Thundering Earth Spirit:
1.) Rapana Whelk: Ooze, Goo, Dive
2.) Darkmoon Zep: Missile, Decoy, Bomb
3.) Lowbie, but try and make it at least a 15 - preferably a 20'ish.
Whelk vs. Earth Spirit:
Lose turn, Goo, Dive, Ooze: - Earth Spirit dies.
Whelk vs. Slime:
Goo, Ooze, Ooze: Whelk dies.
Bring out the lowbie for a turn. If the lowbie has a useful ability and can survive a hit from the Slime, use it.
Otherwise, immediately swap in the zep.
If the Slime still has a good bit of health left, drop decoys before using bombs and missiles on cooldown.
When the Slime dies, that's when things get real.
The Mole will come out and pop his shield, then burrow.
Use that opportunity to drop a bomb on him when he shields, then pass during burrow.
Eat the burrow hit (usually it's a miss), then pop decoy.
Then use bombs, missiles and decoys on cooldown, trying to keep from getting hit by his suicide smash.
If you're very lucky, you'll kill him before he kills you.
Usually, though - even if he kills you, you'll get a revive.
And if you're very unlucky, well... there's always next time.