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Templar PvE Guide — Skills, Builds, Rotation & Gear

A practical Templar PvE guide: connect Judgment windows, sustain two cooldown loops, choose four Stigmas for your role and spend ranks where they change the build.

Situational Stigmas · Stigmas · Skills & special abilities · Macro Guide · Passive priorities · Recommended substats · Full class guide

Farm · Editorial progression targets. Spend within your available points.

Farm LOADOUT

Stigmas

Equip these 4 Stigmas

Solo damage and pack clearing.

Doom Shield

Stigma Lv. 1 → 5 → 10
✓ Equip · Shield + Judgment trigger

Rushes into the target, grants a shield and temporarily activates Judgment; can knock down.

A Judgment trigger and gap closer; at Stigma 5 a hit resets Annihilate. Use the reset after spending Annihilate when possible, but do not waste a short Judgment window or force unsafe movement.

Battlefield Banner

Stigma Lv. 1 → 5 → 10
✓ Equip · Defense-to-attack buff

Temporarily raises attack in proportion to defense.

Time the defense-to-attack buff for safe damage uptime. Stigma 5 adds Multi-Hit Chance, 10 adds Weapon Damage Boost; the stronger conversion at 15 is a later goal.

Noble Armor

Stigma Lv. 1 → 5 → 10
✓ Equip · Maximum HP + recovery

Increases maximum HP and immediately restores health; resists buff removal.

Use for maximum HP and recovery. Stigma 10 amplifies Assault Roar (Global: Insulting Roar); the Fury amplification begins at 15, beyond the displayed Lv. 10 target.

Empyrean Lord's Punishment

Stigma Lv. 1 → 5 → 10
✓ Equip · Area damage

Area attack around a target with stun potential and stagger damage.

Damage and stagger option in the Leonis set. At Stigma 10 it adds 50 stagger damage. Replace with Shield of Protection for a planned block; this does not remove Mastery Punishment or Executor.

Stigma upgrade priority — target Lv. 10

Unlock your four equipped Stigmas at Lv. 1 first. Then upgrade them toward Lv. 10 in this order, using Lv. 5 as an intermediate checkpoint. These are investment targets, not the game’s maximum ranks. Upgrade a situational replacement when you actually use it; do not spend on every alternative first.

  1. Doom Shield — Lv. 1 → 5 → 10 · Shield + Judgment trigger
  2. Battlefield Banner — Lv. 1 → 5 → 10 · Defense-to-attack buff
  3. Noble Armor — Lv. 1 → 5 → 10 · Maximum HP + recovery
  4. Empyrean Lord's Punishment — Lv. 1 → 5 → 10 · Area damage

For a regular situational setup, the replacement takes the removed skill’s place in this order. Source notes about other ranks describe those ranks; they are not Lv. 10 effects.

Unlock the four equipped choices at 1. Doom Shield 5 is an early Annihilate-reset checkpoint. Continue toward the displayed Lv. 10 targets; Noble Armor 15 and Banner 15 are separate later goals.

Stigmas level with Shards. They do not use Mastery Specialty slots.

Other Stigmas — optional reference

Shield of Protection

Stigma Lv. 1 → 5 → 10
Alternative · Planned frontal block

Channelled frontal shield block with stronger damage reduction; successful blocks restore MP and stamina.

Time a blockable incoming attack to protect yourself and trigger Fury on a successful block. Stigma 10 permits movement. Do not assume every mechanic is blockable.

Taunt

Stigma Lv. 1 → 5 → 10
Alternative · Threat + enemy debuff

Damages and builds enmity; applies a debuff reducing accuracy, attack and damage tolerance.

Not equipped in this set. Threat + enemy debuff.

Executing Blade

Stigma Lv. 1 → 5 → 10
Alternative · Situational alternative

Damages enemies and reduces defense; damage increases against impact-controlled targets.

Not equipped in this set. Situational alternative.

Comrade in Arms

Stigma Lv. 1 → 5 → 10
Alternative · Situational alternative

Shares part of damage received by a party member; sharing differs in PvP areas.

Not equipped in this set. Situational alternative.

Grapple

Stigma Lv. 1 → 5 → 10
Alternative · Situational alternative

Area damage and pull around a target, followed by rooting.

Not equipped in this set. Situational alternative.

Assault Fury

Stigma Lv. 1 → 5 → 10
Alternative · Situational alternative

Area HP/MP damage and stun potential; defense rises with targets hit.

Not equipped in this set. Situational alternative.

Situational Stigmas

Choose these Stigmas only when the situation applies. Replace the named skill before the encounter and keep exactly four equipped.

Shield of Protection

Situation: Need a planned block? Replace Empyrean Lord’s Punishment with Shield of Protection. For an assigned group tank role, select the Group PvE Dungeon set.

Change one slot: From the recommended starting set, replace Empyrean Lord's Punishment with Shield of Protection. Keep the other three Stigmas.

Complete alternative set: Doom Shield + Battlefield Banner + Noble Armor + Shield of Protection.

Shield of Protection

Situational · Stigma Lv. 1 → 5 → 10

Channelled frontal shield block with stronger damage reduction; successful blocks restore MP and stamina.

Use it: Time a blockable incoming attack to protect yourself and trigger Fury on a successful block. Stigma 10 permits movement. Do not assume every mechanic is blockable.

Each example starts from its named set. If you combine changes, check that the outgoing skill is still equipped and that the final bar contains four Stigmas.

Connect the two cooldown loops

Pummel shortens Punishment. Vicious Strike shortens Warding Strike. Both need their total-12 cooldown option selected and actual hits on the target. Spend available Judgment windows before filling the gaps.

StageEquip / checkPlay it
Total 8 · one slotMP recovery on Shield Smite; MP on Vicious Strike; MP reduction or solo healing on Pummel.Use triggers → Judgment, then recover MP between priority attacks.
Total 12 · two slotsPummel option 4 + MP/healing; Vicious Strike option 4 + MP.Fill downtime to shorten Punishment and Warding cooldowns. Refresh buffs when safe.
Judgment 16 · two slotsCooldown removal + extra hit for damage or HP absorption for tank recovery.A valid trigger is still required. A third option needs total 20.

