Hit and run was a formidable tactic in the second Heroes game. And it was because of this that in the third game, a hero who fled or bought his way out has not a FULL turn, but only the remainder of the turn he had already used. A particularly sophisticated tactic was "hit-and-run through a well," where the fleeing hero would also visit a well along the way. By the way, this is why the ability to revisit wells was later removed.
In the second game, there are three types of hit-and-run: classic (offensive magic), "aikido" (using blow - an extended attack of dragons and some other units), "magical aikido" (berserk or hypnosis, possibly with the use of blow). In both the second and third cases, the damage is inflicted by the ATTACKED unit, so from a purely formal point of view, if a blow is used, and 1 damage is inflicted on the dragon, it retaliates and eliminates a 15-unit hellhound squad (and if another squad was behind that squad, and 200 damage was inflicted on it - well, that's just your own units attacking).
That's roughly how it worked...

Орден Феникса – харизматический :) лидер