bravely default Templar (Holy Arts) job guide covering all abilities from Heart Strike to Heaven's Gate, including BP Limit Up and Critical Amp.
The Templar is a job in bravely default that focuses on physical prowess and defensive capabilities, with a strong affinity for Holy Arts. This guide details each of its abilities, from basic attacks to powerful ultimate moves.
Aptitudes:
- Swords: S
- Spears: A
- Axes: B
- Katana: C
- All other weapons: E
- Shields and Helms: A
- Armor: S
Specialty: BP Limit Up
Increases the user’s BP limit by one, up to a maximum of 4 BP. This ability is most useful when utilizing abilities that have an extra BP cost, allowing you to maintain a safer BP level for the next turn.
Level 1: Heart Strike
Hit one enemy with a guaranteed critical hit (double damage). This move becomes significantly more potent when combined with the Templar’s Critical Amp ability.
Level 2: Abate Light
Reduces damage taken from light-based attacks (doesn’t stack with equipment). This is particularly useful against enemies that utilize Light-element attacks.
Level 3: Physical Defense 20% Up
Raises the character’s Physical Defense by 20%, reducing damage taken from physical attacks.
Level 4: Giant Slayer
Attack one enemy; deals 1.5 times damage if the enemy has more HP than your character. This is highly effective against bosses who typically start with more HP than your party.
Level 5: Magic Critical
Magic spells have a 15% chance of doing a critical hit, doubling damage or healing. This is a cost-effective way to increase magic damage, but is more reliable when paired with abilities that increase critical hit rate.
Level 6: Default Guard
When the user Defaults, damage sustained is reduced by 75%. This is a low-cost ability that significantly reduces incoming damage, especially if you frequently use the Default command.
Level 7: Rampart
All allies are protected from one physical attack each. The Templar sacrifices 3 of their turns to grant this protection to the entire party. It is very effective but less so against multiple enemies or those that attack multiple times per turn.
Level 8: Item Critical
Items have a 15% chance of doing a critical hit, doubling damage or healing. Similar to Magic Critical, this is unreliable on its own and benefits from abilities that raise critical hit rate.
Level 9: Radiant Blast
Attack one enemy with Light to do 1.5 times damage; also bypasses the enemy’s Default state. This is effective against enemies that frequently use Default and those weak to Light.
Level 10: Critical Amp
The damage from critical hits is increased by 2.5 times; works with magic and item critical hits too. This ability makes critical hits significantly more damaging and rewarding.
Level 11: BP Limit Up
Increases the user’s BP limit by one, up to a maximum of 4 BP. This allows a character to save up to 4 BP in any job. Its usefulness depends on your usage of abilities that cost BP.
Level 12: Desperation
Attack one enemy, adding your Physical Defense to your Physical Attack. For that turn, your Physical Defense drops to 75%. This ability's power scales with your Physical Defense and costs nothing, but be mindful of the reduced defense.
Level 13: Armor Lore
Raises the aptitude for Heavy Armors to S, allowing your character to gain the highest Defense bonus for Heavy Armors in any job.
Level 14: Heaven’s Gate
Unleash a number of Light-element attacks on random enemies; the number of attacks increases with your BP (before using the move).
- 0 BP: 10 hits
- 1 BP: 30 hits
- 2 BP: 50 hits
- 3 BP: 70 hits
- 4 BP: 99 hits
It is ideally used with 4 BP saved up to maximize damage; using it at 0 BP results in significantly less damage.
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