Gz my dude that's impressive! For vortex 200 I'd go Dakid+oafs+minor dynamo, do 2cras panda sram. That's what I did and it only took a few tries to win.
Things to look out for:
1) Hystairkal swaps are a big issue because they can get real close real fast. The swap is 8-10 range, and I'm not 100% sure they can use it if they move. Other than that, avoid their 3-7 range linear move and you're golden.
2) Krossflire's Poisoned Art (heals remove it, so use cawwots if you don't wanna take curative arrow)
They also have a 1-7 range linear attack, and a 1-5 range diagonal attack so if you're inbetween that, or have an obstacle in the way, they become useless. Contrary to popular belief, batseye doesn't work on them.
3) watch out for Crushmore's Absorbent shield (+1mp per hit). Just push them back with lashing and avoid hitting them, it only lasts 1 turn. Their only ranged attack is 1-3 linear so you can kite them really easy.
4) Ickyrus' generally aren't a problem because all of their stuff is 3 or less range. Don't let them get close and they're super useless lol.
5) Wastrels are the same as Ickys. Just don't let them get close. The biggest thing to watch out for is getting pulled by Dakid. Have Panda and sram abuse that to get close, Karcham/Fear them away, and run back into Mist (which I like better than invis personally in this fight). Have sram create a barrier of repelling traps in a spot that won't attract you if popped, as added protection. You're probably going to need the sram and panda to hit some to get through all of the monsters, so I recommend a full str sram build, and an int/chance or str/chance panda build. It doesn't really matter with the cras because I'm sure you have a good set.
Don't let the needle hit you on Vortex turns, but that's super easy to avoid with 4 loot. I would focus killing the monsters in the order that I put it, and if possible don't kill them on turn 10 so you can push Vortex when the time comes.
His first turn after all monsters disappear, he remains invulnerable and passes, and his second turn, he passes and becomes vulnerable, so buff up fully/Vulnerability turn 1 and then hit him as much as you can before he becomes active. When he starts doing stuff on his 3rd turn after monsters disappear, he teleports to the needle before he does anything else. He will also teleport to the needle every 3 turns, so watch out for that if you don't kill him in time. Position your characters, after you hit him on his second turn, as far from where the needle will be as you can! Even if it's close to him, you'll be safe. An easy way to do this is to look at where the needle is the moment you get sent back to your starting positions (which happens when all monsters disappear), and add 8. For example: if it's on hour 8, by the time he jumps it will be on hour 4, so go to the top left of the map near hour 10. Being linear to the needle will still hit you on his turn after he becomes vulnerable! By the time he starts fighting back he will most likely have 8 mp (2 from killing monsters on hour 4, and 1 from dymano). So all you have to do at that point is not let him hit you with his spell 'Time Out' which is 1-8 range linear with no LoS. If he tags you and you don't die, which is possible because Oafs are cc dmg idols, you'll be pacifist state.
I don't know how much you know about Vortex, sorry if I'm repeating stuff you know!