Shielded (Aegis) (buff): The next attack dealt this target is reduced to zero. Damage over time effects remove the shield. The shield does not expire, but instead stays until a source of damage hits it. A Debuff from the attack will still take effect. Armor-piercing (effect): The attack pierces Armor, that is, it ignores the Damage Reduction granted by the target's Armored trait and deals full damage. DEF+ (buff): Affected target has a boost to DEF stat, reducing the amount of damage they take for the next 3 turns. Additional application of the effect refreshes its duration. The amount DEF boosted is based on the level of the skill. Energy Gain (effect): The hero gains some extra energy, which is required to use their special attacks/abilities. Field Dressing (buff): Regenerate health every turn. Haste (buff): Affected target takes a second chance on their turn and has an increased Dodge chance until the end of the next turn. The Dodge chance is based on the level of the skill. Heal (effect): Some health (HP) of the target is restored, up to max health. Disease and other debuffs can lower the healing rate or prevent heal at all. The Skill (SKL) stat of the healer increases the heal effect. Constructs (except the Living ones) cannot be healed. There is a chance to score CRIT Heals that heal 2x the amount of a normal heal. An animation of floating green "+" signs indicate the heal effect. Regeneration is a similar effect but recovers a little health over time. Paralysis (debuff): Target has a chance to lose next turn and take damage. A high Light Resist value helps to prevent this debuff.
All allies heal [25/35/50]% of their maximum health when inflicted with Frozen. Enemy and ally skills inflicting Frozen on allies will trigger this effect. The gained health depends on rank (I-III) of this trait.
Melee physical attack on target enemy, OR heals target friendly construct, OR target ally gains a class-specific buff (Tanks get DEF+, Healers get CRIT+ and SKL+, Casters get +1 ENERGY, all others get ATK+.)
Silences all enemies and Buffs allies' Damage. This Hero gains stacks of Storm Power equal to the number of Light or Honorbound Heroes on the team. Starts Powered. (The Empowered Buff to applied to all allies and the caster to double (2x) their damage.)
Sifu Jianzhi can be countered by making use of the following traits and special attacks:
Assassins with Sifu on team cannot penetrate shields from Shielded buff with Sifu's Secret Technique but they ignore Invincibility shields (Gorgons) and Drakk the Warlord's Barbarian shield (from his Unbridled Rage ).