Rework Idea - Sifu Jianzhi (+minor reworks for Zen, Aria and Hansuke)

Sifu is one of the weakest Heroes in the game right now, and his intended role as some sort of healing glass cannon has been pulled off very horribly. These changes will strengthen him and will try and give him a place in the meta.

Firstly, to buff Sifu (and indirectly the other Asian-esque Heroes), my subsequent rework ideas may feature the Oriental race trait.

Oriental heroes are pretty much all those Heroes who look Eastern in nature, and they include:
  • Samurai Takumi
  • Sifu Jianzhi
  • Yokozuna
  • Shadowblade
  • Masuta Kira
  • Aria
  • Zen
  • Hansuke Undying

All Oriental heroes manipulate Chi, basically the Empire's own take on those Barbarians' Rage. Chi empowers Traits and Abilities, and are gained or used through different ways depending on the Hero. Chi starts off at 3 stacks at the start of every room, and a maximum of 10 Chi stacks can be gained.

Sifu Jianzhi v2
Class: Oriental Healer Warrior
Stat Changes: +HP, +ATK, +SKL

Traits:
Pressure Points - Sifu does +50% (+10% per stack of Chi) damage to Shocked or Paralyzed enemies. Chance to inflict Paralyze on CRIT.
Artful Dodger I - Sifu has 20% chance to Dodge attacks. If Sifu dodges an attack, the target receives -12.5% (+1% per stack of Chi) ATK and DEF.
Dragon’s Dance - Grants +15% ATK and SKL, as well as +5% CRIT to all Oriental allies.
Chi Practitioner - Stores Chi through unique methods and releases it to amplify attacks. Starts Dungeons with 3 Chi and has a maximum of 10 Chi.

(1st Ascension)
Artful Dodger II - Sifu has 25% chance to Dodge attacks. If Sifu dodges an attack, the target receives -17.5% (+1.5% per stack of Chi) ATK and DEF.
Lightning Flow - Sifu has a +5% (+2% per stack of Chi) chance to dodge attacks from Shocked enemies (can exceed maximum Dodge rate), while also never missing against Shocked enemies. Oriental allies never miss against Shocked enemies as well.

(2nd Ascension)
Artful Dodger III - Sifu has 25% chance to Dodge attacks. If Sifu dodges an attack, the target receives -25% (+2% per stack of Chi) ATK and DEF.
Static Electricity - At the start of each turn, Sifu purges one buff (and lowers Rage by 1) from Shocked or Paralyzed enemies. Buffs purged increase by 1 for every 5 stacks of Chi stored. (max. 3 buffs purged with 10 stacks of Chi)

Abilities:
Lightning Kick (replaces Kick) - Basic attack with +5% chance to CRIT and has a 30% chance to inflict Shock. If the attack CRITs, Shock chance is tripled and Sifu gains +3 Chi.

Thunder Shower (replaces Feet of Fury) - Sifu initially applies Shock on an enemy, then does five melee Physical attacks, each attack dealing [34.5% ATK] base damage and having +2.5% chance to CRIT. Upgrading increases the damage output of every attack to [37.75% ATK] base damage. Sifu gains +1 Chi for every Thunder Shower strike that CRITs.

Chi: Damage increases by 5% for every stack of Chi.

If Thunder Shower kills its target, its Cooldown is reduced by 4. Sifu gains +3 Chi while all other Oriental allies gain +1 Chi if Thunder Shower kills.
Cooldown: 5

(1st Ascension)
Electric Infusion I (replaces Heal Ally) - Sifu Heals an ally and himself, increasing both targets’ ATK, DEF and SKL by 15% of Sifu’s own. The stat boost is increased to 30% for Oriental allies and grants them +1 Chi. Starts powered.

Chi: The heal uses up to 4 Chi, with the Heal value increasing by +[31.25%] per stack of Chi used up.
Cooldown: 3

(2nd Ascension)
Electric Infusion II - Sifu Heals an ally and himself, increasing both targets’ ATK, DEF and SKL by 20% of Sifu’s own. The stat boost is increased to 40% for Oriental allies and grants them +1 Chi. Starts powered.

