Templar in 30 seconds
Class overview
Templar fights at close range, holds enemies with a shield, pulls targets in, and protects the group. In a group, your job is to start the fight, keep the boss facing you, avoid turning it toward allies, and survive dangerous attacks. Between defensive actions, keep dealing damage.
Templar can also clear ordinary enemies quickly when playing solo: pull them in with Poach, hit them with area attacks, and restore some health. This guide first covers the tank role, then a more offensive option for easier fights.
Two ways to play
What you need to know
- Poach pulls a target in; if the target is immune to immobilization, its specialization lets Templar move to it instead. This is useful for a regular opener and gathering enemies.
- Taunt deals damage and sharply raises Enmity. According to the client description, it also lowers another character's Accuracy and Attack in PvP, making it useful there.
- Shield attacks activate Judgment for 2 seconds, while Doom Shield activates it for 3 seconds. Keep these windows active and do not press Judgment while it is unavailable.
- Warding Strike heals Templar, grants Warding, and also unlocks Judgment. It combines damage and survivability well.
- Punishment grants Executor for 20 seconds: +200 Accuracy and increased damage in PvE and PvP. Use it when ready and when you can hit the target.
- Fury has two effects: a personal bonus to frontal attacks and increased PvE/PvP damage for Templar and the group after a block. In a group, do not turn your back on the boss; facing it makes it easier to block its attacks with your shield.
- Skill levels unlock specializations; skill points alone raise a skill only to level 10. Daevanion and other sources provide further upgrades, so choose nodes for the skills you need.
How skills grow and what to upgrade from 1 to 45
First upgrade skills that support Judgment, then ways to hold enemies and protect the group. Exact rewards from individual quests depend on your leveling route; the order below is about where to spend points, not a promise that you will receive a specific skill at a certain character level.
Priorities by level, 1–45
- Levels 1–10Learn Poach, Judgment, Shield Smite, and Warding Strike. Keep Defiance on a separate hotbar slot so you can quickly break out of control effects.
- Levels 11–20Spend points mainly on Judgment and Pummel. Upgrade Vicious Strike: at skill level 12, its specialization reduces Warding Strike's cooldown when it hits.
- Levels 21–30Develop Warding Strike and Shield Smite to get Judgment windows more often. Add Punishment and Annihilate for damage.
- Levels 31–37Start choosing stigmas for your role; slots unlock at levels 22, 27, 32, and 37. If the group is taking heavy damage, strengthen your defensive setup first.
- Levels 38–45Bring your main offensive skills to the specialization thresholds you need, then upgrade passive skills. For difficult fights, spend points on defense and keep your control break on the hotbar.
A practical priority for active skill points is: Judgment → Pummel → Vicious Strike and Warding Strike → Shield Smite → Punishment → Poach and Annihilate. If you often run low on MP, choose MP recovery in specializations instead of a small damage increase. All the active skills listed are available to Templar according to client data; the client guide does not specify the exact order in which a character earns skill points.
Active skills have three specialization slots: the first unlocks at skill level 8, the second at 12, and the third at 20. Options in client descriptions appear at levels 8, 12, and 16. So if a skill matters right now, it is worth bringing it to its next threshold instead of spreading points evenly.
Active skills and specializations
Numbers after `+` are the selected specialization options, in the order expected by the block. Use client descriptions for unlock thresholds: active specializations open as the skill develops. Until you reach the required threshold, use the available options and change them when a more useful effect unlocks.
