In 30 seconds
The class and who it suits
Templar protects the party but also deals damage. Judgment is its centerpiece: after specialization, it has no cooldown while open. Shield Smite, Warding Strike, and Doom Shield each open a short window for repeated Judgments. Meanwhile, Templar holds the enemy and uses Fury to give the party a damage bonus whenever it Blocks.
This class suits players who want to stand in front and help the group without giving up damage. In PvP it has high HP and Block, control, pulls, and skills that bypass Block and Evasion.
Your job in combat
What to know first
- Fury is a major reason to bring Templar: successful Blocks boost PvE damage for you and the party. Level it first.
- Judgment is the main source of damage. With its Remove cooldown specialization, repeat it as long as a window stays open.
- Shield Smite and Warding Strike open Judgment for two seconds; Doom Shield opens it for three. Sequencing these skills is the rotation.
- Punishment grants Executor for 20 seconds: +200 Accuracy and +20% PvE Damage Boost. Use it as soon as it is ready.
- First-season dungeons can be cleared without a tank, so Templar contributes damage and Fury as well as boss control.
Active skills and specializations

Options appear in priority order. Specialization slots unlock at skill levels 8, 12, and 20. Use available choices until stronger ones open around levels 12–16, then change them.
Main damage
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]
+30% Skill Speed
Ignores Block and Evasion and lands as a Critical Hit
Inflicts Damage over Time to target on hit
+100% damage to targets with Incapacitated Immunity
-10s cooldown
+50% Multi-Hit on hit
Skills that open Judgment
50% chance to trigger [Debilitating Smash] on hit
-2s cooldown
Removes MP Cost and restores 200 MP on hit
-5s cooldown
+10% PvE Damage Tolerance and +5% PvP Damage Tolerance to party members on skill use
+100 Block during Warding
Support and movement
+50% Multi-Hit on hit
-2s [Warding Strike] cooldown on hit
Adds [Threatening Blow] Chain Skill
Moves to the target if target has Incapacitated Immunity
Resets cooldown on defeating an enemy
10% Max HP Protective Shield
+10m Range
-10s cooldown
Restores 300 Stamina on hit
Ignores Block and Evasion and lands as Multi-Hit
+3s Debilitate duration
30% chance to inflict Stun for 3s
Restores 20% HP on using [Defiance]
+50% PvE Damage Tolerance and +25% PvP Damage Tolerance for Tenacity duration
+2s Tenacity duration
Flash Rampage helps only very early when MP is scarce. Later, spend those points on Judgment.
Active skill leveling order
Judgment
Pummel
Punishment
Vicious Strike
Annihilate
Shield Smite
Warding Strike
Poach
Debilitating Smash
Shield Rush
Defiance
Flash Rampage
Passive skills
Passive priority
Other passives, Warding Shield, Ironclad Defense, Guarding Seal, and Block Pain, add modest defense. Leave them at base level.
Stigmas

