IssacFrost's Brain Freezer Raccoon Charm 3124 AP/HV 75/25 Hybrid The following build has been rated UT for under testing.
Build
max Power Blow
tm cost 12
10 Sturdy Shield
tm cost 11
10 Titanium Wrist
tm cost 12
max Dodge Master
tm cost 12
Stretch
tm cost 5
max Card Flinging
tm cost 13
10 Skunk Pouch
tm cost 12
max Magic Reflector
tm cost 13
max Mana Meltdown
tm cost 12
10 Physcial training
tm cost 12
max One Pair
tm cost 15
max Gamble
tm cost 16 Learn after TM 150 3rd job skill
Points used TM 145 exact
You have 5 points left you may decide to max TW or PT, see below for more information.
EQ Gear
Custom DP Shield compunded with HP/HP/HP/HP depending on slots
Clever Helmet compounded with DX or Custom Helmet compounded with DX/HV/DX/HV in that order of preference.
Shrewd Sword compunded with DX or Custom Sword compounded with DX/AC/DX/AC in that order of preference.
Usually with two slots DX/DX or DX/HV or DX/AC
Usually with three slots DX/DX/HV or DX/DX/AC or AC/AC/DX
IF DX has reached a limit cap go with AC.
Charm Exclusive accesory with HV/HP
Accesory that has HV bonus
Build Analysis
This build has a 75% into AP and 25% into HV (3AP 1HV build) Its purpose is generally as a magic killer type. Notice that the build does not max Sturdy Shield not only because of the mana cost involved but because since this is a magic killer build DP is irrelevant. It is still there for survivability purposes. Instead of a max Sturdy Shield this build goes with a max Physical Training, which works in conjuction with the Custom Shields HP/HP(HP/HP) compound. With luck (and supposing your shield has about three slots) you can get a shield that gives almost 4K+ HP +2360 from PT +HP bonus from the HV/HP accesory leading to easily more then 6K HP!
The HV bonus Gears whether from helmet or compouned is to play further from the HV 25% strength of this build. Considering that with a max Dodge Master you gain a X.45 increase to HV having thses bonuses will greatly affect DM boost which in turn affects CF and OP damage as well as effectiveness of MM and MR. You could easily have at level 100 31 +5 HV from the level 100 red fairy +8 HV from the level 100 accesory +4 HV from a level 100 clever DP hat and perhaps a +4 HV from an accesory (Necklace Watch for example) Thats 52 HV just considering these level 100 gear. With DM up it becomes 75 HV.
(610+(75*8))*2.65= 3206.5
CF suddenly does 3206 damage!
Factor in a crit and it goes up to 4809! Of course an AP 3124 coon can do better damage (3280 using the same setup and a 4921 crit) but their HV wont be as good (46 natural and 66 with Dm up) as this build. 3124 HV will have superior HV but their damage output wont be as solid as this one. So for those who wonder why I picked up that name Brain Freezer, its in honor to the MtG blue card Brain Freeze which destroys cards from the library in essence destruction of magic knowledge. Therefore since this build is anti magic its aptly named :)
Later on its recommended to skill reset PB+TW to gain Seal+Recall depending on how those skills work.
Usually your combo attack would go if up close: SP then PB, CF, OP and finish with FH. If from range then CF, OP and finish with FH.
FAQs
Based on what people might find weird about the build

.
Max Physical Training or Max Titanium Writst? With a max Physical Training were talking a +2360 HP. And this skill is passive to boot. Combined with a Custom DP Shield with HP growth you can easily have 5360+ more HP. This coupled with your superior defense and anti magic skills should make you extremely resilient in combat against any class, including Senses, while having a 305% max PB + level 10 TW. On the other hand a max Titanium Wrist will give you a +80% boost to your Power Blow. This is nothing to scoff at since you suddenly get 320% from a max PB+TW while still having a +1760 in HP from a level 10 PT. So its your choice: +600 more HP or +15% more AP to PB.
YOU didn't MAX Sturdy Shield? Not really a neccesity. The mp cost of a max Sturdy Shield can be counter productive. At level ten it increases your overall superior Dp by 28%. Considering that Raccoons already have exceptional Dp naturally this is a great deal. As mentioned before you will be more of an anti magic then anything so DP is irrelevant. Yet the HV, HP and DP you still have can make you go toe to toe with any other class.
