Rogue/Intelligence

==Introduction==
Intelligence Rogue is one of three possible effective Rogue builds. Like the Chance and Agility builds, this build relies on use of Bombs. It also has access to Rogues' most powerful attack, Pulsar, as well as a decent low-level Attack: Extraction. This build deals higher damage but has fewer secondary powers (AP/MP loss, etc).
==Characteristics==
Obviously, the first thing you should train with this build is Intelligence. Once it reaches 200, it's not worth training. At that point, you could either train Vitality (to make it better suited for a close-range battle) or make it an Intelligence/Agility or Intelligence/Chance build, training the same abilities as you would for a standard Agility or Chance Rogue.
==Spells ==
===Primary Offensive Spells===
Icon	Name 	Level	Element	Short description
 	Extraction	1 	Fire 	Steals HP at moderate range (when trained) and is based on Intelligence. Being linear makes it less powerful than it could but it's definitely worth training.
 	Explobomb 	1 	Fire 	An important attack. It allows you to throw Bombs at ranged when trained. It should be maxed immediately.
 	Pulsar 	36 	Fire 	Pulsar may have a fixed range and its damage is adjusted by the MP used, but it's an absolutely amazing attack. It does a massive amount of damage at a low Level and with a good set you should be able to deal 100 damage with it when you get it at Level 36 - save your points to max it.
===Secondary Offensive Spells===
Icon	Name 	Level	Element	Short description
 	Grenado 	9 	Air 	If you choose to become an Intelligence/Agility Rogue, this is a nice Spell to have. The MP loss is quite useful and makes this worth training if you have spare points.
 	Boomerang Daggers	17 	Air 	Great for an Agility build, especially due to odd AoE, but probably not necessary. Is worth it in a synergy build.
 	Deception 	26 	Water 	Unnecessary outside of Chance/Intelligence builds but within the builds gives you a much needed short-range attack.
 	Water Bomb 	31 	Water 	Another Bomb which is essentially the same as Grenado other than that it steals AP and deals Water damage. Very useful for Intelligence/Chance synergy builds and the AP loss makes it a valuable tool for any build.
 	Carbine 	54 	Air 	A decent attack, but not much stronger than Boomerang Daggers. Not necessary outside of synergy builds.
 	Blunderbuss 	90 	Water 	A powerful attack that is worth training in synergy builds but not of much use elsewhere.
===Primary Support Spells===
Icon	Name 	Level	Element	Short description
 	Detonator 	1 	 	The fact that it doesn't start out with a long range is quite annoying, and worth Leveling to 5.
 	Kickback 	3 	 	While an Agility build will have enough Dodge to avoid most Locks, this build does not and Kickback is a great Spell. However, its effect against enemies doesn't increase by Level (if still only moves them one cell) so it's not worth training.
 	Dirty Trick	21 	 	A useful attack that lets the Rogue do almost the same thing as Jump (although it's not nearly 
as good an attack. Worth maxing when you have the points.
 	Powder 	42 	 	Definitely a useful ability but because you have other attacks it's not strictly necessary. Still worth training if you have extra points.
 	Countdown 	70 	 	An effective Spell that is worth training.
 	Kaboom 	100 	 	A very useful Spell.
===Secondary Support Spells===
All other Rogue Spells, none of which are really necessary.