Core set
Situational stigmas
Take Doom Shield to +15, Empyrean Lord's Punishment to +15, Executing Blade to +10 and eventually +20, then Battlefield Banner and defensive stigmas.
Rotation
PvE
- Step 01 — setupBattlefield Banner, build Enmity, then Empyrean Lord's Punishment. Poach to the boss and immediately fully charge Punishment.
- Step 02 — Judgment windowShield Smite and Warding Strike open Judgment. Repeat it, weaving Pummel and Annihilate between windows.
- Step 03 — extendDoom Shield grants another three seconds of Judgment. Shield Smite returns during that time and the cycle repeats. Use Executing Blade at the end.
Prioritize Punishment whenever it is ready. The fully charged hit and damage over time remain among your strongest attacks despite its 30-second cooldown.
PvP
- Step 01 — engagePoach or Doom Shield, then Shield Smite, and move behind the opponent.
- Step 02 — damageRepeat Judgment and Pummel, then fully charge Punishment.
- Step 03 — finishEmpyrean Lord's Punishment stops a retreating enemy. Against low HP, use Executing Blade with Exposed and Debilitating Smash to counter healing.
Macros
Templar needs two buttons. On the first, right-click macro, put Doom Shield, Annihilate, and Pummel. In the open world and Abyss, kills reset Doom Shield so you can move quickly between monsters. On the second, prioritize Judgment, then Shield Smite and Warding Strike to keep its windows open. In duels, keep Doom Shield on a separate key. See the skill macro guide for ping-specific delays.
Stats
The main stats are Might, which raises all Attack by a percentage, and Precision, which provides Accuracy and Critical Hit. Without Accuracy you miss evasive opponents; without Critical Hit damage drops. Do not seek Willpower on gear: the Pantheon, Arcana, and Daevanion already provide Status Effect Resist.
Among divine stats, Space provides Movement Speed and Block chance, which feeds Fury; Time gives Combat Speed; Freedom gives Accuracy and Evasion. Destruction, Illusion, and Wisdom also help. See the stats guide for each one.
Soul Binding
| Slot | Option priority |
|---|---|
| Weapon | Might, Combat Speed, Precision, Weapon Damage Boost, Damage Boost, Attack |
| Guard | Might, multi-hit, Damage Boost, Weapon Damage Boost, Combat Speed, Attack |
| Helmet | Double Chance, Attack, Fury, Impact Hit; healing received is acceptable |
| Shoulders | Critical Damage Boost, Attack, Impact Hit |
| Chest | Damage Boost, Attack, Fury, Impact Hit, Critical Hit or Accuracy |
| Legs | Damage Tolerance, Attack, Perfect Chance, Fury, Impact Hit |
| Gloves | Combat Speed, Perfect Chance, Attack, Critical Hit or Accuracy, Fury |
| Cloak | Double Chance, Perfect Chance, Accuracy, Attack, Fury, Impact Hit |
| Boots | Movement Speed, Defense, Attack, Perfect Chance, Fury, Impact Hit |
| Earrings and necklace | Attack, Critical Hit, Accuracy, Fury, Impact Hit; Punishing Benediction and Insulting Roar also work |
| Rings | Pummel, Judgment, Vicious Strike, Debilitating Smash, Attack; then Punishment or Annihilate |
| Bracelet | Destruction, Illusion, Space, Time, Freedom, Wisdom |
Perfect Chance and Double Chance are the best damage rolls wherever available. Stack Accuracy in slots without Precision. Keep Evasion or Block rolls if you get them: Freedom raises Accuracy and Evasion together.
Arcana
| Arcana | Skills in priority order |
|---|---|
| Chalice | Fury, Pummel, Punishment, Judgment, Vicious Strike, Impact Hit |
| Parchment | Judgment, Vicious Strike, Punishment, Debilitating Smash, Annihilate |
| Compass | Pummel, Warding Strike, Shield Smite |
| Bell | Fury, Punishing Benediction, Insulting Roar |
| Mirror | Impact Hit |
Lock Fury on the Bell. If an Arcana upgrade raises the wrong skills, replace the card instead of investing more. Raise Judgment, Pummel, and Fury as high as possible.
Daevanion

Route toward Punishment, Judgment, and Pummel, collecting nearby gold nodes and bonus Attack. Damage first, defense second. See the Templar boards in Daevanion.
Titles
For Attack, use Unbound by Genus from full Genus Insight or Golden Glow. For defense, choose a title with Damage Tolerance such as Saint of Altgard. For the utility slot, use Combat Speed or Cooldown Reduction, such as Empty Closet.
PvE and PvP
Build one equipment set for both modes; mainly the runes and amulet differ. Two sets with ideal options cost a great deal, while PvE damage remains important.
In PvP, prioritize Accuracy, Weapon Damage Tolerance, Critical Hit Resist, and Block Penetration to fight other Templars and Clerics. Block and Evasion help against Assassins.
Common mistakes
- Judgment without a windowWithout Shield Smite, Warding Strike, or Doom Shield to open it, Judgment waits on cooldown.
- Block without FuryAn unleveled passive costs the party its damage buff.
- Unnecessary pausesBlocking when you could attack loses damage.
- Two gear sets at onceIdeal rolls consume twice the resources.
- Uncharged PunishmentA full charge deals much more damage.
Checklist for harder content
Templar ready
- Judgment, Pummel, and Punishment at level 20;
- Judgment set to Remove cooldown and guaranteed Critical Hit;
- Fury leveled and locked on the Bell;
- Doom Shield at least +15;
- macro prioritizes Judgment;
- Defiance and movement skills on separate keys.
The takeaway
Templar repeats Judgment in windows opened by Shield Smite, Warding Strike, and Doom Shield, while Fury buffs the party on Block. Level Judgment, Pummel, and Punishment and get Doom Shield to +15 to tank and deal strong damage.
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