Damage and key windows
Extra damage on hit
Critical Hit on hit
Remove cooldown
Deals up to 12% more damage when less targets are hit
Activates [Punishing Strike] 1 extra time
-1s [Punishment] cooldown on landing [Punishing Strike]
+50% Multi-Hit on hit
-2s [Warding Strike] cooldown on hit
+20% MP restored
+30% Skill Speed
Inflicts Damage over Time to target on hit
Ignores Block and Evasion and lands as a Critical Hit
-2s cooldown
Removes MP Cost and restores 200 MP on hit
50% chance to trigger [Debilitating Smash] on hit
-5s cooldown
+100 Block during Warding
+10% PvE Damage Tolerance and +5% PvP Damage Tolerance to party members on skill use
+10m Range
-10s cooldown
+25% Stun Chance
+100% damage to targets with Incapacitated Immunity
-10s cooldown
+50% Multi-Hit on hit
Target capture, control, and getting out of danger
Moves to the target if target has Incapacitated Immunity
Resets cooldown on defeating an enemy
10% Max HP Protective Shield
Restores 20% HP on using [Defiance]
+2s Tenacity duration
+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
-60% Incoming Heal during Debilitate
Ignores Block and Evasion and lands as Multi-Hit
25% chance to reset cooldown on Block
Restores 120 MP on hit
Changes to mobile skill
-1s all cooldowns on hit
Defensive and control stigmas: specializations
+1 consecutive use
+20% Move Speed for 3s on Block
Restores 10% HP once on Block
Adds -10% PvE Damage Tolerance reduction and -5% PvP Damage Tolerance reduction effect to Shrink
+10% Shrink Attack reduction
-5s cooldown
+2s Taunt duration, +5s Shrink duration
+10% all Element Tolerance for the duration
+20% Block for the duration
+20% PvE Damage Tolerance increase and +10% PvP Damage Tolerance increase
+20% Ailment-type, Mental-type Resist for the duration
+20% Move Speed for the duration
+50% Impact-type Resist increase
50% chance to inflict Stun for 3s on hit
20% of Max HP as Protective Shield for 10s on use
-30s cooldown
Up to +20% PvE Damage Tolerance and +10% PvP Damage Tolerance when more targets hit
+5% Defense for the duration
x1.5 [Insulting Roar] effect for the duration
x1.5 [Fury] effect for the duration
+10% Incoming Heal for the duration
Restores 25% of Max HP once if hit during Comrade in Arms while HP is 25% or less
x1.5 [Guarding Seal] Protective Shield effect for the duration
x1.5 [Block Pain] effect for the duration
Restores 50% of caster's Max HP when the effect ends
+20% Attack for 5s on hit
500 MP damage on hit
+10m Range
+20% Stun Chance
Active skill order
Judgment
Pummel
Vicious Strike
Warding Strike
Shield Smite
Punishment
Poach
Shield Rush
Annihilate
Defiance
Debilitating Smash
Flash Rampage
Passive skills
For the tank role, take passive group bonuses and survivability first, then personal damage. In easy quests, you can invest in offensive passives earlier.
Passive skill priorities
Passive skill order
Fury
Enhance Health
Ironclad Defense
Insulting Roar
Punishing Benediction
Impact Hit
Warding Shield
Guarding Seal
Survival Willpower
Block Pain
Stigmas
Global has four slots, unlocked at levels 22, 27, 32, and 37. Client skill descriptions list each stigma's effects and upgrade thresholds; check the description in the game window when choosing its level.
Defensive group setup
Offensive setup for easy PvE
Resets [Annihilate] cooldown on hit
+200 Block for 5s on hit
Resets cooldown on defeating an enemy
-15s cooldown
Inflict Exposed for 5s on hit
Critical Hit on hit
+10% Multi-Hit Chance for duration
+10% Weapon Damage Boost for duration
+20% Attack increase proportional to Defense
Up to +20% damage when less targets hit
+50 Stagger Gauge Damage
+10% PvE Damage Boost and +5% PvP Damage Boost for 10s on hit
In a regular dungeon, you can take Taunt, Doom Shield, Executing Blade, and Battlefield Banner to maintain aggro, Judgment windows, and damage. If the fight requires constant protection, replace Battlefield Banner and one offensive stigma with Nezekan's Shield and Second Skin or Noble Armor. In PvP, take Taunt instead of the banner if it is not already equipped, or Grapple to gather enemies.
