Rogue/Agility

== Introduction ==
Weaker than his Intelligence-based counterpart, but more useful in the battlefield, the Agility-based Rogue is a fun but complex build to develop.
Grenado is your first and most useful Air spell, it does moderate damage at medium range (or weak damage if thrown directly on a target), and have a chance to remove MP from your enemies. If 2 Air-type bombs are in line with each other (only when they are spaced from 1 to 6 cells one from another), they'll create an "Air Wall", every time an ally or enemy crosses or is pushed against the wall they'll take damage and may lose 1 MP.
Boomerang Daggers is the second Air spell that you learn. It has a great range, does not require line of sight, and the area of effect is uncommon circular arc of 5 cells, starting at the target cell and 2 cells diagonal in each direction back towards the Rogue. Great for hitting a group of enemies surrounding an ally.
The last Air-based spell for this built is Carbine, that got an excellent range and yet again, moderate damage, and the area of effect is an uncommon one: causes damage in a diagonal line with a 5-cell perpendicular area of effect. Quite useful when you manage to understand how it works.
=== Soft Cap ===
Agility is the most important characteristic. Wisdom can benefit the MP-reducing effect of Grenado.
== Spells ==
=== Primary Spells ===
The following spells are vital for any variant.
Icon	Name 	Level	Element	Short description
 	Detonator 	1 	 	Triggers bombs from a distance.
 	Grenado 	9 	Air 	Summons an Air-type bomb. Causes direct damage if thrown directly at a target. Can trigger a wall of Air if two identical bombs are aligned. The wall of Air removes 1 MP and causes Air-type damage.
 	Boomerang Daggers	17 	Air 	The Rogue throws a boomerang that causes Air-type damage at range with an arc-shaped area of effect.
 	Dirty Trick 	21 	 	The Rogue swaps positions with one of its bombs.
 	Remission 	48 	 	Enemies or allies who attack the spell's target in melee are pushed back two cells.
 	Carbine 	54 	Air 	The Rogue casts a spell diagonally which inflicts Air type damages in a zone of effect in a perpendicular line from where it was cast.
 	Kaboom 	100 	 	Renders the Rogue and its allies not only invulnerable to the Rogue's bomb explosions but if the Rogue and/or allies are hit by such explosions they will be buffed as well (buffs vary between bombs).
=== Secondary Spells ===
The following spells may or may not be important, depending on the variant.
Icon	Name 	Level	Element	Short description
 	Kickback 	3 	 	Pushes back a bomb situated on an adjacent cell and temporarily increases its combo damage. Pushes an ally or an enemy back one cell. If an ally is the target then their damage will also be buffed for one turn.
 	Roguery 	6 	 	Creates several images of the Rogue to deceive opponents, and allows the Rogue to teleport. The images disappear if they receive damages. This spell ends the Rogue's current turn.
 	Magnet 	13 	 	Magnet attracts a bomb several cells (depending on the level of the spell) in a straight line and heals it. It may also be cast on an ally or an enemy but will only attract them one cell. It also heals allies, but the ally-heals are much weaker than the bomb-heals.
 	Powder 	42 	 	Places the bomb in a Rooted state and makes the bomb detonate with a combo bonus if it loses all of it's HP.
 	Countdown	70 	 	Detonates a targeted bomb with a countdown of 1 turn and applies a combo bonus.
 	Overload 	80 	 	Area of effect spell that buffs bombs giving them an increased combo bonus when they are attacked.