Can Do:
- ✓ Heal allies (Healing Circle, Healing Wave)
- ✓ Attack enemies (Stone Shower, Thunder Flash)
- ✓ Buff allies (Perfect Guard, Mystic Energy)
- ✓ Cure status (Cure Wide)
The Problem:
- Healing: Moderate (never matches Priest’s Supreme Healing)
- Attacking: Moderate (never matches Mage’s Phase Shift/Salamander)
- Result: Mediocre at everything, excellent at nothing
Comparison: Monk vs Specialist Classes
Monk (5/10) vs Priest (9/10) - HEALING:
| Aspect | Monk Healing | Priest Healing |
|---|---|---|
| Best Heal | Healing Wave (10 MP, 0/2 area) | Supreme Healing (30 MP, infinite range, ENTIRE PARTY) |
| Efficiency | Moderate | Excellent |
| MP Cost | High (10-15 MP spells) | Reasonable (3-5 MP standard heals) |
| Role Focus | Split (healing + offense) | Pure healing (better at it) |
Verdict: Priest healing is drastically superior
Monk (5/10) vs Mage (10/10) - OFFENSE:
| Aspect | Monk Offense | Mage Offense |
|---|---|---|
| Best Attack | Thunder Flash (12 MP, 0/2 area) | Phase Shift (12 MP, 0/7 area, 2-3x damage) |
| AOE Size | Small (0/2 = 5 tiles) | Massive (0/7 = 25+ tiles) |
| Damage | 40-60 per enemy | 80-120 per enemy |
| Ultimate | None | Salamander (0/10 area, 100+ damage) |
Verdict: Mage offense is overwhelmingly superior
Why Only 5/10 (The Fatal Flaw)
The Opportunity Cost Problem
THE CRITICAL ISSUE: To get Monk (5/10), you must sacrifice either:
- Mage (10/10) - Highest-rated class, walking death machine
- Priest (9/10) - Second-highest rated, essential healer
This is NEVER worth it!
Scenario 1: Healer → Monk
- What you gain: Mediocre offense + mediocre healing (Monk 5/10)
- What you lose: Excellent healing + Supreme Healing (Priest 9/10)
- Net result: Downgrade from 9/10 to 5/10
- Math: You lose 4 points of value
Scenario 2: Mage → Monk
- What you gain: Mediocre offense + mediocre healing (Monk 5/10)
- What you lose: Devastating offense + Phase Shift + Salamander (Mage 10/10)
- Net result: Downgrade from 10/10 to 5/10
- Math: You lose 5 points of value
In both cases, you’re trading a top-tier class (9-10/10) for a below-average class (5/10). This is objectively bad.
The “Why Not Just Use Both?” Argument
Player Thinking:
- “I’ll make Huxley a Priest AND Eleni a Monk”
- “That way I have healing + hybrid!”
Why This Fails:
- Better alternative: Huxley (Priest 9/10) + Eleni (Mage 10/10)
- Priest: Excellent healing (9/10)
- Mage: Excellent offense (10/10)
- Monk: Mediocre at both (5/10)
- Verdict: Priest + Mage » Priest + Monk
The Math:
- Priest (9/10) + Mage (10/10) = 19 total value
- Priest (9/10) + Monk (5/10) = 14 total value
- Loss: 5 points of value
“Using Monk for damage not bright when Mage characters so much better. Using over Priest class equally wasteful - cannot compete in healing.” - Jeff Chan
Monk Spell Arsenal
Monk-Exclusive Spells
| Spell | Type | R/F | Cost | Priority | Notes |
|---|---|---|---|---|---|
| Stone Shower | Attack | 0/1 | 10 MP | MEDIUM | Earth damage, small AOE |
| Cure Wide | Status | 0/1 | 4 MP | MEDIUM | Remove status, small AOE |
| Healing Circle | Heal | 0/1 | 6 MP | HIGH | Heal nearby allies |
| Perfect Guard | Buff | 4/0 | 15 MP | LOW | AGL up (expensive!) |
| Thunder Flash | Attack | 0/2 | 12 MP | HIGH | Lightning AOE |
| Healing Wave | Heal | 0/2 | 10 MP | HIGH | Stronger heal, larger area |
| Mystic Energy | Buff | 4/0 | 15 MP | LOW | DEF+ATK up (expensive!) |
Spell Analysis
Healing Spells:
- Healing Circle (6 MP, 0/1) - Decent but small area
- Healing Wave (10 MP, 0/2) - Better but expensive
- Priest’s Supreme Healing: 30 MP, infinite range, ENTIRE PARTY