Chi: The heal uses up to 4 Chi, with the Heal value increasing by +[40%] per stack of Chi used up.
Cooldown: 3

Rising Sun (replaces Rampage) - Sifu strikes an enemy and another other random enemy for [80% ATK] base damage, inflicting Magnified Light for every attack. All allies are then Healed for 20% of the total damage dealt by Rising Sun, with Oriental allies being Healed for 40% of the total damage instead. Sifu then gains +2 Chi while all other Oriental allies gain +1 Chi.

Chi: Rising Sun uses up all existing stacks of Chi. Every 2 stacks of Chi consumed increases the amount of attacks done by 1. (Max 7 with 10 stacks of Chi)
Cooldown: 5


Comments: Sifu's added synergies with the Shocked and Paralyzed debuffs, along with his Healing and stat boosts allow him to become a rather effective support and attacker. All of this is further amplified by the presence of Chi, which strengthens his abilities and traits. He can be an offensive support who can choose to either go all out and blitz foes with +ATK runes, or he can choose a more helpful role, buffing allies constantly with +DEF and +SKL runes.

Passives:
  • Pressure Points is Paralyzing Master + Shock Bane + Paralyze Bane combined. It serves virtually no other purpose but to make Sifu more powerful and to allow him to benefit from the larger amount of debuffs present in the game ever since his release (at the very start of the game, if I'm not wrong). Also, Chi increases the damage boost up to 150%. Pair Sifu up with Shocking heroes to maximize from this.
  • Artful Dodger is essentially a stronger, more multi-purpose Shifty, and it acts as a miniature version of Aria's Dodging + Counter, except that instead of dealing damage in return, Sifu debuffs enemies who miss him. Works for any ability Sifu dodges, so AoE Heroes beware! Perfect Swing will wreck him, though.
  • Dragon's Dance exists just to allow Sifu to have synergy with other Oriental heroes. It's an uninteresting buff, but it's good enough for the Empire to be great again. Most of the other Oriental Heroes will have a trait like this, so they can be mixed and matched around, especially since there will be 8 Oriental Heroes.
  • Lightning Flow prevents any of those pesky Rogues or Evaders from avoiding Sifu and his Oriental teammates when they are Shocked. It also allows Sifu to hold his ground against several foes if he has them Shocked, as it has great teamwork with Artful Dodger's effects. Shame that Sifu doesn't have a Taunt, but maybe with certain Heroes...
  • Static Electricity places Sifu in a niche spot - he automatically purges buffs from any Shocked or Paralyzed enemies at the start of each turn, and the Chi Sifu generates increases the number of buffs removed. It also reduces Rage by up to 3, so Barbarians won't remain so threatening as PvP battles go on. Can possibly make Sifu more popular in a full Oriental Offense or Defense team to counter Barbarian teams, especially since Sifu can inflict Shock and Paralyze very easily.

Abilities:
  • Lightning Kick has a slight CRIT boost and almost guarantees inflicting Shocked if it does CRIT. With Sifu's increased SKL, landing CRITs should be easy, and it also generates large amounts of Chi for later use.
  • Thunder Shower is a much more powerful version of Feet of Fury, since it attacks five times and triggers Shocked five times as well, due to Shocked being applied before the flurry begins. Additionally, he can potentially gain up to 5 Chi for every Thunder Shower attack which CRITs, and if Thunder Shower does kill (It most likely will), its Cooldown is basically removed for another burst, and Sifu generates a large amount of Chi for himself and his Oriental friends.
  • Electric Infusion helps Sifu to maintain a bit of a supportive / fighter role, Healing an ally as well as increasing both his and the ally's stats. Having large amounts of Chi increases the Heal to rather absurd levels (+125% at Rank I, +160% at Rank II).
  • Rising Sun becomes a rather potent tool for both debuffing and Healing, due to it both inflicting Magnified Light and having a "lifesteal" effect for every ally. It also generates even more Chi for Sifu and his Oriental gang for more shenanigans with Electric Infusion and Thunder Shower. If Sifu manages to save up to 10 Chi, he can have up to 7 attacks with this ability, and with each one potentially inflicting Magnified Light, the unfortunate enemy might unintentionally become a Heal bot for Sifu and his team.

