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As Mercer says: How do you want to do this?
Way of the Drunken Master XGtE
Despite the name, Way of the Drunken Master has no mechanics related to drinking. If you want your character to pantomime drinking while being totally sober, that is within the rules. Beyond that minor weirdness, the subclass is fantastic. It caters well to hit-and-run tactics which help to keep the monk alive and out of range of direct attacks. However, the only directly offensive option it offers is Intoxicating Frenzy at 17th level. If you think you'll do enough damage based solely on core Monk features, but are worried about staying alive, the Drunken Master is an excellent option.
Way of the Four Elements PHB
Highly customizable, and many of the options are absolutely fantastic. Monks have issues with flight, crowds, and enemies resistant to weapon damage, and way of the Four Elements fixes all of those problems. However, there are only a handful of good options at any given tier, which negates much of the customizability aspect, and the abilities consume your Ki very quickly, competing with core monk options like Flurry of Blows. Also, because some of the abilities allow you to cast a spell you're vulnerable to counterspelling and issues like resistance or immunity to spells.
Way of the Long Death SCAG
Exceptionally tanky, Way of the Long Death makes the Monk very difficult to kill, but lacks useful offensive or utility options.
Way of the Open HandPHB
The "vanilla" option for the Monk. Open Hand offers some excellent, well-rounded options that really help to squeeze the most utility out of the Monk's core abilities.
Way of the Kensei XGtE
The biggest draw of the Kensei is that it opens up some martial weapons to the Kensei. While that offers a minor damage boost and access to reach via whips, the wording of Agile Parry (maybe accidentally) invalidates the Kensei's most notable feature. A smart Kensei will typically forgo one weapon attack in order to benefit from Agile Parry's AC bonus. That means that your weapon is most meaningful from levels 6 through 10, but even then it's average boost of 1 damage per round over what a spear would offer. At higher levels where your AC will generally be better after several Ability Score Increases, the damage difference between your martial weapons and the normal Monk damage die isn't enough to matter, so the AC from Agile Parry is typically more useful. If you use magic items in your game, the Kensei may be salvageable if you can find a sufficiently appealing magic weapon, but that may be a big assumption to make in many campaigns.
Way of Shadow PHB
Way of Shadow takes the Monk, a Fighter-equivalent, and makes them into a Rogue-equivalent. While the flavor is a lot of fun, and some of the mechanics are glashy and exciting, the Monk lacks built-in abilities to capitalize on stealth and surprise, so you may often feel like you are emerging from the shadows to gently tickle an opponent where a Rogue would be emerging to deal a massive pile of Sneak Attack damage.
Way of the Sun Sou lSCAG
The Sun Soul Monk tries to bridge the gap between the Monk's melee capacity and the ranged capacity of a blaster of some sort. The abilities are very sustainable since most of them don't require Ki to use, but without spending Ki their damage is pitiful, so you will frequently find yourself burning through your Ki pool early, then resorting to punching things. I think Way of the Four Elements (possibly with Magic Initiate to pick up a ranged cantrip) does essentially the same thing to much greater effect.
from ( https://rpgbot.net/dnd5/characters/classes/monk/subclasses.html )
I hope monk will have all subclass not just PHB