Having a free or incredibly cheap perfect defense might also do the trick... and by the time we get there, that'll be a real possibility for our peer opponents. Sidestep only costs 1 at mastery.
Sidestep also loses them the initiative so we just get to attack again without them ever getting a chance. Given our new Rune on our main weapon, it's probably even worse than that and we might get to attack them twice in the time it takes to Sidestep once.
But cheap or free perfects without that down side are definitely another way to survive, yeah. Of course, once we know about those, we can probably work around them. By the time we have that we also almost certainly have free 3d6+3 Firebomb Strikes, and while those do less damage (unless we've eaten a berry), they're pretty terrifying and counter a lot of perfects by virtue of being AoE.
We'd honestly probably alternate between the two the first round (after which we'd go with whichever caused them more trouble), which would be real ugly for the people we fight given we get two attacks to their one, so even their ability to defend against one of the two isn't getting them ahead.
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Hmmm. Looking that over, maybe we should replace a couple of actions in this turn with Firebomb Strikes (since we're using a berry anyway)...they'd have better dice and cost less for the same damage...I'm gonna leave the high die 'smack them out of the air' stuff as Power Chops in case they do have some fire resistance (which seems plausible given they were sent for us, and is why I'm not replacing all the Power Chops), but I'll replace the 1d attacks. That ought to be a good balance and the die difference matters more there...
Looking back on the plan, it maybe should've involved some Firebomb Strikes from the beginning, but I'm still not used to them only being 2 Orthstirr and the berry wasn't in the first version (and without the berry the Honed Power Chops + Lightning do more damage).