Runic Mage

Runic mage - channels power, then awakens at turn 10, becoming the dominant force on the battlefield for the rest of the fight.
How it plays
A class that is deliberately mediocre for ten rounds and then permanently better. Awakening is a flat, irreversible power spike on turn ten, so every Runic Mage fight is a question of whether you can reach it. Logia negates incoming physical attacks outright, which is what buys the time. Against anything that kills fast it is the worst class in the game; against anything that does not, it is the best.
Passive
Logia Body Completely negates the first physical or ranged attack of every fight (runic damage passes through).
Skills
Elemental Burst ยท Lv 10
Chance for a powerful Intelligence-based attack.
Awakening ยท Lv 25
From turn 10 onwards, a significant boost to stats (only at level 25+).
Stat priority
- 1. INT (damage + HP + magic resist)
- 2. END (HP + armor)
- 3. AGI (dodge + HP)
Why those stats
Intelligence is damage, health and magic resistance, and runic damage bypasses the Logia passive that other classes hide behind. Endurance keeps you alive to turn ten. Agility for the dodge and the health.
The common mistake
Rushing content. A Runic Mage that enters a fight it can win in six rounds has thrown away its entire identity, and one that enters a fight it loses in eight never got to use it. Pick the fights that go long.
Ascension paths

Awakened
The scaling lategame monster.

Logia Incarnate
Elemental near-immunity.
