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There's another enemy later on in the game that will also call for reinforcements if you try to take them down one at a time.
Looking back, I get the sense now the fight is there to teach the party the importance of different elemental attacks, debuffs, and resistance gear. Whips end up not being effective because of how the monster groups split up, so it comes down to AoE spells, boomerangs, and Monster Pile-on spam.
Levels were the same as yours, party was Hero, Monster Wrangler, Thief->Sage, Priest, so I was able to get buffs up pretty quick which helped a lot.
Once I had the strat down: picking off the green shadows (Crackle/Zapple), killing the middle dying flame then the far right. (Because you want reinforcements to slide left and group up. ), then using Sizzle (why the hell are they weak to fire?) To kill the group... a son as they turned orange they spammed whack.
Mind you, my sage came from Gadabout so they have nearly 200 luck. Bouncing back from even one fatality is painful in this game.
Two attempts later I won painlessly only because of missed whacks. RNG is super fun, right?
Diemonds prevent Whack and Thwack from landing on you. You can farm them, or buy them for 800 from several different towns.
Pumping up Boomerang users like the Hero or Thief with Oomph (or Oomph Powder) is going to do wonders offensively. If the Cleric and/or Sage have nothing better to do, adding Sap to isolated targets will help the Boomerangers kill those targets quicker.
If nothing else, there isn't any reason to rush doing this fight since it doesn't gate any progression beyond getting all 6 Orbs and helping to progress the Merchant Town. At least until your options are fighting this boss, or going after Orochi, the Boss Troll or the Blue Orb.
That's why I took out the black ones first.