Upgrade order
- FirstBring key stigmas to the next useful threshold; do not spread points without a goal.
- NextFor aggro, upgrade Taunt to level 15 to reduce its cooldown.
- ThenImprove Doom Shield and Executing Blade; they support damage and Judgment windows.
- For a difficult fightPut points into the defensive stigmas you have chosen and will actually use.
Global: what we compared
Both Global guides agree on offensive windows and allow switching stigmas for PvP, but place different emphasis on leveling and defense. The build below is chosen for the demands of the fight: first hold the target and keep the group safe, then deal damage.
| Topic | Early-game option | Alternative | What to choose |
|---|---|---|---|
| PvE stigmas | A more defensive combination with Noble Armor and Battlefield Banner; designed for comfortable progress and boosting damage through Defense | Prioritize Taunt, then Doom Shield, Executing Blade, and Battlefield Banner; add defense for difficult fights | For an easy fight, use the offensive combination if the boss stays on you. If the group is losing health or control of the boss, replace damage with Nezekan's Shield and Second Skin |
| PvP stigmas | Replace Battlefield Banner with Taunt to weaken and hold a character | Keep the rush and control, and improve target gathering with Grapple | Against one target, weakening is more useful; in a group fight, pulling enemies in helps. Keep Global's four-slot limit in mind |
| Macro | Once you know the rotation, combine repeated attacks | Play manually at first and do not automate the whole rotation | Manual control is safer for a tank and new players: a macro cannot tell when the boss is attacking or the group needs protection |
| Passive skills | Early builds focus more on extra damage and personal defense | Fury is the first choice because it boosts the group after a block | For a group tank, level Fury first: its effect benefits everyone. Solo players can invest in personal damage sooner if they already have enough survivability |
| Daevanion priorities | First take active skill nodes to the needed levels, then offensive bonuses | Level skills to 12 and take useful cooldown-reduction or damage-reduction nodes | In the client, each active skill appears once on the board. Start with the skills you use, then choose between damage and defense |
The number of stigma slots and their unlock levels are confirmed for Global: four slots at levels 22, 27, 32, and 37. Do not transfer builds from other regions with extra slots into this setup.
PvE: solo and group
Solo
Start the fight with Poach, gather enemies nearby, and use area attacks. Against ordinary enemies, take the Poach specialization that resets its cooldown on a kill. Use Punishment when ready, then keep Judgment available with shield attacks. Do not spend all your rushes at once: save one to catch a fleeing target or leave a dangerous area.
Group tanking
Before the fight, check that Taunt, Nezekan's Shield, and Defiance are ready. Start with a pull or taunt, then use Vicious Strike, Warding Strike, and shield attacks to hold Enmity. Face the boss away from the group: do not drag it through allies or turn it without a reason. Once the group is in position, try to stay put so melee fighters can keep reaching the target.
Defense priority: Nezekan's Shield for a dangerous group attack → Second Skin before damage to you → Defiance when controlled. Warding Strike heals you and reduces damage taken; use it regularly, but remember that it is also needed for a Judgment window. Do not spend all your defenses in a row if the boss's mechanic is still ahead.
Before the pull, agree with the group where the boss will stand, especially if it has a frontal attack or a dangerous area. Once the fight starts, do not run in circles: move only to avoid a mechanic or return the boss to position. If you lose Enmity, use Taunt and keep attacking; if an ally accidentally takes the target, do not turn the boss through the other players.
When the boss prepares a strong attack, first check whether you can avoid it by moving. If not, activate your personal defense before it lands, and save the group-wide Nezekan's Shield for an attack that hits several group members. If dangerous attacks come one after another, rotate your defenses so you are not left without an answer.
