The Shaolin need a repositioning ability
I'm frustrated by how hard it is to make Shaolin combos work against an opponent playing reasonable moves. There's no way to get more than 2 combo points without someone ending their turn in your attack range or using a combo potion, which makes the combo system feel more like an afterthought than a key part of gameplay like I want it to be.
I know they're trying to fix the Shaolin team by buffing the Poisoner, but I'd like to suggest a different path. Instead of adding straight damage, increase the potential for combo plays by adding some way to move enemy pieces around the board. There are lots of examples already in the game. For example, consider what kinds of plays you could make if the Monk could knock back like a Knight can. You could set up a killing zone with a Poisoner and Windblade, then move Monk, knockback, Poisoner attack, Windblade attack, stomp with Monk.
This feels a lot more fun to me than having a Poisoner that is trending towards being much like an Archer, with solo gameplay focusing on move shoot shoot shoot peekaboo. If you look at the above example, the Shaolin team would produce lots of damage, but it would take setup time and there would be counterplay for the opponent. You could block the knockback, you could kill one of the units that is part of the trap, and so on.
I'd say that the best place to put a repositioning move on is the Windblade, as the unit is clearly pretty weak right now and its bounce damage is really not relevant to most plays. I suggest replacing that bounce effect with a repositioning effect.