Ok after playing 1.2 for a bit, I've come to the conclusion that none of the strategies work because every enemy has the ability to undo ANY progress made in the fight in a single turn.
Every fight's basically a puzzle instead of a fight but they're all REALLY annoying puzzles that take actual years to complete. Complete, not solve. You can get the solution in a few seconds, but it requires a trillion turns to successfully do. The enemies ARE predictable... until they aren't. Taunt enemies most likely taunt once someone reaches 50%, mage enemies barrier with the same trigger, healers heal on it too. Healers seem to prioritize reviving over everything else but that'll never happen because the second someone reaches half health, a taunt gets put up, a barrier gets applied, the guy gets healed to 150% of their max HP, and the rat builds a fucking barricade with almost a THOUSAND HEALTH at level 16. (I think there can only be 4 enemies at once so that technically can't happen, but barricades taunt and there's enemy compositions with a healer imp, a slime mage, and a rat so the point still stands)
The ONLY way to deal with half of this shit are with items. Items that you only get from winning fights and buying them from the shop. Which usually take 50 bajillion turns to win because every enemy can do 5 different things to counteract anything that you can do.
It's not really a good feeling at all. I mean, I just had a fight that I THOUGHT I could win until the rat shat out a 950HP Lvl 16 Barricade which gave the mage enough time to drain the fuck out of my team... How is that even fair? I need money to counter this shit, but in order to get money I need to win fights, but winning fights requires countering this shit, and in order to counter this shit I need items OR to gamble and hope I hit a 25% stun 80 times in a row (statistically impossible btw) before the rat/tinkerer completely removes any and all strategy with a SINGLE barricade or structure. I can no longer decide what to do because I HAVE to attack and kill the barricade before I am allowed to do anything else or I NEED to kill the drain totem or else everyone hits lvl 1 and I die.
The game's unique in it's concept but I can't say that the execution is good at all. It needs some heavy balancing or something. I mean you've put effort into it and it looks good and all, but dear god is it painful sometimes. I find myself refreshing the page every time I get a wandering boss because it's a guaranteed loss without the proper items. Like the tutorial pretty much says something along the lines of "prioritize your targets" but that's completely irrelevant when EVERY enemy is top priority. When EVERY enemy on the field is level 20, and EVERY enemy has 10 different ways to screw you over, how do you decide which one to kill first? There are NO weak links, no weaknesses to exploit. And the ones that are there take a long time to actually exploit them. And increasing you level barely helps at all because the levels of the enemies you fight is the AVERAGE of yours. I feel like a complicated math equation is probably required to determine the level of the enemies.
However, I do have to give this game props on a few things. This game's balancing is STILL better than Tales of Mystra's balancing (Those who know know). And no I will not elaborate on that. The idea is also very cool and I DO like that about it. I also need to mention that it's probably not a very good feeling seeing someone write all of... this. About a game you made, but at the same time it's necessary. It's a necessary evil because you, as a game dev, need to know what went right and what went wrong so you can improve. User feedback is incredibly important even if you don't always look forward to getting it. I'm sorry.