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Fighting Deleb is quite challenging. She has a strong army and a ballista.
The main task in a duel against her is to preserve as many archers as possible. The "Tactics" ability doesn't work well against her, so we cover the archers with everything we can (it's best to place them in the corner of the map, protect them from the side with Ents, and in front with Dancers). We divide the Druids (29+1). We protect the 29 Druids standing next to the Ents with Unique units and Dryads.
Now, about the tactics.
Deleb has two main dangers for the archers:
1) 60 Imps with high initiative (they almost always go before Ossir's archers). They shoot quite powerfully - about 20 archers per shot, so it's best to eliminate them first.
2) The ballista - it shouldn't fire at all; it's the first target for the Druids.
Cave Lords also pose a threat, but their initiative isn't great, and at most, they can cast one Meteor Shower (few use Fireballs). But there's a good chance that the spell will be deflected.
Therefore, the battle usually unfolds like this:
Nightmares attack first and continue until they die.
Dryads and Dancers go into defense and, while alive, protect the Archers and Druids.
Devils steal mana and cast Gate. After Gate, they run into attack.
Cerberuses attack.
Imps shoot at the archers (-20 archers).
Archers prepare to attack, teleporting so that they can reach your troops on their next turn or summon Cave Lords.
Archers attack the Imps (if lucky, all 60 will die with one attack; if not, about 40 will die, and the remaining 20 won't be as dangerous).
Druids (29) attack the ballista (the ballista is destroyed).
Unique units attack Nightmares and Cerberuses.
Ents are usually still asleep.
Demons cast Gate and then hobble into attack.
Stage 2
After the ballista is destroyed and the Imps are eliminated (or their ranks are significantly reduced), the main goal is to prevent Cerberuses and Devils from reaching the archers. If the Cave Lords haven't had time to cast Meteor Shower, we attack them. If they have already cast it, then forget about them; they only have enough mana for Disruption Ray. Archers and Cerberuses with Devils remain.
Usually, by this point, half of our army remains. The Dancers and Dryads are gone. Unique units and Druids are heavily damaged, and there are about 50 Archers left.
Now, we need to play according to the situation. If the Ents and Unique units catch the Cerberuses and Devils, we can let the Unique units attack the Archers (there's a good chance they will Blind them). If the Archers summon Cave Lords, we need to make sure that there are as few of these creatures as possible by the time their turn comes. We don't need a rain of fire. We shoot at the most dangerous targets with the Archers. The more archers remain by the end of the battle, the greater the chance of victory. It would be very helpful to cast "Haste" and "Wrath" on the Archers and "Stone Skin" on the Ents and Unique units.
With a well-calculated strategy, the battle can be won with a high probability, even if you're unlucky with the first turn, luck, and the Unique units' Blind ability.
The main thing is to protect the archers - in a battle with Deleb, they are the main striking force.
That's basically it. If you need more information, I can show you how to fight Deleb on YouTube. It's better to see it once than to hear or read about it a hundred times