Now, at this point I should be completely overhauling the rest of the Oriental heroes, but three of them (Zen, Hansuke and Aria) actually have rather decent skill-sets and abilities, so they will only be receiving minor changes.

Aria:
Class: Oriental Legendary Rogue
Traits:
  • Quick Starter II -> Swift-Winds Chi - Starts all Dungeons with +2 energy to all special attacks. All Oriental allies start all dungeons with +1 energy to all special attacks and +1 Chi.
  • Speed of Light Team -> Draconic Swiftness - Light team members gain +5% ATK, +5% DEF, +5% chance to Dodge. Oriental team members gain +20% ATK, +15% DEF, +10% chance to Dodge instead.
  • NEW: Chi Practitioner - Stores Chi through unique methods and releases it to amplify attacks. Starts Dungeons with 3 Chi and has a maximum of 10 Chi.
  • Dodge This! now grants +1 Chi to Aria if she Dodges an attack.
  • ADDED EFFECT: Inhuman Reflexes - 25% (+1.25% per stack of Chi) chance to get an additional attack when countering.

Abilities:
  • Provoking Poke grants +1 Chi to Aria for every Provoked enemy who attacks her.
  • Sand in the Eyes now deals +5% damage and has +1.5% CRIT chance for every stack of Chi. It also grants +2 Chi to Aria and all Oriental allies.
  • Hurricane Flurry now has a 25% (+2.5% chance per stack of Chi) chance to grant Dodging and +1 Chi to all Oriental allies.
  • Primed Twist now uses up all existing stacks of Chi. Every stack of Chi used increases Dodge chance by +0.5% and retaliating damage by 5%.

Hansuke Undying:
Class: Oriental Undead Warrior
Traits:
  • Kenjutsu now has a +2.5% activation rate for every other Oriental hero on Hansuke's team, and when an attack is successfully parried, grants +2 Chi.
  • Undead Avenger -> The Avenger - Hansuke gets +ATK for every dead allied Hero, and will do a revenge attack on an enemy who kills one of his allies. He will do 2 revenge attacks if the allied killed was Undead or Oriental. Each revenge attack grants +1 Chi to Hansuke and all other Oriental allies.
  • NEW: Dragon's Scales - Grants +15% DEF, +15% SKL and +10% chance to Counter attacks to all Oriental allies.
  • NEW: Chi Practitioner - Stores Chi through unique methods and releases it to amplify attacks. Starts Dungeons with 3 Chi and has a maximum of 10 Chi.

Abilities:
  • Iaijutsu Strike now uses up to 5 Chi, and does +10% damage for every stack of Chi used. If 5 stacks of Chi are used up, purges another debuff other than Taunt. The attack also grants +1 Chi to Hansuke and all Oriental allies.
  • Blade Fury now has a 25% (+2% per stack of Chi) chance to do a 4th attack. If Hansuke has more than 8 stacks of Chi, Blade Fury does a guaranteed fifth attack if the fourth attack triggers. Critical hits from the ability have a 50% (+2.5% per stack of Chi) chance to inflict a Wound.
  • Wrath of the Fallen's ATK buff is doubled for Undead and Oriental allies. It also grants +1 Chi to Hansuke and all Oriental allies.

Zen:
Class: Fast Oriental Healer
Traits:
  • Light Heart -> Dragon's Heart - All Oriental allies get +20% HP and heal 2.5% of their HP every turn.
  • NEW: Well of Wisdom - Damage dealt with an element advantage is increased by 10% (+1% per stack of Chi that Oriental hero has) for Oriental allies. Additionally, Zen generates +1 Chi at the start of every turn.
  • NEW: Chi Practitioner - Stores Chi through unique methods and releases it to amplify attacks. Starts Dungeons with 3 Chi and has a maximum of 10 Chi.
  • Revenge attacks caused by Beloved now deal +50% (+5% per every stack of Chi Zen had before dying) damage to the killer.

