A skill that interrupts the player’s current skill and disarms them
The TK’s storm cubic, also, is not considered Cabal Alz very powerful, but adds a shot in here or there. The ability to sustain three cubics, while not having the ability to summon three, has been a constant thorn in the sides of all TKs.
However, this has been changed now in Chronicle 4 with the ability for Summoners to do a 'mass summoning' of cubics for their party. Normal tanks/players can only carry one cubic, but the TK can carry multiple.
High level (76+) TKs get a Shield Bash, a skill that interrupts the player’s current skill and disarms them.
Temple Knights get an ultimate healing skill: Touch of Life. By sacrificing 1621 hp, it restores a significant amount of HP, protects against cancellation, debuffs, and improves the power of HP Rejuvenation magic. They also get another Ultimate Defense with effect 3 that causes people to change their target to the TK.
Like all other tanks, TKs get passives to resist poison, bleeding, sleep, and holds. Most importantly, they get a toggle that greatly increases their resistance to stun and paralysis.
TKs will also get the self buff Magic Mirror, a buff that reflects 100% of magic debuffs back on to the caster, helping high level TKs in the task of ‘mage hunter’ in Chronicle 4.