Truthfully, I would rather level up and then come back. Or he could add elemental affinities like the fire girl, havent found her yet being very effective against the driad and stuff. Or elemental attacks. Or like a equipped item or you could change like the horn color to red horn which increases crit chance/crit dmg etc.That's a holdover from Pokemon, and is implemented there (and here) to ensure any fight against a higher level opponent isn't a certain loss for the lower level mon.
Perfectly static systems like that with no RNG can work, BUT they require a lot of complexity to make them fun to tinker with. Fun stops when the learning does after all. Corrupted Saviors is a good example of what a well-tuned static combat system looks like in action, and while I love that game to bits, it's dense as fuck and would make a poor match with this game's vibe and direction.
Edit: Should I interpret that as you adding some Rubberbanding, Devil? Or was it just a misplaced/misvalued variable?
The problem I keep facing is that I calculate my damage their damage and then reach a conclusion with which girl I fight for her to win. But if the enemy evades once, I am just praying my girl also evades or she dies. Im not really made for these types of games with rng, its still acceptable but having the enemy evade 5 times in a row and losing a very difficult battle because of that triggered me to make a comment.