Strong with weapons and enhancement magic.Description
Templar is a job in Final Fantasy Tactics Advance available to bangaa. Templars are semi-magical bangaa that wield powerful spears and knightswords. While their Attack growth is decent, Speed growth would have the player considering leveling up as a White Monk instead. Using a Black Robe and the Dragoon's abilities can lead to massive elemental damage. As the only other class able to use spears, Templars have access to the Jump ability.
They can equip every type of armor, except "female" armor, such as Minerva Plate and Rubber Suit.
|HP||MP||Atk||Def||Mag Pwr||Mag Res||Spd|
|7.2 B||3.2 C+||8.2 B-||9.7 A+||8.4 B+||7.2 C||0.8 E|
Templar command. Use aid magic and your sword.Description
|Astra||Save the Queen||200||8||—||4|
|Confers one-time status affliction protection.|
|Reduces the speed of nearby units.|
|Deals damage to MP.|
|Focuses power to increase damage on next weapon atk.|
|Steals voice, silencing target.|
|Soul Sphere||Arch Sword||300||—||As Weapon||4|
|Soul-stealing aura. Deals damage to MP.|
Element is the same as equipped weapon.
|Meddle with time's flow to increase speed.|
|Lifebreak||Kain's Lance||300||—||—||As Weapon|
|Deals damage equal to amount of HP lost.|
|Bonecrusher||Carabini Mail||Powerful counterattack (1.5 x normal atk.) after taking weapon damage.||300|
|Weapon Atk+||Trident||Increases damage from weapon attacks.||300|
|Sacred Combo||Mythril Brand||Failproof combo ability for templars.||100|
Templars are tough to KO and offer a variety of support. Their HP is middling for a defensive/support unit, but their defense makes up for it. They can equip knightswords, which include some of the game's most powerful weapons. Templars are fit to fight against enemy mages due to the anti-mage nature of their abilities. Templars are slow, however; they will often be the last ones to go in a turn. Thus, it is ill-advised to pair Templars with offensive units, as their slow speed, move, and jump will leave them in the dust.
Using Dragoon abilities as secondaries is a nice fit, since it gives Templars access to Jump as well as the elemental breath abilities. Using Bishop commands is recommended, since this gives Templars healing, offensive magic, and even more support. Due to their surprising compatibility with abilities from other jobs, and great staying power, Templars are fit for teams that like to take things at a medium pace.
Templars' magic resistance is bite-size compared to their massive defense, so when fighting enemy Templars the player should use magic. Silence disables a lot of their supporting abilities, which will force them into melee combat. Templars are no slouch in physical combat, being able to wield powerful spears and knightswords, but they are less painful than others. Bonecrusher, though inconsistent, is nothing to sneeze at, as counters from this can be painful. Since they are so slow, the player should hit them preemptively. Having faster units means that the player can kill the enemy Templar before its first move, or at least heavily damage it.
Knights Templar were among the most wealthy and powerful of the Western Christian military orders and among the most prominent actors of the Christian finance. The organisation existed for nearly two centuries during the Middle Ages. Templar knights, in their distinctive white mantles with a red cross, were among the most skilled fighting units of the Crusades. They held great power throughout Europe before being forcibly dissolved through violence by Phillip IV of France in an attempt to attack the papacy. Pope Clement V tried to protect them, but failed. Nowadays, the Order of the Knights Templar is subject to numerous myths and legends.