Dungeon Settlers Combat Guide: Pause, Positioning, Status Effects & Survival
The biggest beginner upgrade is to stop playing it like an action RPG. Pause, read enemy abilities, place the front line deliberately, keep ranged units out of dangerous cones, and spend skills to prevent damage rather than only to increase DPS.

The combat model
Combat uses real-time with pause and has no turn or round limit.
The system supports stun, bleed, burn, provoke, vulnerable, charge attacks and summons, with positioning and enemy weaknesses central to the design.
Four habits that reduce wipes
Pause on first contact.
Move fragile ranged characters before casting if an enemy telegraphs an area attack.
Use control to prevent dangerous actions, not just to pad damage.
Keep healing available for downed allies instead of spending every consumable on chip damage.
Downed does not mean safe
In pre-release builds, a downed companion may need an aid kit before bleeding out. That makes triage part of combat rather than an afterthought.
Build around encounters
A sword, club and bow can offer different active tools even when basic damage looks similar. Equipment should be evaluated by what tactical problem it solves, not only the headline attack number.