I as 118 level hero also failed on bases and most common reason was indeed phoebe beast. Raiding with three offensive boosts made rest of the base doable. You arrive with an army, but phoebe seems to have armageddon range 10, so any normal troop vanishes in a blink of an eye when in range.
Even ogres and wolfs got killed pretty fast, since as a bonus, that beast summons a lot of heal pools within no time, which keep him there with full health. Hero must push him all the time away from those pools to stand a chance to kill him. Even beating that beast means often end of raid, since just before dying a new armageddon is casted, leaving hero without troops (or worse, even killing hero).
Here what some players do when having toxic cloud. Hit toxic to activate slow down effect and push phoebe into your army and hope it to get killed. Another common way is to push phoebe past your troops and hope to beat gate before tent is destroyed.
Now a better way, you need to protect troops like wolf and ogre with shield spell, just before you start to push phoebe into your army and scream, push phoebe away from heal pools and you beat it with troops alive, but low health points. That’s no problem, use shield to regenerate some health and they will survive.
Now my 5 cents. Range 10 is absurd, no troop has that range, range should be max 4-5. Also after summoning a heal pool a cool down of several seconds should be applied before a new heal pool can be summoned. Last but not least, troops should not die by just one or two strikes from any beast.
So yes, I also wonder why flare didn’t balance phoebe beast. A serious answer would be welcome. In defense, this beast is well overpowered. I know that high level howl or Fritz is even more hard, but for medium and low level players, this phoebe is way too strong. So under the number of so called rebalancing, do change phoebe. One beast should not protect a relative weak defense. Towers, troops obstacles, combined with beast should do so, not the beast only.