DThe problem is that the "cheat death" ability that adds a boatload of HP to the unit in case it would die from the damage must be removed after a nulltimer expires.
First of all it is not a "nulltimer" but a "0s timer"

A null timer would be a timer variable pointing at
null
Also, that is only the case for DDS that do not have health event triggers to reset the health immediately after the damage has been taken.
It is like... a billion times better than 0s timers.
Can you elaborate on the unitstateevent trick?
You have to understand how WC3 works behind the scenes and when the events are given.
First you have a unit that attacks another unit.
As soon as the attack hits its target, any effects (armor, armor types, spells, etc) will be applied on the attack and calculate the final damage.
Then the unit is damaged.
First you get the event.
Immediately after that, your unit will be damaged.
(This event is used in all proper DDS.)
As soon as your unit is damaged, his life changes.
But ofcourse the life changes after you applied the damage.
This means that if you as the last thing that you do in the onDamage event, create a trigger and create the "targets life becomes below current life -x" (x should be half of the damage taken with a minimum of 0.0625 (iirc))
Then your damage will trigger that event because the life became less than that. (Ofcourse there come some cases where it wouldnt properly work... life boundaries (min or max), negative damage, damage that is lower than 0.0625, etc)
In any case, you have an event that fires directly after the health has been taken.
So you have:
Unit1 is damaged. -> Damage event fired.
Damage taken. -> Health event fired.
Health reset.
Unit2 is damaged. -> Damage event fired.
Damage taken. -> Health event fired.
Health reset.
etc.
This means that you also have proper data in your trigger/script when you do:
Unit - Damage target...
Set X = Life of target.