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The character mastered Summoning and Light Magic, but spells like Word of Light would kill like 2 each of tier 6 , 1 each of tear seven, and similar trivial numbers for Nightmares and Succubi.
With 2 piles of 165, tear 6 upgraded, 2 piles of 46 upgraded tier 7, 400 Nightmares, and 800 Succubi that is obviously not going to work.
I tried respecing the leader for Dark Magic and using Puppet Master on one of the tier 7 piles, but the balance of that spell has been drastically weakened from when the game was released. In one example the spell would last 3.25 turns, but initiative of the pile is reduced so drastically that it takes 3 full turns of the other enemy piles gating and attacking mine before it even gets one shot.
Gating is both massive and, in some cases, instant. Damaging spells like Deep Freeze (in other attempts) and Implosion were way... way too slow and trivial.
I noticed the opponent will be called Challenging (instead of High) if the Dragon armor and attack items is mostly discarded in favor of the Sar-Ises set, but in spite of being able to ultimately have low losses from even seemingly impossible battles otherwise, I never got close on this one.
If you know a combination that has not lost its bite through "re-balancing" and actually works, even on easy difficulty, please share.
I usually also used Dark magic with Zehir, banish spell also very helpful against summons. Or you can try Mentor and make zehir Expert Chaos magic+expert sorcery+sorcerer's luck. Then you cast Anti-Magic on Archangels, and cyclops, Dragons are immune and keep casting Armageddon. You should also have pyrokinesis perk for good boost.
A combination of taking the time to build up and using phantom actually worked. I also built up another leader for a suicide run which helped, as you suggested. It turns out that the amount of troops, while high, does not increase if you take extra time to prepare for the battle.
I did not realize it was the finale of the campaign game. Thank you for your help.