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Templar (Holy Arts)
Bravely Default

Templar (Holy Arts)

bravely default Templar (Holy Arts) job guide covering all abilities from Heart Strike to Heaven's Gate, including BP Limit Up and Critical Amp.

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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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