If the group is safe, switch to the offensive setup: Battlefield Banner, Executing Blade, Empyrean Lord's Punishment, and Doom Shield. Templar can deal notable damage in easy content, but in a difficult fight its first duty is to stop the boss from turning on allies.
PvP: what changes from PvE
Accuracy, control, and the ability to catch your target matter more in PvP. Keep Defiance on a separate key; Taunt lowers a character's Attack and Accuracy, while Grapple pulls a group of enemies in. Shield Smite and Empyrean Lord's Punishment can stop a target, though whether the stun lands may depend on the opponent's resistance.
Save Shield Smite and Poach until the enemy has used their movement skill; do not spend both rushes to engage. Against a target with healing, use Debilitating Smash with a suitable specialization. Against a group, replace some offensive stigmas with Taunt and Grapple; solo PvP needs more self-protection and control.
Rotation and macros
Start manually so you learn to watch Enmity, the Judgment window, MP, and dangerous attacks. A macro can use the wrong skill at the wrong time, so keep defense, taunt, movement, and control breaks on separate buttons.
Group PvE
- Step 01 — PrepareRefresh Noble Armor if you have equipped it, and check the group's position.
- Step 02 — EngageStart with Poach or Taunt, then approach the boss and turn it away from your allies.
- Step 03 — Hold aggroUse Vicious Strike and Warding Strike, alternate blocks with attacks, and watch your Enmity.
- Step 04 — Damage windowAfter Shield Smite, Warding Strike, or Doom Shield, use Judgment; apply Executing Blade and Battlefield Banner before a strong damage window.
- Step 05 — DefendSave Nezekan's Shield and Second Skin for known attacks. If the boss stuns you, use Defiance.
Solo damage
- Step 01 — Power-upStart with a fully charged Punishment if it is safe to stand still.
- Step 02 — DebuffUse Executing Blade to lower the target's Defense.
- Step 03 — WindowUse Doom Shield or Shield Smite, then repeat Judgment while it is available.
- Step 04 — Fill gapsBetween windows, use Pummel, Vicious Strike, and Annihilate when available.
- Step 05 — MoveSave Shield Smite to chase or avoid danger; do not start an automatic chain if the target is preparing an attack.
If you set up a simple macro, include only repeated offensive skills. Do not add defensive stigmas, Defiance, Taunt, or either movement skill: you need to control them based on the situation. Set delays and key bindings according to the game instructions; client data does not confirm a specific delay value.
Daevanion
Global boards are compact, but still let you raise each active skill with a node; first take nodes for the skills your role needs. Class data shows Nezekan, Zikel, Vaizel, and Triniel boards requiring levels 12, 20, 30, and 40; the Azphel board is also available at level 45.
For an offensive setup, look for nodes for Judgment, Pummel, Vicious Strike, Punishment, and the skills whose specializations you use. For a tank, take defense and stat-boosting nodes earlier if they are on the way. Follow the shortest route to the node you want and take useful nodes along the way; do not spend most of your points on a long detour for one minor bonus.
Gear and stats
When changing gear, compare item levels and overall survivability first. Do not give up a large amount of health and Defense for a small Attack increase if the boss is already dangerous for the group. The client tables and transcripts used here do not confirm exact items or gear thresholds for the current Global raid.
Stat priority for a tank: HP and Defense, then block and resilience to damage, followed by Attack and Accuracy. For an offensive setup, raise Attack, Accuracy, and Critical Hit, while keeping enough defense for the dungeon. Might increases Attack, and Precision helps you hit; do not put them ahead of a tank's survivability if that makes the group less stable.
For soul binding, keep a useful line that has already appeared on a good item; expensive rerolls are not worthwhile on temporary gear. Prioritize Attack/damage on weapons and offensive slots, and health, Defense, and resilience on defensive slots. In PvP, assess Accuracy and player defense separately, since targets and incoming damage differ from PvE.