- Verdict: Monk healing is cheap but limited
Attack Spells:
- Stone Shower (10 MP, 0/1) - Weak damage, small area
- Thunder Flash (12 MP, 0/2) - Decent damage, moderate area
- Mage’s Phase Shift: 12 MP, 0/7, MASSIVE AREA + DAMAGE
- Verdict: Monk offense is weak compared to Mage
Buff Spells:
- Perfect Guard (15 MP!) - Too expensive
- Mystic Energy (15 MP!) - Too expensive
- Priest’s buffs: 3 MP each (much cheaper)
- Verdict: Monk buffs not cost-effective
Strategic Analysis
When Monk Might Be Considered
Hypothetical Scenarios:
- If Monk didn’t require sacrificing Mage/Priest - Would be 7/10
- If you had 6 Healers and 6 Mages - Could spare one for Monk
- If Priest/Mage didn’t exist - Monk would be excellent
Reality:
- Monk DOES require sacrificing Mage/Priest
- You only have 2 Healers and 2 Mages (limited resources)
- Priest/Mage DO exist and are far superior
- Monk is never optimal choice
“If didn’t require characters to give up better class, this class might have actually been more useful. But you can’t win them all.” - Jeff Chan
The Only Valid Use Case
Theoretical Scenario:
- You’ve already made 2 Priests (Huxley + Sara)
- You’ve already made 2 Mages (Eleni + Zohar)
- You get a 3rd Healer or 3rd Mage somehow
- THEN you could make a Monk
Problem:
- This scenario doesn’t exist in Vandal Hearts
- Only 2 Healers, only 2 Mages
- Cannot make Monk without sacrificing
Comparison: Optimal vs Monk Parties
Optimal Party (No Monks)
Class Distribution:
- Ash: Hero → Champion → Paragon → Vandalier (8-10/10)
- Clint/Grog/Dolan: Knight → Swordsman → Duelist (6/10 each)
- Diego/Kira/Amon/Darius: 2-3 Archers (8/10) + 1-2 Airmen (7/10)
- Huxley/Sara: Priest → Bishop → Archbishop (9/10 each)
- Eleni/Zohar: Mage → Sorcerer → Enchanter (10/10 each)
Total Value: 1 Hero (8) + 3 Knights (18) + 3 Archers (24) + 1 Airman (7) + 2 Priests (18) + 2 Mages (20) = 95 points
Monk Party (1 Monk)
Class Distribution:
- Ash: Hero (8/10)
- Clint/Grog/Dolan: Knights (6/10 each)
- Diego/Kira/Amon/Darius: 2-3 Archers + 1-2 Airmen
- Huxley: Priest (9/10)
- Sara: Monk (5/10) ← Downgrade!
- Eleni/Zohar: Mages (10/10 each)
Total Value: 1 Hero (8) + 3 Knights (18) + 3 Archers (24) + 1 Airman (7) + 1 Priest (9) + 1 Monk (5) + 2 Mages (20) = 91 points
Loss: 4 points of value (Priest 9 → Monk 5)
Making even ONE Monk makes your party objectively weaker!
Common Mistakes
Mistake #1: Making Monk for “Variety”
WRONG!
Temptation:
- “I want to try different classes”
- “Hybrid sounds interesting”
- “Let me make one Monk for fun”
Why It’s Bad:
- Trading 9/10 or 10/10 for 5/10
- Handicapping yourself deliberately
- Making game harder for no benefit
- Missing out on Supreme Healing or Phase Shift
Solution:
- If you want variety: Make mix of Archers + Airmen
- If you want hybrid: Use Ash (Hero has spells + physical)
- Don’t sacrifice Priest/Mage for Monk
Mistake #2: “Monk Has Healing AND Offense”
FLAWED LOGIC!
Player Reasoning:
- “Monk does both healing and offense”
- “Two roles in one character = efficient?”
- “More versatile than specialist”
Why It’s Wrong:
- Priest healing (9/10) » Monk healing (5/10)
- Mage offense (10/10) » Monk offense (5/10)
- Mediocre at two things ≠ excellent at one thing
- Better to have specialists
The Reality:
- Priest (9/10 healing) + Mage (10/10 offense) = 19 total value
- Monk (5/10 healing + 5/10 offense) = 5 total value
- Specialists are 3.8x more valuable
Mistake #3: “High AGI/Move Makes Up For It”
INSUFFICIENT!
Player Thinking:
- “Monks have high AGL/MOVE”
- “Better mobility than Priest/Mage”
- “That compensates for weaker spells?”