Watch different timers: Executor lasts 20 seconds; Warding lasts 10 seconds, while its Judgment activation lasts only 2 seconds. Movement, misses and mechanics can break uptime.

Four-slot damage set: Noble Armor + Battlefield Banner + Doom Shield + Empyrean Lord’s Punishment. For a planned block, replace only Empyrean Lord’s Punishment with Shield of Protection. Mastery Punishment and Executor stay available. If assigned threat and party protection, use the complete Group PvE Dungeon starting set.

Stigma checkpoints: Doom Shield 5 resets Annihilate on hit. Noble Armor 10 amplifies Assault Roar; Fury amplification starts at 15. The displayed Lv. 10 targets do not include that later effect.

Reviewed 5 October 2026 · Leonis: 4 October update · Creator advice checked against Global client references; no guaranteed DPS increase or permanent buffs.

Play it in 3 steps

  1. Confirm the tank assignment; use Taunt and planned protection when equipped. In the damage set, prepare Noble Armor and time Battlefield Banner for safe uptime.
  2. Apply Punishment for Executor. Use an available Judgment trigger (Shield Smite, Warding Strike or Doom Shield), then spend Judgment before its activation expires. Use Debilitating Smash and Annihilate when available.
  3. Between priority attacks, use Vicious Strike for MP and Warding cooldown reduction, and Pummel for Punishment cooldown reduction once their total-12 options are selected. Refresh useful buffs; interrupt for mechanics.

Skills

Active skills & special abilities

All 12 active skills, their effects and Specialty selections for Farm.

Total 8 → 1 slot · 12 → 2 slots · 16 → all options · 20 → 3 slots

Option numbers match the five lines shown on each skill. Total level includes gear and Daevanion bonuses. At total 16 all five options are available, but you still have two slots. The third slot opens at total 20. Checked options show our recommended total-20 setup; use the milestone selections below at lower levels. This is not a requirement to raise every skill to 20.

Shield Smite

Base Lv. 8 → 10 · Total goal 12

Damages enemies, can stun and contributes to stagger.

Use it: Opens Judgment for 2 seconds. Keep option 2 for MP recovery; option 3 instead/additionally enables a 50% Debilitating Smash trigger when your unlocked slots and MP allow it.

Special abilities · Specialty

Recommended setup · Total Lv. 20 · 3 slots

  1. 1+1s Stun durationOptionalUnlocks at total Lv. 8
  2. 5AoE StunOptionalUnlocks at total Lv. 16
Recommended selections
Total 8 · 1 slot✓ 2
Total 12 · 2 slots✓ 2 + ✓ 3
Total 16 · 2 slots✓ 2 + ✓ 3
Total 20 · 3 slots✓ 2 + ✓ 3 + ✓ 4

Reduce resource downtime during repeated casts. Opens Judgment for 2 seconds. Keep option 2 for MP recovery; option 3 instead/additionally enables a 50% Debilitating Smash trigger when your unlocked slots and MP allow it.

Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗

Judgment

Base Lv. 8 → 10 · Total goal 16

Becomes available through shield skills; deals damage, enmity and stagger.

Use it: Spend its short activation window. At total 16, select cooldown removal; this does not remove its trigger requirement. Only two options fit until total 20.

Special abilities · Specialty

Recommended setup · Total Lv. 20 · 3 slots

  1. 1Absorbs 1% HPOptionalUnlocks at total Lv. 8
  2. 2Deals extra damage on attacking a target afflicted with Impact-type statusOptionalUnlocks at total Lv. 8
Recommended selections
Total 8 · 1 slot✓ 3
Total 12 · 2 slots✓ 3 + ✓ 4
Total 16 · 2 slots✓ 5 + ✓ 3
Total 20 · 3 slots✓ 5 + ✓ 3 + ✓ 4

Choose recovery for the tank baseline or the extra hit for damage. Cooldown removal becomes available at total 16; keep a valid activation window. Spend its short activation window. At total 16, select cooldown removal; this does not remove its trigger requirement. Only two options fit until total 20.

Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗

Vicious Strike

Base Lv. 8 → 10 · Total goal 12

Attack chain that builds enmity and restores MP.

Use it: Build MP between priority attacks. At total 12, select option 4: each hit reduces Warding Strike cooldown by 2 seconds. This requires the option and actual hits.

Special abilities · Specialty

Recommended setup · Total Lv. 20 · 3 slots

  1. 2Absorbs 1% HPOptionalUnlocks at total Lv. 8
  2. 5Adds [Threatening Blow] Chain SkillOptionalUnlocks at total Lv. 16
Recommended selections
Total 8 · 1 slot✓ 1
Total 12 · 2 slots✓ 4 + ✓ 1
Total 16 · 2 slots✓ 4 + ✓ 1
Total 20 · 3 slots✓ 4 + ✓ 1 + ✓ 3

Reduce resource downtime during repeated casts. Build MP between priority attacks. At total 12, select option 4: each hit reduces Warding Strike cooldown by 2 seconds. This requires the option and actual hits.

Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗

Pummel

Base Lv. 8 → 10 · Total goal 12

Repeatable attack chain with enmity and stagger damage.

Use it: Fill gaps after available Judgment and trigger follow-ups. At total 12 select option 4 to reduce Punishment cooldown by 1 second on hit. Do not starve MP or delay a useful Judgment window.

Special abilities · Specialty

Recommended setup · Total Lv. 20 · 3 slots

  1. 3Deals up to 12% more damage when less targets are hitOptionalUnlocks at total Lv. 8
  2. 5[Punishing Strike] grants extra damage on hitOptionalUnlocks at total Lv. 16
Recommended selections
Total 8 · 1 slot✓ 2
Total 12 · 2 slots✓ 4 + ✓ 2
Total 16 · 2 slots✓ 4 + ✓ 2
Total 20 · 3 slots✓ 4 + ✓ 2 + ✓ 1

Improve recovery when incoming damage limits uptime. Fill gaps after available Judgment and trigger follow-ups. At total 12 select option 4 to reduce Punishment cooldown by 1 second on hit. Do not starve MP or delay a useful Judgment window.

Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗

Warding Strike

Base Lv. 8 → 10 · Total goal 12

Area attack that immediately heals you, grants damage tolerance and activates Judgment.