Why not max Skunk Pouch? Im not sure why you would like to use up more TM for just one more second of stun. Granted one more second of stun is great. But 11 seconds of stun is more then enough to get your game going. Naturally you should try to keep swinging skunk pouches to manipulate your opponents into a semi skunk lock but don't over spam it as it will be eating up MP used better for skills to damage or confound your opponent. Also Skunk Pouch is also a more of a tactical skill. rather then just use it as an offensive measure think of it as a way to disable a foe for 11 seconds while you and your allies deal with other threats. Usually Skunk high threats to keep them out of combat as much as possible. Coordinate with 4114 AP/LK raccoons or anti physical ones.
Build Data
The following are AP/HV build mathematical tests done to calculate its efficiency
AP = AP Lvl x 4 + 14
(HV Lvl - 1) / 4
For every ten levels you gain 40 Bonus Points.
40*.25= 10 bonus points allocated to HV
For every ten levels 2 levels and 2 points are for HV
For every 40 Bonus points allocate 10 in HV and the rest in AP
75% AP 25% HV rounded to the nearest point.
By level 60 59*4= 236 bonus points
236*.25= 59 + 1 point
236-60= 176
By Level 45 you will have 44*4 = 176 Bonus Points
From level 46 until 60 you will have 15*4= 60 Bonus Points
Total 44+15 = 59 levels of Bonus Points gained
Rounded 60/4= 15 HV while 176/4= 44 AP
After level 60
Treat as having reset your BP. Having cleared it up count now from level 60 at 0 BP.
Levels 61 till 70
61-67 = 28 AP
68 = 2 AP 2 HV
69-70= 8 HV
Levels 71 till 80
71-77 = 28 AP
78 = 2 AP 2 HV
79-80= 8 HV
Levels 81 till 90
81-87 = 28 AP
88 = 2 AP 2 HV
89-90 = 8 HV
Level 91 till 100
91-97 = 28 AP
98 = 2 AP 2 HV
99-100 = 8 HV
3124 Math Theory Tests
Full Ap
Level 200
Natural 3 growth Pow
199*3= 597+4
601/4= 150 (estimated AP level)
(150*4)+14= 614
Bonus Added to AP
199*4= 796
150+199= 349
(349*4)+14= 1590
Natural 4 growth Cha
199*4= 796+4
800/4= 200 (estimated HV level)
(200-1)/4= 49 Hit Evasion
Full HV
Level 200
Natural 3 growth Pow
199*3= 597+4
601/4= 150 (estimated AP level)
(150*4)+14= 614
Natural 4 growth Cha
199*4= 796+4
800/4= 200 (estimated HV level)
(200-1)/4= 49 Hit Evasion
Bonus Added to HV
199*4= 796
200+199= 399
(399-1)/4= 99 Hit Evasion
AP/HV
Level 200
Natural 3 growth Pow
199*3= 597+4
601/4= 150 (estimated AP level)
(150*4)+14= 614
Natural 4 growth Cha
199*4= 796+4
800/4= 200 (estimated HV level)
(200-1)/4= 49 Hit Evasion
Bonus AP/HV 75/25 setup
199*4= 796
796*.25= 199+1
796-200= 596
596/4= 149 into AP
200/4= 50 into HV
150+149= 299 (estimated AP level)
(299*4)+14= 1210 vs Full AP you are behind by 380 points
200+50= 250 (estimated HV level)
(250-1)/4= 62 Hit Evasion vs Full HV you are behind by 37 points
Advantage over AP 13 Hit Evasion
Advantage over HV 596 Attack Power
You are losing some damage to gain an advantage in HV
Level 100 Example
3124
AP/HV Build 31 HV
(610+248) * 2.65 = 2273.7 Card Fling Damage.
PB+TW
610*3.05 = 1860.5 PB+TW level 10
610*3.20 = 1952 PB+TW max
AP Build 24 HV
(710+192) * 2.65 = 2390.3 Card Fling Damage.
HV Build 49 HV
(314+392) * 2.65= 1870.9 Card Fling Damage.