Pandawa/Agility

== Introduction ==
The Agility-based Pandawa is one of the most difficult builds of this class to develop. Alcoholic Breath is its only Air spell, and it only does moderate damage at medium range. Not only that, unlike high-level spells of other Pandawa builds, it requires the character to be Drunk to use. While having a ranged attack is very helpful for early leveling, being less able to deal damage will become more and more apparent. There are several approaches to dealing with this disadvantage:
* Pure Agility variant. Focuses on damage. Only uses Alcoholic Breath when the opponent is beyond reach and casts Pandiniuras to boost movement. Up close, this character pops out of being Drunk with Bamboo Milk and attacks with Daggers. May use Wind Vulnerability instead of Alcoholic Breath in certain situations. This is the simplest and most common approach.
* Critical Agility variant. Weakens the enemy while attacking. Takes advantage of not having a non-Drunk Air attack spell and relies instead purely upon Drunk spells, such as Stain, Zatoishwan's Wrath, Pandiniuras and Spirit Bond. This variant makes the full use of those spells. An Ecaflip with Summoning Claw can add upon the critical failures inflicted by spells below.
:* Stain benefits greatly from Agility, as it inflicts all of its effects on a critical hit. At level 5, it gives -100% damage (equivalent to -100 to all characteristics), -3 AP, +12 critical failures, and dispels effects on a critical hit. Can be paired with Alcoholic Breath for 7AP.
:* Zatoishwan's Wrath, in addition to damage, buffs critical hits. This goes well with the critical hit bonus of Agility and boosts the effectiveness of Stain.
:* Pandiniuras becomes more useful when paired with the knockback effect of Alcoholic Breath, especially on a critical hit.
:* Spirit Bond further adds upon critical failures inflicted by Stain.
* Hybrid Agility + Intelligence variant. Based almost entirely on the class hat, Helmet Hicc, which greatly boosts the damage of Alcoholic Breath and Blazing Fist, and hugely raises the critical hit rate of Boozer. This variant is more versatile, but obtaining the class hat can be difficult.
Regardless of the variant chosen, leveling is difficult during mid-levels.
=== Soft Cap ===
Agility is the most important characteristic. Intelligence is also essential for the hybrid, while having some Wisdom can benefit the AP-reducing effect of Stain.
== Spells ==
=== Primary Spells ===
The following spells are vital for any variant. While Karcham and Chamrak are not essential, they are often upgraded as those spells can significantly support a team.
Icon	Name 	Level	Element	Short description
 	Boozer 	1 	 	Caster becomes Drunk. Gains access to spells and becomes resistant to all elements, but movement slows.
 	Alcoholic Breath 	5 	Air 	Medium ranged, moderate Air attack that pushes back the target. Must be Drunk to use.
 	Karcham 	17 	 	Carry an ally or enemy.
 	Chamrak 	31 	 	Throws a carried ally or enemy.
 	Zatoishwan's Wrath 	60 	 	Caster becomes Drunk. Vastly increases damage and critical hits.
 	Pandiniuras 	90 	 	Gives MP to the caster or an ally. Must be Drunk to use.
 	Spirit Bond 	100 	 	Summons a Pandawasta. Must be Drunk to use.
 	Summoning of Pandawa Dopple	200 	 	Summons a Pandawa Dopple
=== Secondary Spells ===
The following spells may or may not be important, depending on the variant.
Icon	Name 	Level	Element	Short description
 	Blazing Fist 	1 	Fire 	Moderate Fire damage, close combat spell. Must be Drunk to cast.
 	Wind Vulnerability	21 	 	Reduces target's resistance to Air.
 	Stabilization 	26 	 	Makes target immune to knockback, stops them being dodge locked, but also from locking oponents. Also increases resistance against MP loss.
 	Stain 	42 	 	Casts a random effect on the target. Either decreases damage, increases critical failures, unbewitches or causes AP loss. Must be Drunk to use.
 	Bamboo Milk 	48 	 	Unbewitches caster and removes Drunk status.
== Examples ==
* Pandawa/Agility/1
* Pandawa/Agility/2