Use it: Heal and gain Warding for 10 seconds, then spend its 2-second Judgment window. The buff lists +20% PvE Damage Tolerance; uptime depends on Vicious Strike hits and selected options.

Special abilities · Specialty

Recommended setup · Total Lv. 20 · 3 slots

  1. 2+100 Block during WardingOptionalUnlocks at total Lv. 8
  2. 3Heal over Time during WardingOptionalUnlocks at total Lv. 8
Recommended selections
Total 8 · 1 slot✓ 1
Total 12 · 2 slots✓ 1 + ✓ 4
Total 16 · 2 slots✓ 5 + ✓ 1
Total 20 · 3 slots✓ 5 + ✓ 1 + ✓ 4

Bring a useful skill back sooner; respect its trigger condition. Heal and gain Warding for 10 seconds, then spend its 2-second Judgment window. The buff lists +20% PvE Damage Tolerance; uptime depends on Vicious Strike hits and selected options.

Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗

Punishment

Base Lv. 8 → 10 · Total goal 12

Charged area attack that grants Executor (also translated Executioner), increasing accuracy and damage amplification.

Use it: Apply the 20-second Executor buff in a safe opening. Refresh before it expires when possible. Pummel 12 option 4 shortens this skill’s cooldown, not Empyrean Lord’s Punishment.

Special abilities · Specialty

Recommended setup · Total Lv. 20 · 3 slots

  1. 1Absorbs 10% HPOptionalUnlocks at total Lv. 8
  2. 2Inflicts Damage over Time to target on hitOptionalUnlocks at total Lv. 8
Recommended selections
Total 8 · 1 slot✓ 3
Total 12 · 2 slots✓ 3 + ✓ 4
Total 16 · 2 slots✓ 3 + ✓ 4
Total 20 · 3 slots✓ 3 + ✓ 4 + ✓ 5

Faster charge makes the Executor refresh easier to fit inside a safe damage window. Apply the 20-second Executor buff in a safe opening. Refresh before it expires when possible. Pummel 12 option 4 shortens this skill’s cooldown, not Empyrean Lord’s Punishment.

Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗

Poach

Base Lv. 5 → 8

Damages and pulls the target in front of you, with rooting potential.

Use it: Choose kill-reset for farming or the move-to-unpullable-target option for boss engagement.

Kill-reset utility is for farming, not a promise that bosses can be pulled.

Special abilities · Specialty

Recommended setup · Total Lv. 20 · 3 slots

  1. 1Moves to the target if target has Incapacitated ImmunityOptionalUnlocks at total Lv. 8
  2. 2-20% Status Effect Resist for 5s on hitOptionalUnlocks at total Lv. 8
Recommended selections
Total 8 · 1 slot✓ 3
Total 12 · 2 slots✓ 3 + ✓ 4
Total 16 · 2 slots✓ 3 + ✓ 4
Total 20 · 3 slots✓ 3 + ✓ 4 + ✓ 5

Bring a useful skill back sooner; respect its trigger condition. Control and kill-triggered effects depend on the target. Do not assume a boss can be controlled.

Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗

Shield Rush

Base Lv. 5 → 8

After emergency evasion, rushes to the target and can stun.

Use it: A return-to-target tool after a safe dodge. Keep movement under manual control.

Special abilities · Specialty

Recommended setup · Total Lv. 20 · 3 slots

  1. 1Restores 300 Stamina on hitOptionalUnlocks at total Lv. 8
  2. 5+25% Stun ChanceOptionalUnlocks at total Lv. 16
Recommended selections
Total 8 · 1 slot✓ 3
Total 12 · 2 slots✓ 4 + ✓ 3
Total 16 · 2 slots✓ 4 + ✓ 3
Total 20 · 3 slots✓ 4 + ✓ 3 + ✓ 2

Use on packs that can be grouped safely. These selections apply if you use this skill. They do not raise its investment priority.

Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗

Annihilate

Base Lv. 1 → 8 · Total goal 12

Attacks stunned or knocked-down targets with further knockdown potential.

Use it: Use its boss-oriented control-immunity specialty when available; do not assume a boss is stunnable.

Use its boss-oriented control-immunity specialty when available; do not assume a boss is stunnable. After the main cooldown-loop thresholds, total 8 / 12 unlock useful damage or debuff options.

Special abilities · Specialty

Recommended setup · Total Lv. 20 · 3 slots

  1. 2+20% Knockdown ChanceOptionalUnlocks at total Lv. 8
  2. 3+100% damage to targets with Incapacitated ImmunityOptionalUnlocks at total Lv. 8
Recommended selections
Total 8 · 1 slot✓ 1
Total 12 · 2 slots✓ 4 + ✓ 1
Total 16 · 2 slots✓ 5 + ✓ 4
Total 20 · 3 slots✓ 5 + ✓ 4 + ✓ 1

Support damage or utility under the condition written on this option. Control and kill-triggered effects depend on the target. Do not assume a boss can be controlled.

Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗

Debilitating Smash

Base Lv. 1 → 8 · Total goal 12

After a successful block, damages enemies around the target and reduces defense.

Use it: Use when available to apply its defense debuff. Shield Smite option 3 provides an additional trigger. A 25% defense reduction is not a guaranteed 25% final-DPS increase.

Use when available to apply its defense debuff. Shield Smite option 3 provides an additional trigger. A 25% defense reduction is not a guaranteed 25% final-DPS increase. After the main cooldown-loop thresholds, total 8 / 12 unlock useful damage or debuff options.

Special abilities · Specialty

Recommended setup · Total Lv. 20 · 3 slots

  1. 3-60% Incoming Heal during DebilitateOptionalUnlocks at total Lv. 8
  2. 525% chance to reset cooldown on BlockOptionalUnlocks at total Lv. 16
Recommended selections
Total 8 · 1 slot✓ 2
Total 12 · 2 slots✓ 2 + ✓ 4
Total 16 · 2 slots✓ 2 + ✓ 4
Total 20 · 3 slots✓ 2 + ✓ 4 + ✓ 1

Support damage or utility under the condition written on this option. These selections apply if you use this skill. They do not raise its investment priority.

Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗

Flash Rampage

Base Lv. 1 → 1

Attacks a staggered target and increases enmity.

Use it: Not part of the reviewed Leonis default damage loop. Retain as optional stagger utility and compare it in the actual encounter; do not delay core rank thresholds for it.

Special abilities · Specialty

Recommended setup · Total Lv. 20 · 3 slots

  1. 2Restores 120 MP on hitOptionalUnlocks at total Lv. 8
  2. 3Changes to mobile skillOptionalUnlocks at total Lv. 8
Recommended selections
Total 8 · 1 slot✓ 1
Total 12 · 2 slots✓ 4 + ✓ 1
Total 16 · 2 slots✓ 5 + ✓ 4
Total 20 · 3 slots✓ 5 + ✓ 4 + ✓ 1

Improve recovery when incoming damage limits uptime. Use only during a real stagger opportunity; this is not a normal filler skill.

Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗

Shock Release

Base Lv. 1 → 1

Removes major control effects and grants temporary immunity; recast is unaffected by cooldown reduction.

Use it: Keep accessible independently of the damage sequence.

Special abilities · Specialty

Recommended setup · Total Lv. 20 · 3 slots

  1. 1Adds [Capture] Chain SkillOptionalUnlocks at total Lv. 8
  2. 4+2s Tenacity durationOptionalUnlocks at total Lv. 12
Recommended selections
Total 8 · 1 slot✓ 3
Total 12 · 2 slots✓ 3 + ✓ 2
Total 16 · 2 slots✓ 3 + ✓ 5
Total 20 · 3 slots✓ 3 + ✓ 5 + ✓ 2

Support damage or utility under the condition written on this option. Keep this emergency control break manual. Do not buy bonus ranks solely to copy the preview.

Global 1.0.21.0 client-data display; editorial recommendations · Specialty reference ↗

Macro Guide

PvE practice layout · adapted to this activity’s equipped Stigmas · Reviewed 9 Oct 2026

Copy the columns, then choose comfortable keys. These are example bindings. Hover or focus a skill for its effects; on touch screens, tap to inspect it.

Skill bar placement

Top: row 3 · Bottom: row 0, checked first. Gold columns belong to the macro.

Gold: macro columns · Blue: manual skills · LMB: basic attack

Example keys: upper manual slots use Shift. Scroll the bar sideways on smaller screens.

0 → 1 → 2 → 3: the first usable skill wins. A repeatable filler placed too early can prevent later skills from firing.

Manual skills · separate bindings

These complete the bar with every remaining active skill and equipped Stigma. Keep each on a separate binding outside the repeating macro. Numbers identify manual slots, not required keys or a cast order. Passive skills do not occupy bar slots.

Set up the in-game macro

  1. Arrange the columns as shown in the Skill screen. Open Macro and add these quick-slot columns:
1 Q column2 E column
  1. Bind Macro to a spare key, for example RMB, in Settings → Key Settings → General. Keep that binding separate from the Q/E columns.
  2. For an initial test, use 50 ms per entry as an editorial starting point. Test on a target dummy; this is not a measured optimum. Reduce or increase it only after checking which skills actually fire.
  3. Hold the macro key during safe damage uptime; release it to stop. Use the basic attack as described below. Manual input takes priority. Step order is not guaranteed: this is not a fixed one-press combo.

Mouse macro bindings need a compatible control mode; check AION 2 Control Mode if they do not work. Preset changes stop the macro. Recheck the columns in each preset.

Only Stigmas equipped in this guide’s current starting set are shown; keep exactly four equipped. When you swap a Stigma, replace its bar slot too.

Written placement · highest priority first

  • LMB: Vicious Strike.
  • Q: 0: Judgment → 1: Warding Strike → 2: Shield Smite.
  • E: 0: Debilitating Smash → 1: Annihilate → 2: Pummel.

Separate manual slots

  • 3: Doom Shield
  • 4: Battlefield Banner
  • 5: Punishment
  • 6: Empyrean Lord's Punishment
  • 7: Poach
  • 8: Shield Rush
  • 9: Noble Armor
  • 0: Shock Release
  • -: Flash Rampage

Hold Vicious Strike on LMB together with the macro key during safe damage uptime. Release for movement, mechanics or manual casts.

How to use this layout

  • Use the first column for Judgment and its shield triggers; keep Debilitating Smash, Annihilate and Pummel in a second column. A conditional skill can fire only when its trigger is available.
  • Use equipped Doom Shield manually to engage when a rush is safe; use Taunt for threat when the encounter needs it. Battlefield Banner and defensive Stigmas stay under your control. This deliberately keeps movement and tank decisions out of the damage loop.
  • Charge Punishment manually and reserve Empyrean Lord's Punishment for a useful stagger window. Weave Vicious Strike for MP. The Pummel cooldown-reduction Specialty supports Punishment only after you select it; a copied bar does not enable that effect.

Editorial layout, not an in-game DPS benchmark. Regional names, skill levels and selected Specialties can change its behavior. Community class guide · source comparisons · English in-game macro controls.

Passive skills & investment priorities

Max these passives first — in this order

For Farm, put your passive upgrade points into the priority skills below. Max the first one, then the next, until this list is complete. Do not spread points across optional passives first. This offensive order assumes adequate survival; move Enhanced Health, Ironclad Defense or blocking sustain ahead if incoming damage stops progression.

  1. Fury — max Base Lv. 10
  2. Assault Roar — max Base Lv. 10
  3. Impact Hit — max Base Lv. 10
  4. Punishing Benediction — max Base Lv. 10

Fury

1. Max first · Base Lv. 10

Increases frontal damage; successful blocks increase party damage amplification.

First offensive passive priority: a successful block triggers the party damage buff. Coordinate its overlap with Gladiator Experienced Counter; avoid lethal frontal mechanics.

Assault Roar

2. Max first · Base Lv. 10

Increases enmity amplification and grants attack after frontal hits.

Second offensive passive priority (Global: Insulting Roar). Benefits safe frontal play; Noble Armor 10 amplifies this passive during its buff.

Impact Hit

3. Max first · Base Lv. 10

Increases impact-type hit and a bonus-strike stat.

Third offensive passive priority for repeated damage opportunities; do not rely on bosses accepting control effects.