For basic stats, see the Stats guide; compare available items and slots in the gear calculator.
| Slot | What to check first | When to change priority |
|---|---|---|
| Weapon and shield | Item levels; useful offensive lines on the weapon and defensive lines on the shield | If you cannot hold the boss, improve defense and Enmity instead of focusing only on Attack |
| Armor | HP, Defense, and resilience to damage | For easy content, you can keep more offensive lines |
| Gloves and boots | Lines that help you hit and move between mechanics | In PvP, value mobility and Accuracy above raw damage |
| Accessories and rings | Stats for your role; bonuses to frequently used skills | Do not reroll temporary items for a small gain |
This is an order for checking gear, not a list of specific items: client item tables confirm names, item levels, and available stats, but do not show one best Templar build for every boss.
Manastones
Start with stones that suit the level of your gear; save expensive ones for items you do not plan to replace soon. In Global, each enhancement level increases an item's level by +1. For manastone lines, gray quality gives +1, green +2, and blue +3 to item level.
For a tank, choose available defensive stats and HP if you need them to survive a particular boss. For an offensive setup, choose Attack and Accuracy until you can comfortably hit your targets, then Critical Hit or damage amplification. Client data does not establish the best Templar values or a boss Accuracy threshold; do not chase a made-up number.
Arcana
Arcana can provide extra stats and skill levels. First look for bonuses to skills you use all the time: Judgment, Pummel, Punishment, and skills that unlock Judgment. For a tank, a useful defensive stat can be better than a random level for an offensive skill.
Among cards of the same rarity, compare the stats and skill levels you actually rolled, not just the card type. The Global materials used here do not confirm an Arcana lineup or optimal set for Templar, so no specific slot distribution is given. Verified Global card-system numbers: 5 slots, item levels 20/40/60/80, and enhancement up to +5; these are general card rules, not class skill priorities.
Pet breed
Choose a pet breed for the stats your role needs, then check the lines available on the pet itself. Health, resilience, or block can help a tank; Accuracy and offensive stats suit an offensive build. Do not lock a line until you have decided to keep the pet: locking it increases the cost of later rerolls.
Client `data/pets.json` describes general pet options and their stats, but does not confirm a specific “best breed” or special thresholds for Templar. This guide therefore does not name one pet or promise that one line is always better than another.
Common mistakes
- Starting without EnmityThe boss runs to an ally and attacks the group; start with Poach or Taunt, then keep attacking.
- Turning the boss toward the groupAllies get hit by frontal attacks; turn the boss away from them and keep it facing the same direction.
- Using defense too earlyYou have nothing left for a dangerous mechanic; save Nezekan's Shield and Second Skin for predictable damage.
- Pressing Judgment outside its windowThe skill is unavailable or goes on cooldown; first use a skill that activates it.
- Automating the whole hotbarA macro may spend a rush, taunt, or defense at the wrong time; control situational skills manually.
- Copying an offensive setup into a hard fightTemplar lacks defense and the group has to stop fighting; switch to defensive stigmas before entering.
- Treating block as personal defense onlyThe group loses the benefit of Fury; face suitable attacks and keep blocking.
Checklist
Before the dungeon
- Taunt is ready if you are responsible for holding the boss.
- The boss will face away from the group, and the tank knows where it is safe to turn it.
- Nezekan's Shield and a defensive stigma are saved for dangerous mechanics.
- Defiance, rush, and pull are assigned to separate buttons.
- Use Judgment after it is activated by a shield attack, Warding Strike, or Doom Shield.
- Stigmas match the difficulty: defense for dangerous content, offense for safe content.
- Avoid expensive gear rerolls and manastones if the item will soon be replaced.
Key points
In a group, Templar starts the fight, keeps the boss in front, and saves defenses for dangerous attacks. Between blocks and support, use Judgment during its active windows; Fury helps the whole group after a block. For easy PvE, you can switch to offensive stigmas; for a difficult fight, bring back defense and manage skills manually.
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