The Templar is a honourable (and stubborn) keeper of peace with abilities that both punish and protect. Stat-wise, it has decent HP, Strength and fairly balanced defences, but it’s slow as you might expect. Like the Kaiser, it’s skilled with swords and greatswords.
Although the Templar isn’t an essential job, it’s a very capable one nonetheless. It can defend well with the likes of Rampart and Default Guard and dish out impressive damage with Giant Slayer and Radiant Blast, etc. Meanwhile BP Limit Up allows for increased tactical options.
Specialty: BP Limit Up¶
The user’s BP limit is increased by 1, allowing the user to store up to 4 BP.
Having an extra BP under your belt isn’t essential, but it’s useful as it allows more freedom to use abilities that expend BP. For example, if you save up 4 BP, you could use Rampart and Giant Slayer, which cost 5 BP altogether, and still be able to act on the next turn.
Level 1: Rampart¶
Type | Cost |
---|---|
Command | 2 BP |
Creates a shield around your party, protecting each member from one physical attack.
For the cost of 3 turns, you can protect 4 characters from one physical attack. Good against powerful foes that rely on single-target attacks, but generally too costly to protect against group-based attacks. Unless you purposely feed your Templar BP of course! Can be combined with Prescience to go first.
Level 2: Giant Slayer¶
Type | Cost |
---|---|
Command | 1 BP |
A physical attack on one enemy that deals more damage the higher the enemy’s BP (up to 6 times damage).
Few foes bother racking up large amount of BP, but should you encounter any, you know what attack to use…
Level 3: Charm Immunity¶
Type | Cost |
---|---|
Support | 1 slot |
The user is immune to Charm during battles.
Charm is a horrid ailment to be inflicted with, especially for your healer. Against foes that try to cause Charm, you may want to equip this for safety.
Level 4: Radiant Blast¶
Type | Cost |
---|---|
Command | 40 MP |
Deal 1.75 times light-based damage to an enemy, while ignoreing the Default state.
A fairly costly but very efficient way of taking down stubborn, Default-loving foes.
Level 5: BP Limit Up¶
Type | Cost |
---|---|
Support | 1 slot |
The user’s BP limit is increased by 1, allowing the user to store up to 4 BP.
The Templar’s Specialty is now yours to share out! As mentioned previously, it’s not essential, but handy to have–especially if you’re intending to spam moves that cost BP–and not particularly pricey either.
Level 6: Desperation¶
Type | Cost |
---|---|
Command | None |
Attack one enemy, adding the user’s Physical Defence to their Physical Attack. However the user’s Physical Defence drops to 75% for that turn. Damage is unaffected by the enemy’s Physical Defence.
A pretty interesting way of dealing damage regardless of the foe’s Physical Defence. It does minimise your Templar’s Physical Defences though, similar to the Knight’s Stomp, but in general your Templar should have high Physical Defence anyway.
Level 7: Greatsword Lore¶
Type | Cost |
---|---|
Support | 1 slot |
Increases the user’s greatsword proficiency to S.
There’s only one thing cooler than swords and that’s greatswords. Maybe? We’re not sure of the Luxendarc trends… Either way, greatswords are fine weapons to have, especially when nailing the many dragon bosses.
Level 8: Fortitude¶
Type | Cost |
---|---|
Support | 1 slot |
The user gains 1 BP when attacked while Defaulting.
This is a fantastic ability when playing defensively. Your Templar will reach 4 BP in next to no time! Also useful in the hands of a support-based character.
Level 9: Default Guard¶
Type | Cost |
---|---|
Support | 1 slot |
The user receives 25% damage when Defaulting, instead of 50%.
Again, another excellent ability for the defensive-minded. As you can imagine, it goes well with Fortitude, allowing you to easily bide your time for a devastating comeback.
Level 10: Heavens Gate¶
Type | Cost |
---|---|
Command | 3 BP |
Attack random foes with a light-based attack that inflicts more hits the higher the user’s BP (up to 99 hits, each dealing 0.05 times damage).
A devastating move that’s best used when you have around 4 BP. Definitely don’t use it when you have 0 BP because the damage is terrible.
Level 11: Weapon Guard¶
Type | Cost |
---|---|
Support | 1 slot |
If the user is hit by a physical attack during a turn where they perform a physical attack with a weapon equipped, they receive 25% less damage.
On paper, a fairly uninspiring final ability, but a novel way of combining offence and defence. Would’ve been nice if the damage reduction was 50% instead, but beggars can’t be choosers.
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