Punishing Benediction

4. Max first · Base Lv. 10

Increases critical; landing attacks grants a chance-based extra-damage effect.

Fourth offensive passive priority. Move survival investment ahead when deaths or recovery downtime stop progress.

Optional passives — after your priorities

Upgrade these when their effect solves the encounter. Survival can take priority over the offensive order above.

Enhanced Health

Situational · move survival forward when needed

Increases maximum HP and received healing.

Move this defensive investment ahead of offensive passives when the next unavoidable hit or recovery downtime prevents progress. The default order assumes survival is already adequate.

Warding Shield

Situational · move survival forward when needed

Increases block and heals after a successful block.

Move this defensive investment ahead of offensive passives when the next unavoidable hit or recovery downtime prevents progress. The default order assumes survival is already adequate.

Ironclad Defense

Situational · move survival forward when needed

Increases defense and endurance.

Move this defensive investment ahead of offensive passives when the next unavoidable hit or recovery downtime prevents progress. The default order assumes survival is already adequate.

Guarding Seal

Situational · move survival forward when needed

At low health, creates a maximum-HP-based shield with a retrigger limit.

A safety net, not a reason to delay your active mitigation.

Survival Willpower

Situational · move survival forward when needed

Increases status resistance and grants conditional tolerance/resistance after control effects.

Useful against control-heavy enemies; does not replace Shock Release timing.

Block Pain

Situational · move survival forward when needed

Taking attacks builds stacks; reaching the threshold grants damage tolerance.

Passive mitigation while under pressure. The current reference-client description uses stacks, not a universal first-hit cooldown.

Recommended substats

Soul Binding

Random equipment lines: choose from the actual item's available pool. These are practical priorities, not universal stat weights or socket recommendations.

Class focus
Combat Speed · Damage Tolerance · HP

Templar: survival comes first while learning to tank. Once incoming damage is comfortable, use the offensive slot targets below; do not sacrifice reliable hits for paper damage.

Substats by equipment slot

Starting targets for this role. A listed alternative is useful only if that item can roll it; this is not a required full set of lines.

Equipment slotLook for firstUseful alternatives
Weapon / off-handCombat Speed · Weapon Damage Boost · Damage BoostMight · Precision · Active skill levels
HeadDouble Chance · Attack increasePassive skill levels
ShouldersDouble Chance · Critical Damage BoostPassive skill levels
ChestDamage BoostPerfect Chance · Passive skill levels
HandsCombat SpeedPerfect Chance · Passive skill levels
LegsAttack increaseDamage Tolerance · Perfect Chance
CloakDouble Chance · Attack increasePassive skill levels
FeetMove SpeedPerfect Chance · Passive skill levels
EarringsMight · Passive skill levelsPrecision · Move Speed
NecklaceCombat Speed · MightPassive skill levels
RingsActive skill levelsMight · Precision
BraceletsTime · DestructionWisdom · Illusion

Skill-level lines

Rings and weapons can supply active levels; armor, earrings and necklaces can supply passive levels. Compare the next level's benefit before replacing a strong stat line.

Active skills to inspect: Shield Smite · Judgment · Vicious Strike

Passive skills to inspect: Fury · Assault Roar · Impact Hit

These follow this build's skill priorities, not a measured ranking of gear rolls. Total 16 opens all Specialty options; total 20 opens the third slot. Count gear, Arcana and Daevanion together.

Before spending on rerolls

  • Keep a useful rare line first. Improve affordable secondary lines afterward; do not chase perfect rolls on temporary gear.
  • Accuracy and Critical Hit needs change with buffs and enemy defenses. Check real encounters instead of copying an unverified cap.
  • Attack increase is a percentage line; Attack is a flat line. Cooldown Reduction is not an ordinary roll on every slot; Illusion is one way to obtain cooldown support.
Full class guide — gear, skills & sources

Templar turns successful blocks, short Judgment windows and well-timed buffs into damage and party protection. Build the early MP loop first, then equip the total-12 cooldown options and the total-16 Judgment option. Choose your four Stigmas around the job the group actually needs.

Reviewed 5 October 2026 against Leonis’ 4 October update, his linked full guide and updated Questlog build. The guide below separates the creator’s damage setup from an assigned tank setup, explains the rank requirements, and checks the mechanics against Global client references. It does not claim a measured best-DPS build or permanent buff uptime.

Compare gear & save your setup

Explore exact item variants with +0 stats and source-listed acquisition categories. These examples support the gear discussion; they are not a best-in-slot ranking.

Equipment examples & food records

Ancient Spirit's Boots

Ancient Spirit's Boots (Engraved)

Ancient Spirit's Breastplate (Engraved)

Ancient Spirit's Cloak

Ancient Spirit's Cloak (Engraved)

Ancient Spirit's Earring

Ancient Spirit's Earring (Engraved)

Ancient Spirit's Gloves

Ancient Spirit's Gloves (Engraved)

Ancient Spirit's Greaves

Ancient Spirit's Greaves (Engraved)

Ancient Spirit's Helmet

Ancient Spirit's Helmet (Engraved)

Ancient Spirit's Necklace (Engraved)

Ancient Spirit's Pauldrons

Ancient Spirit's Pauldrons (Engraved)

Ancient Spirit's Ring

Ancient Spirit's Ring (Engraved)

Black Dragon Beef Wellington

Eroded Afterimage's Breastplate (Engraved)

Ludra's Bracelet

Ludra's Bracelet (Engraved)

Ludra's Heart

Ludra's Heart (Engraved)

Ludra's Scale Sword

Ludra's Scale Sword (Engraved)

Shining Wise Dragon King's Breastplate

Shining Wise Dragon King's Guarder

Shining Wise Dragon King's Necklace

White Dragon Beef Wellington

White Dragon Chop Steak

White Dragon Fruit Juice

White Dragon Seafood Pasta

Wise Dragon King's Breastplate

Wise Dragon King's Guarder

Wise Dragon King's Necklace

GLOBAL EU · Tank

Templar consumables

Plan survival before the pull. Prepare personal recovery and a finite shield for known damage windows; keep damage buffs for the time you can attack safely.

