I love the idea of Monk and think it would have a solid place in the meta if its ability lasted longer. It would counter a lot of the projectiles used in the game along with the dagger princess, but right not its simply not enough for the 6 total elixir cost.
The Monk to me is also a very, very solid card by itself, so the 5 elixir is justified. The third hit that does 600+ damage at lvl11 and pushes troops back is so awesome, but the ability is kind of bad since it can’t deflect Rage, Zap, Poison, and has a slightly longer activation time than you can react to if you see a rocket or goblin barrel.
Buffs I would personally add as someone who likes running Monk in casual 1v1s:
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-40% ability activation time. Should give players plenty of time to react to a newly used rocket/barrel. Right now it’s just a touch to slow to catch a rocket by itself without a predictions or if you are watching like a HAWK at his king tower
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Should deflect full arrows again… if you place down a princess + monk and they arrow, the princess still dies if they aren’t right next to each other but still close…
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Rage isn’t deflected. Raging a deflecting monk should rage the monk and any surrounding cards, basically giving your opponent a rage
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Zap isn’t deflected. Can simply just make this do 0 damage to Monk + other cards, and just have a discharge effect, similar to the one the evo tesla has. Just makes more sense than two have the zap deflect as a normal zap, becasue where would it go?
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Poison isn’t deflected. It should be converted a longer but slower paced healing spell if a monk is within it.
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Goblin curse isn’t deflected. If deflected, I think maybe 3-4 goblins should come out of the ground, and the effect goes away.