Why It Doesn’t:
- Priest doesn’t need mobility (casts from range)
- Mage doesn’t need mobility (casts from range)
- High AGI/MOVE doesn’t make spells better
- Healing Wave still « Supreme Healing
- Thunder Flash still « Phase Shift
- Mobility doesn’t fix fundamental weakness
Mistake #4: Thinking Ninja Is Worth It
STILL NOT WORTH!
Level 20 Advancement:
- Monk → Ninja at Level 20
- “Maybe Ninja is good?”
The Problem:
- Ninja still has same spells (no improvement)
- Still mediocre healing (no Supreme Healing)
- Still mediocre offense (no Phase Shift/Salamander)
- Archbishop (Priest Lv.20) » Ninja
- Enchanter (Mage Lv.20) » Ninja
Verdict: Ninja doesn’t fix Monk’s problems
If You Made Monk Anyway (Damage Control)
Acknowledging the Mistake
If you’ve already made a Monk and can’t undo it (no earlier save), here’s how to minimize the damage.
Optimal Monk Usage
As Hybrid Support:
- Primary Role: Emergency healing (when Priest busy)
- Secondary Role: Offensive magic (when not healing)
- Positioning: Mid-range (3-4 tiles behind front)
Spell Priority:
- Healing Wave (10 MP) - Heal multiple wounded allies
- Thunder Flash (12 MP) - Attack clustered enemies
- Cure Wide (4 MP) - Remove status effects
- Healing Circle (6 MP) - Cheap heal for minor wounds
Avoid:
- Perfect Guard (15 MP - too expensive)
- Mystic Energy (15 MP - too expensive)
- Trying to main-heal (Priest better)
- Trying to main-damage (Mage better)
MP Management
Monk MP Problem:
- Spells cost 10-15 MP (expensive!)
- Monk has moderate MP pool
- Runs out quickly
Solutions:
- Stock Mage Gems (restore 10 MP)
- Use Healing Circle (6 MP) over Healing Wave (10 MP) when possible
- Conserve MP (don’t spam expensive spells)
- Have Priest use Magic Charge on Monk (restore 10 MP)
Formation Placement
Optimal Position:
[Knight] [Knight] [Knight]
[Priest] [Monk] [Mage]
[Archer] [Archer] [Archer]
Monk in center-middle
Can reach front for healing
Can cast offense on enemies
Protected by formation
FAQ Authors’ Consensus
Jeff Chan (Atom Edge)
Rating: 5/10 Quote: “Fairly decent combination of fighter and healer. Though does good job utilizing both attributes, does not excel in either.” Critical Issue: “Main problem: To get it, must give up either Mage or Priest class, both of which are better” Verdict: “If didn’t require characters to give up better class, this class might have actually been more useful”
Syonyx
Rating: Moderate-low tier Focus: Hybrid attack and healing magic Issue: “Usually with high MP cost” Recommendation: Specialists (Priest/Mage) preferred
Final Verdict
NOT RECOMMENDED
Why Monk is 5/10:
- Mediocre healing (never matches Priest)
- Mediocre offense (never matches Mage)
- High MP costs (expensive spells)
- Fatal flaw: Must sacrifice Priest (9/10) or Mage (10/10) to obtain
The Math:
- Opportunity Cost: Sacrifice 9/10 or 10/10 class
- What You Get: 5/10 hybrid
- Net Loss: 4-5 points of value
- Verdict: NEVER worth it
Recommended:
- Make ZERO Monks
- Keep Huxley/Sara as Priests (9/10)
- Keep Eleni/Zohar as Mages (10/10)
- Don’t handicap yourself
“Using Monk for damage not bright when Mage characters so much better. Using over Priest class equally wasteful.” - Jeff Chan
The Only Reason to Make Monk
Valid Reason:
- You want to challenge yourself with handicapped party
- You enjoy playing on “hard mode”
- You find optimal play boring
- You understand you’re deliberately weakening your party
Invalid Reasons:
- ✗ “Monk is better because hybrid”
- ✗ “I need variety”
- ✗ “Ninja sounds cool”
- ✗ “One Monk won’t hurt”
If you want a challenge run or just enjoy playing sub-optimally for fun, go ahead! But understand: Making Monk makes game harder by giving up 9/10 or 10/10 class for 5/10 class.
Next Steps
- DO: Read Priest Class Guide to understand what you’re sacrificing (9/10)
- DO: Read Mage Class Guide to understand what you’re sacrificing (10/10)
- DON’T: Make Monks in optimal play
- Final guide: Armor Class (1/10 - even worse than Monk!)
“Jack of all trades, master of none.”
Monk - The Mediocre Hybrid