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I'd suggest Hound-Ves-Bounty-Leper. If Leper gets pulled, you can just hook the Siren forward or punch the Leper backward, rendering Leper's aid to her essentially non-existent. For the rest, just mark-hit with Hound and Bounty.
You could try to give your party debuff resistance (Siren's charm is a debuff essentially), or at least give it to those members you least want to get charmed.
Another thing you could do is to have a stunner team, so if one of your stronger team members gets charmed, you could stun them instead of hurting them to stop them from attacking the rest of your team.
It's nice if he doesn't get an attack before you get to try to move him, but if you don't, or if you miss or fail to move him, you can easily end up really screwed really fast.
I'm pretty sure they fixed that. You used to be able to use an Antiquarian and jack up everyone else's debuff resistance and Siren would almost always pick Antiquarian.
If you've tried that recently it just doesn't work.
Just killed the Siren on my latest run and she always tried to charm the same hero, the one with the lowest debuff resistance. So while Holy Water can no longer be abused to make the Siren a complete joke one can still influence which hero she tries to steal away.
Ouch!
The strategy is to cross fingers when one of them gets hypnotised and hope that he'll use nothing but his poor heals (even on Siren, that's not a big deal). After Crusader's mind clears you just spam Holy Lance on Siren until he gets back in front.
You might even try VES | 3 CRUS comp, but that's quite risky.
VES | (ah crāp i dont remember) | 2 CRUS worked well for me. It might take a while for them to defeat Prima donna, but if you pick someone who can deal lots of damage to her for the third pos., it might go much faster.
Hooray for dumb luck!