The Shambler is easily more dangerous than most other bosses, and it is best to finish the quest first before summoning it as the party will likely be in very poor condition afterwards.
Prepare for the party to be shuffled repeatedly: the fight always begins with an ambush, and Stentorious Lament will shuffle the party as well. It is recommended to bring rank-flexible heroes, or heroes with movement skills, so they don't waste many turns getting back into position. It is also recommended to pre-arrange the party into its worst possible configuration before starting the fight so any shuffle will strictly improve their positioning.
The main challenge, even more important than killing the Shambler itself, is dealing with its Tentacles in an action-efficient way. A Tentacle must be killed quickly because Clapperclaw's self-buff makes it extremely dangerous if left alive (up to +150% DMG, +15% CRIT, +60 ACC, +75% PROT, and +9 SPD after three turns). However the Shambler will re-summon a Tentacle every time it is killed; so the party must constantly spend actions killing or stunning Tentacles, while at the same time trying to damage the Shambler itself.
The Shambler and Tentacles' alternating attack patterns can kill heroes very quickly: Clapperclaw's high damage can bring a hero to Death's Door, to be finished off by the Shambler's party-wide
Bleed and
Blight. For this reason Holy Water, Antivenom, and Bandages are quite helpful, because they counter much of the Shambler's kill potential.
Riposte is highly efficient against the Shambler, for two reasons:
- The Shambler's attacks hit the entire party, so
is guaranteed to trigger many times.
triggers before the Tentacle's PROT buff, allowing it to deal more damage than normal.
Likewise
Bleed and
Blight bypass PROT and are effective against the Shambler and its Tentacles. 
have an additional benefit because they kill the enemy on its turn. Due to speed differences, each combat round will usually proceed in the following order:
- Tentacles attack first.
- Heroes take their turns.
- The Shambler acts, likely re-summoning any dead Tentacles.
So if a hero kills a Tentacle with a direct attack, it will get re-summoned immediately; but 
will cause a Tentacle to die harmlessly at the beginning of the next round, effectively causing the Tentacle to lose a turn.
Stun is extremely effective. In particular, stunning the Shambler on the first round is one of the most efficient actions in the fight, since it prevents two tentacles from being summoned. Likewise stunning Tentacles buys the party more time to deal with it; one
plus a
or
skill is usually enough to kill a Tentacle.
If using any of the above tactics, note that both the Shambler and its Tentacles have generally high resistances, so Trinkets are required for
,
, and
to be effective.
Tentacles are weakest when first summoned, before they buff their PROT. For this reason both extremely high and extremely low SPD are useful, allowing a hero to either act very early (before the Tentacle manages to buff itself), or very late (immediately after the Shambler summons them).
Bleed and
Blight applied at this time also get an extra tick, killing the Tentacles more quickly and reducing the number of their buffed-up attacks.
DODGE can also be useful because a Tentacle does not buff itself when missing. A Tentacle without buffs is as weak as a newly summoned one, and in this case it may be preferable to
Stun it without killing it outright, otherwise the Shambler will just re-summon it. Note, however, that Clapperclaw buffs ACC, so it becomes much more difficult to dodge attacks from already buffed Tentacles; as usual, these should be disabled and killed as quickly as possible.
Certain area-of-effect attacks like Rake or Hew can deal enough burst damage to kill Tentacles before they become a threat.
Mark compositions are especially effective at bursting down the Shambler, especially using the Houndmaster's Target Whistle.
Shambler Tentacles, like most boss minions, disable stall penalties, so a properly prepared party can stall against them.
Stun can be used to prolong the battle while preventing the Tentacles from attacking; not to mention, the Tentacles' self-buff increases their PROT, buying the party even more time to heal.[1]