Role recommendations are editorial. Item effects come from NC’s Global EU records, checked 30 September 2026; the rest of this class guide keeps its own region scope.

Before attacking

Power Shard (Bound)

Activate for attack windows; ordinary shards are the budget starting point.

Timed combat buff

Courage Scroll (Bound)

Check the five-minute timer before a serious pull.

Food choice

White Dragon's Chopped Steak

An Elyos survival-oriented meal for progression. Consider it when personal durability is the limiting factor instead of choosing damage food automatically.

Role priority

Absorption Scroll (Bound)

Use before predictable incoming damage. The per-hit limit and total absorption cap are different limits; this is a finite shield, not immunity.

Personal emergency

Life Crystal (Bound)

Check the level requirement. Keep instant recovery reachable; avoid overhealing.

The listed Chopped Steak is Elyos-only. For another faction, choose a usable survival meal from your own supplies; Roasted Fogus is an all-faction offensive alternative, not an identical defensive replacement.

Battle Enhance Scroll (Bound) is an optional damage-and-survival addition for serious attempts. Superior Healing Potion is a personal cleanse for eligible effects, not an HP heal.

Full Templar preparation guide →
templar
Official NC class artwork · Source
Party tank / shields / melee damageLongsword and shield

Quick start: role, strengths and tradeoffs

Build recommendation

Your damage comes from consuming Judgment activations, refreshing useful buffs and filling the gaps without running out of MP. Blocking can also trigger Fury for the party. First agree who holds the boss and which party defensive is required; a strong dummy setup does not answer every tank mechanic.

Choose a four-slot PvE Stigma loadout

Build recommendation

Each row is a complete set of exactly four. The damage set gives up Taunt and Nezekan’s Shield, so use it only when those duties are covered. The safer damage variant adds a personal block, not the missing party shield.

SituationFour StigmasWhat changes
Assigned group tank / learningTaunt; Doom Shield; Nezekan’s Shield; Shield of ProtectionDefault group preset: threat, party shield and a deliberate block.
Tank duties covered, stable incoming damageNoble Armor; Battlefield Banner; Doom Shield; Empyrean Lord’s PunishmentLeonis damage set. From the tank baseline replace Taunt, Nezekan’s Shield and Shield of Protection with Noble Armor, Banner and Lord’s Punishment.
Same damage setup, need a blockNoble Armor; Battlefield Banner; Doom Shield; Shield of ProtectionReplace only Empyrean Lord’s Punishment. Keep Mastery Punishment and its Executor buff.
Tank retaining threat + party shieldTaunt; Doom Shield; Nezekan’s Shield; Battlefield BannerExisting intermediate option: replace Shield of Protection only when the deliberate block is unnecessary.

Before the pull

Build recommendation

Check your preset, resource bar, selected specialties and party assignments before starting. A developed rotation only works when its rank-dependent effects are actually equipped.

  1. Confirm the party role and required survival or control tool.
  2. Confirm your main skill-rank thresholds in the skill screen after changing gear.
  3. Use the appropriate consumable and position for both damage and party support.
  4. Identify the first dangerous mechanic and reserve the skill that answers it.

Opening rotation: step by step

Build recommendation

Use this as a priority sequence, not a rigid timed macro. Noble Armor can be prepared before the pull; use Banner when the target will remain attackable. Keep your assigned defensive ready.

  1. Establish facing and threat when tanking; time a blockable opening hit for Fury if your setup and encounter allow it.
  2. Apply Punishment for Executor in a safe charge window. Lord’s Punishment, if equipped, is a separate damage/stagger cast.
  3. Use Shield Smite or Warding Strike, then consume Judgment before its short activation expires. Use available Debilitating Smash to apply the defense debuff.
  4. When possible, spend Annihilate before Doom Shield 5 resets it; use Doom Shield’s Judgment opportunity. Avoid unsafe forced movement.
  5. Fill gaps with Vicious Strike and Pummel. With their total-12 options selected, they shorten Warding Strike and Punishment cooldowns respectively.

Single-target priority and resource loop

Build recommendation

Two cooldown loops support Judgment rather than replacing it. Pummel is a filler after useful priority attacks; forcing it ahead of every proc can lose damage and MP.

ConnectionRequirementDecision
Pummel → Punishment → ExecutorPummel total 12, option 4 selected; hits reduce Punishment cooldown by 1s.Executor lasts 20s and gives +20% PvE Damage Boost. Refresh when safe before it expires; do not promise permanent uptime.
Vicious Strike → Warding Strike → JudgmentVicious Strike total 12, option 4 selected; hits reduce Warding cooldown by 2s.Warding lasts 10s and lists +20% PvE Damage Tolerance. Its Judgment activation lasts only 2s; use it promptly.
Shield Smite → Judgment / Debilitating SmashJudgment activation is native; the additional Smash trigger needs option 3.MP option 2 is valuable. With two slots you must trade the cooldown option for the Smash trigger; choose based on MP and downtime.
Doom Shield → Judgment / Annihilate resetAnnihilate reset starts at Stigma 5 on hit.Use available follow-ups without overwriting an unused Judgment window.
Every loop → encounter mechanicsThe target must be in range and attackable.Threat, survival, facing and party protection take priority over keeping a buff icon active.

Skill progression and specialty milestones

Build recommendation

Total means base investment plus board, gear and Arcana. Mastery slots open at 8 / 12 / 20. Total 16 unlocks the last option but still allows only two selections. The tables show an editorial route, not a fixed gear-score requirement.

SkillEarly / total 12Developed / later
Vicious StrikeMP restoration at 8; add Warding cooldown reduction at 12.Keep the cooldown effect selected; add Multi-Hit Chance when a third slot opens at 20.
PummelMP reduction for groups or HP absorption for solo at 8; add Punishment cooldown reduction at 12.The cooldown loop already works at 12. More ranks do not justify delaying Judgment 16.
JudgmentExtra hit for damage, HP absorption for tank recovery.At 16 select cooldown removal plus the chosen early option. A valid trigger is still required.
Shield SmiteMP option first. At 12 choose MP + shorter cooldown for tank comfort or MP + Smash trigger for damage.At 20 all three fit. Do not treat a 50% trigger as guaranteed.
Warding StrikeShorter cooldown first, then recovery or conditional multi-target tolerance.At 16 party tolerance becomes available; it still uses one of two slots.
PunishmentFaster charge first; mobile charge at 12 helps safe uptime.Its later damage option is lower priority than making both cooldown loops work.

