wicked army leader ofcourse:
evoker, live 1, fire 2, air 1, attunement, impulsive
reasoning:
* live 1 gives regen, which is way to overpowered. should go into earth imo
* fire 2 gives flame burning blade, burning hands, pillar of flame and flame dart, a must early in game. fire 3 + impulsive give you a 1 turn fireball, way to overpowered
* air 1 for haste at the start, but air 2 + fire 2 give you tireless march, WHICH STACKS AND WORKS IN COMBAT. my 6 here army has a move of 10 on the world and combat maps, which really is a gamekiller. air 3 gives storm and stormstrike for when your flames won't work, and air 4 gives cloudwalk - woohoo
now all you need is a hero who can cast stoneskin and tremor and steal 2 levels of water from someone to get gentle rain (20% extra food). it's really the comination of impulsive which makes you able to cast a first turn fireball or 2 other spells and the fact that haste seems to reset the combat order in some way.
impossible difficulty, large map everyone allied against me and i still win (with a half decent starting location
all i train are scouts and pioneers. for the end of game battles, since the dragonslayer spell is still a dud i run around a lot and cast storm a lot. sometimes i have 1 or 2 dead champs, but always win. stormstrike on your champs makes them be able to teleport out of sticky situations. now all i need is a way to counter fear.