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The Scarecrows are a good example of this. That terrify aura on Tactician can be nasty. A few Earth resistance potions later and its nothing.
But as far as glass cannon stuff goes, the soul-mate Undead combo works really well, if you're willing to spend a looot of gold on potions, or penny bun mushrooms, empty potion bottles are really valuable. I love the crafting stuff in this game, changes everything.
1) 4 corpses + Necromancer - one shot.
2) Teleport away twice to reach Jahan - one shot/two rounds one shot.
3) Shackles of pain + high hp/a simple living on the edge + self damage = one shot.
4) Shackles of pain + biggest healing potion = one shot.
5) Water dude can just spam healing on her -> one shot.
6) High ground + double ballistic shots aka ranger attack (via skin graft) + stun arrow -> one shot/gg cause stunned.
7) Lizard + anti fire potion = 100% damage resistance = ez tank for 1round - just kill her after she spends all turns.
8) telekinesis abuse… (not recommended)
P.S I consider “one shot” as dead on your turn/dead during first round.
Teleport her out of the pit and towards your most durable character (make sure he/she won't be killed in one turn, you can temporarily equip shield on your two-handed knight cuz his/her only mission here is to stay alive). Your fragile ranger and mage should be standing high upon the ruins next to it. The battle within the pit is now triggered, yet Alice herself will be chat-locked with your tough guy. Now solo all totems with your teleport guy (which should be quite easy).
Alice without the help of the terrain & totems should be quite easy to be locked down. Both the [Geomancer + Torturer + Worm Tremor] combo and [ranger + knockdown arrow] can lock her down. Her physical armor is quite low so it's not hard to perma-lock her with a ranger.