Stigma checkpoints: current targets and later goals

Build recommendation

Unlock only the four skills you will equip. For the damage set, Doom Shield 5 is the first reset checkpoint; then build Noble Armor and Battlefield Banner toward 10. Raise the fourth slot according to the encounter. The updated creator planner shows higher ranks on some skills; those are later goals, not effects already present at our displayed Lv. 10 targets.

SkillCheckpointWhy it matters
Doom Shield5A hit resets Annihilate; do not reset an already-ready skill without a reason.
Noble Armor10 → later 1510 amplifies Insulting Roar; 15 separately amplifies Fury.
Battlefield Banner5 → 10 → later 15Multi-Hit Chance, then Weapon Damage Boost, then stronger defense-to-attack conversion.
Empyrean Lord’s Punishment10 if equippedAdditional stagger damage; no guarantee of an instant boss break.
Shield of Protection10 if equippedMobile blocking; only a successful block triggers Fury.

If the updated loop does not work

Build recommendation

Use these checks before buying another damage upgrade.

SymptomCheck first
Punishment returns too slowlyPummel total 12, option 4 selected, actual hits landing; fill gaps without delaying Judgment.
Warding falls offVicious Strike total 12, option 4 selected, enough hits and time on target. Expect gaps during mechanics.
Judgment is unavailable at 16Cooldown removal must be selected, and Shield Smite/Warding/Doom or another valid trigger must open its activation.
MP runs outRetain Shield Smite’s MP option and Vicious Strike; reduce unnecessary Pummel use. A damage option must earn its slot.
Damage set dies or loses the tank assignmentUse the block variant or restore the complete group-tank set. One personal shield does not replace Taunt and party protection.

Passive skills: what earns its points

Build recommendation

When survival is adequate, invest in Fury → Assault Roar (Global: Insulting Roar) → Impact Hit → Punishing Benediction. This is the displayed offensive Base-10 order. Move Enhanced Health, Ironclad Defense or blocking sustain ahead when incoming damage is the bottleneck. Fury needs a successful block for its party buff; do not assume it is permanently active or stacks with Gladiator Experienced Counter. Keep the current regional Block Pain description rather than adopting an old first-hit cooldown claim.

Packs, area damage and farming

Build recommendation

Gather enemies into party damage areas and face them away from allies. Use Poach where the pull is permitted and Warding Strike or a selected defensive effect for the incoming pack damage. Keep Judgment windows distinct. A movement or control skill that fails against an immune boss can still be useful on ordinary adds.

Group mechanics, survival and utility

Build recommendation

Before a pull, agree on the tank position and when party mitigation is needed. Hold Taunt for threat requirements, keep Warding Strike and major shields timed around damage, and avoid rotating the boss through the party. Comrade in Arms and other specialized protection belong to a planned mechanic assignment. Shock Release remains manual.

Daevanion: route priorities

Build recommendation

First compare connected paths that bring the core skills to useful total-12 options, particularly Vicious Strike and Pummel. Then complete Judgment 16 and equip cooldown removal. Leonis’ updated planner explicitly puts useful skill ranks before finishing distant corner nodes; that correction takes precedence over the older video’s corner-first advice.

Select Offensive Setup - Midgame (UPDATED) for the revised damage reference, not the old setup. Check the live planner and your current skill screen before spending. Exact node coordinates, a universal point cost and regional availability were not independently audited. Keep accuracy and survival sufficient for the encounter.

Bonus skill ranks: board, accessories and Arcana

Build recommendation

Budget for Vicious Strike 12 and Pummel 12 with their cooldown options, the useful total-12 core, then Judgment 16. Review the selected options after every equipment change. Judgment 20 is a later third-slot goal, not a prerequisite for the updated loop. Use board, accessories and Arcana together; verify that a desired skill roll exists on the actual item before rerolling.

Gear and stat decisions

Build recommendation

A tank needs attacks to connect and enough effective health for the actual hit. Compare might/precision, combat speed, damage boost, accuracy and critical for farm damage; shoulder critical damage and glove speed are source-build targets. Preserve shield/HP/defensive value where it changes survival. A damage-only preset should not silently replace the progression tank preset.

Compare the same encounter and buff conditions. Accuracy is a requirement against the actual target, not one universal number. A rank threshold, a survivable hit or a sustainable resource loop can be worth more than a small increase in displayed combat power.

Equipment checklist by slot

Build recommendation

Use this as an upgrade worksheet. Exact affix pools and item tiers depend on the item record; do not assume every desired effect can roll on every slot.

SlotLook forDecision rule
Weapon / offhandMain damage and available offensive rollsCompare attack, useful speed/amplification and cost; retain the core skill-rank plan.
ArmorSurvival and relevant specialty affixesSolve the mechanic that kills you; then compare offensive affixes actually present in that item pool.
Gloves / bootsUseful speed and movementMovement improves mechanic execution; speed value depends on the class loop.
Rings / accessoriesFunctional skill ranks and appropriate statsComplete a useful total-rank threshold before paying heavily for cosmetic combat-power gains.
Manastones / rerollsOne affordable useful improvement firstDo not exhaust the budget chasing several perfect rolls on an item being replaced soon.
ArcanaRanks plus a coherent set effectCount the resulting skill levels after each replacement.

Arcana planning

Build recommendation

Choose Arcana that completes a useful skill threshold without losing a needed set effect. Leonis discusses Vigor in his full guide; that is a creator preference, not an independently established best-in-slot set. Compare the actual Judgment/Vicious Strike/Pummel totals and passive ranks before and after each swap. Do not copy a high-investment setup that leaves your early loop incomplete.

Food buffs and sustain

Build recommendation

The linked items below are official reference-client crafted-food records. Values and durations belong to those records. Choose a food that solves the current damage, resource or survival need; do not assume overlapping food effects stack.