Abilities:
  • Pop and Cover has a +5% (+1% per stack of Chi) chance to CRIT. If Pop and Cover CRITs, Zen provides an Aegis Shield to all allies. Oriental allies receive both an Aegis Shield and a one-turn Impervious trait.
  • Safe Haven is swapped with Group Meditation. (JackHallow has constantly been talking about this change, and it sounds good, so why not.)
  • Group Meditation now heals for less and requires 3 Chi to be consumed. It grants Silence Immune to all non-Oriental allies, and instead grants immunity to all debuffs to all Oriental allies. Also grants +1 Chi to all other Oriental allies.
  • Safe Haven now requires 3 Chi to be consumed. If casted on an Oriental ally, that ally also gains +50% Damage Reduction for two turns and gains +3 Chi. Starts powered.
  • Enlightenment now requires 5 Chi to be consumed, and its Cooldown is reduced to 5. The speed increase is lowered, with Normal speed Heroes having Fast speed and Slow Heroes having Normal speed. If targeted on an Oriental ally, that ally gains +2 Chi.
Member of Hooligan Resort. Victim of timezone troubles.

Level: 34
Fav. Heroes: Hansuke, Masuta Kira

Comments

  • I am in love with this idea, maybe vibrating palm will be replaced with chi orbit which would make a chi orbit for each chi he had, when attacked it would shoot chi orbs until the attacker died (if he had 10 chi orbs And it took 4 chi orbs to kill the attacker he would be left with 6 orbs, dim mak would be replaced with chi up flow which would attack the target and generate 1 chi for himself for each buff/debuff on target, and maybe nife storm would also shoot one enemies an additional time for each orientional ally on the team...

    All hail the Jabberwonky-JarJar,Jabber,Jibber
    May the side of fun and nonsense reign supreme!!
    Fun Is the most important aspect of games, don't underestimate future meta heroes...
  • I am in love with this idea, maybe vibrating palm will be replaced with chi orbit which would make a chi orbit for each chi he had, when attacked it would shoot chi orbs until the attacker died (if he had 10 chi orbs And it took 4 chi orbs to kill the attacker he would be left with 6 orbs, dim mak would be replaced with chi up flow which would attack the target and generate 1 chi for himself for each buff/debuff on target, and maybe nife storm would also shoot one enemies an additional time for each orientional ally on the team...

    Zenyatta? Why are all monks kicking healers? (Kharazim from HoTS too)
  • toothlessmontoothlessmon Member
    edited May 22
    I am in love with this idea, maybe vibrating palm will be replaced with chi orbit which would make a chi orbit for each chi he had, when attacked it would shoot chi orbs until the attacker died (if he had 10 chi orbs And it took 4 chi orbs to kill the attacker he would be left with 6 orbs, dim mak would be replaced with chi up flow which would attack the target and generate 1 chi for himself for each buff/debuff on target, and maybe nife storm would also shoot one enemies an additional time for each orientional ally on the team...

    Zenyatta? Why are all monks kicking healers? (Kharazim from HoTS too)

    I'm confused... Who's zenyetta, and I don't think they are kicking healers, some heal, I mean look at wow they heal so do the other blizz monks... But they all have different definitions I mean it depends what they are monks of.
    All hail the Jabberwonky-JarJar,Jabber,Jibber
    May the side of fun and nonsense reign supreme!!
    Fun Is the most important aspect of games, don't underestimate future meta heroes...
  • Zenyatta and Kharazim are Blizzard monks from Overwatch and Heroes of the Storm who both kick and heal.
  • Zenyatta and Kharazim are Blizzard monks from Overwatch and Heroes of the Storm who both kick and heal.

    Ooh... I have never played those games, and I thought you were talking about some kind of healer hunter (deals increased damage to healers)
    All hail the Jabberwonky-JarJar,Jabber,Jibber
    May the side of fun and nonsense reign supreme!!
    Fun Is the most important aspect of games, don't underestimate future meta heroes...
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