FoodDurationOfficial-record effects
White Dragon Beef Wellington ↗ / Black Dragon Beef Wellington ↗300 secondsAttack 16, defense 162, accuracy 12, status resistance 3%, stamina 300; faction variants.
White Dragon Fruit Juice ↗300 secondsNatural MP recovery 36, flight 60 and stamina recovery 50%; useful for mana-constrained classes.
White Dragon Chop Steak ↗300 secondsHP 148, MP 74, defense 162, block 12, status resistance 3%, stamina 300.
White Dragon Seafood Pasta ↗300 secondsCritical 12, evasion 12, block 12, status resistance 3%, stamina 300.

In-game macro and manual controls

Build recommendation

Learn the priority manually first: an available Judgment window and follow-ups, then Vicious Strike/Pummel filler, with Punishment and Warding refreshed when useful. If using the built-in macro, add one action at a time and verify that it actually fires. The update adds Pummel after the main sequence and removes Flash Rampage from the creator’s normal damage loop. Keep deliberate blocks, party shields, unsafe movement, control breaks and charge timing under your control. No external automation or fixed delay value is required by this guide.

Common mistakes and source disagreements

Build recommendation

Punishment is the Mastery skill that supplies Executor; Empyrean Lord’s Punishment occupies a Stigma slot. Replacing the latter with Shield of Protection does not break Pummel’s Punishment cooldown loop. Warding’s 10-second buff and 2-second Judgment activation are separate timers. Damage Tolerance is a named stat, not proof of the same percentage of final damage prevented. Likewise, Debilitating Smash’s defense reduction is not an equal percentage of final DPS.

The 4 October update supersedes the older Flash Rampage rotation and board allocation. Leonis reports roughly 22k to 26–27k dummy DPS in his setup; this is a creator report, not our benchmark or a gain promised for your gear. We retain tank responsibilities, recovery alternatives and regional caveats instead of treating “top DPS” as a verified class ranking.

Upgrade order and a useful practice check

Build recommendation

Change one bottleneck at a time and compare the same target, duration, equipment and buffs.

  1. Unlock exactly four appropriate Stigmas and the early MP choices. Doom Shield 5 is an early reset checkpoint.
  2. Reach Vicious Strike 12 + its Warding cooldown option and Pummel 12 + its Punishment cooldown option. Then complete Judgment 16 + cooldown removal.
  3. Before expensive upgrades, fix misses, MP starvation and deaths. Invest offensive passives when survival permits.
  4. Practice a sustained 60-second window and repeat with movement. Track Executor/Warding downtime, unused Judgment activations, MP and deaths—not just the opening damage peak.
  5. Only then compare later Stigma goals, extra Judgment slots and gear improvements; keep the version that helps the encounter.

Creator perspective

Attributed opinions from reviewed video captions. These are individual assessments, not a player consensus or verified performance rankings.

Creator opinion

aLuckyRO · 2026-09-05

Reviewed 3–18 min and 25–32 min: skills, Stigmas and progression.

Reviewed 3–18 min and 25–32 min: skills, Stigmas and progression.

Early Templar build and Daevanion ↗
Creator opinion

NoBS Game Guides · 2026-09-27

Full transcript reviewed; distinguishes Judgment windows and resource use.

Full transcript reviewed; distinguishes Judgment windows and resource use.

Templar PvE priorities ↗
Creator opinion

KaidGames2 · 2026-09-28

Full transcript reviewed. Optimization claims are creator opinion, not simulated proof.

Full transcript reviewed. Optimization claims are creator opinion, not simulated proof.

Templar build and gear ↗
Creator opinion

Leonis · 2026-10-04

Full automatic transcript reviewed with the linked full guide and updated planner. Claimed dummy gain is specific to the creator; our tank baseline and rank/slot limits remain explicit.

Pummel filler, Punishment refresh, updated board and four-slot Stigma choices.

Templar damage loop update ↗

Skill field guide

35 selected skills. Short functional summaries; English names are working translations. Open a skill for its role, upgrade recommendations and source context.

Official reference-client skill list ↗ · Source updated 2026-08-26

Mastery · active

Pummel

Pummel ↗

Repeatable attack chain with enmity and stagger damage.

Poach

Poach ↗

Damages and pulls the target in front of you, with rooting potential.

Judgment

Judgment ↗

Becomes available through shield skills; deals damage, enmity and stagger.

Warding Strike

Warding Strike ↗

Area attack that immediately heals you, grants damage tolerance and activates Judgment.

Annihilate

Annihilate ↗

Attacks stunned or knocked-down targets with further knockdown potential.

Punishment

Punishment ↗

Charged area attack that grants Executor (also translated Executioner), increasing accuracy and damage amplification.

Shock Release

Shock Release ↗

Removes major control effects and grants temporary immunity; recast is unaffected by cooldown reduction.

Mastery · passive

Guarding Seal

Guarding Seal ↗

At low health, creates a maximum-HP-based shield with a retrigger limit.

Assault Roar

Assault Roar ↗

Increases enmity amplification and grants attack after frontal hits.

Fury

Fury ↗

Increases frontal damage; successful blocks increase party damage amplification.

Survival Willpower ↗

Increases status resistance and grants conditional tolerance/resistance after control effects.

Block Pain

Block Pain ↗

Taking attacks builds stacks; reaching the threshold grants damage tolerance.

Stigma · optional skills

Shield of Protection

Shield of Protection ↗

Channelled frontal shield block with stronger damage reduction; successful blocks restore MP and stamina.

Taunt

Taunt ↗

Damages and builds enmity; applies a debuff reducing accuracy, attack and damage tolerance.

Doom Shield

Doom Shield ↗

Rushes into the target, grants a shield and temporarily activates Judgment; can knock down.

Noble Armor

Noble Armor ↗

Increases maximum HP and immediately restores health; resists buff removal.

Executing Blade

Executing Blade ↗

Damages enemies and reduces defense; damage increases against impact-controlled targets.

Comrade in Arms

Comrade in Arms ↗

Shares part of damage received by a party member; sharing differs in PvP areas.

Grapple

Grapple ↗

Area damage and pull around a target, followed by rooting.

Assault Fury

Assault Fury ↗

Area HP/MP damage and stun potential; defense rises with targets hit.

Skill icons © NC. Used to identify the referenced game skills. No open license is asserted.