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Holyblade Squire
NO.285

Holyblade Squire

Mech Phase I Original Form

Artisans of the Golden Age once considered astrology and alchemy as two languages of the same discipline. Thus they forged holy swords with wind as the core, and power and law as the bone. Only a handful remain today.

Dex Number
285
Category
Tech Sprite
Height
0.94~1.18 M
Weight
115.7~173.6 KG
Updated
2026-04-02
Distribution
Mysterious Whereabouts
Trait

Upright Sword

Can only use Slot 1 skill.

Recommended Skill Sets
Summary

Holy Sword Squire (NO.285) is a Steel-type Tier I creature. Its trait "Upright Sword" restricts it to using only Slot 1 skills, greatly limiting its moveset options. Stat-wise, it has balanced but unremarkable Attack (116) and Magic Attack (111), high dual defenses (139), and extremely low Speed (52). The core strategy is to utilize the special bonuses of Slot 1 skills, paired with support skills for self-buffing or disrupting opponents. Due to the trait restriction, you must choose the highest-value Slot 1 skill as core damage, with remaining slots dedicated to low-cost or zero-cost buff/heal skills to sustain survival and enhancement.

Build 1: Trait Field Presence (has issues)

Playstyle

Using Mechanical Combat in slot 1 as core damage, with passive support skills in other slots. However, most skills lack passive effects, making this build suboptimal.

Why this set works

This build attempts to utilize the trait, but a critical issue was discovered: the trait "Can only use slot 1 skills" means slots 2-4 skills cannot be clicked to activate at all, only functioning as passives. Therefore slots 2-4 can only select skills with passive effects.

Brawl

Why pick this skill

Core damage skill with +60 Power and Transmission 1 when in slot 1, the highest Physical damage output under Trait conditions. 116 Physical Attack stat combined with this bonus can deal considerable damage.

Magic Amplification

Why pick this skill

Zero-cost Magic Attack boost skill. When in slots 2-4, although it cannot be actively used, can it trigger before entry or under specific mechanics? Actually the trait restricts to only slot 1 skill usage, so this skill in slots 2-4 is completely unusable. But this is the only Magic Attack boost; if considering special circumstances... Re-analysis: the trait states "can only use slot 1 skill", meaning slots 2-4 skills cannot be clicked to use at all. Therefore if carrying this skill it must be in slot 1, but slot 1 is already occupied by械斗.→Mech Brawl. This skill is actually unusable, but as a filler slot there are no better options, or replacement could be considered.

Rest and Recover

Why pick this skill

Zero-cost recovery skill. Placed in non-slot 1, it cannot be actively used, but... same issue. Actually all non-slot 1 skills cannot be used. This analysis is incorrect and needs reconsideration: the trait means only slot 1 skill is usable, so slot 2-4 skill selection criteria become: ① zero-cost passive effects; ② or completely放弃.→abandon. Bearing Support has passive effects (adjacent skills -1 Energy cost), making it a good filler choice.

Bearing Support

Why pick this skill

Zero-cost, passive effect is adjacent skills -1 Energy cost. Even though it cannot be used in non-slot 1, it can reduce Energy cost for slot 1械斗.→Mech Brawl (45→44,实际.→actual收益.→returns有限.→limited). The active effect's additional -1 Energy cost passive on this skill itself is meaningless. One of the few filler skills with passive value.

Build 2: Single-skill extreme (actually viable)

Playstyle

Accepting trait limitations, slot 1 for Mecha Combat output, slots 2-4 prioritize zero-energy skills to reduce waste, Bearing Support provides minor energy cost reduction

Why this set works

Re-evaluation: Trait forces single-skill operation, slots 2-4 can only select passive skills. But among available skills, only "Bearing Support" has a clear passive effect (adjacent skills -1 energy cost). Does "Linkage Device" have a passive effect? Checking description: "After use, adjacent skills permanently gain +20 power" — this is an active effect, not passive. "Mesh Transmission": "When this skill is in slot 1 or 3, additionally gains +60% Physical Attack" — position-limited active effect. "Gear Torque": +20 power when position changes — active effect. In fact, most skills have no passive effects!

Brawl

Why pick this skill

Core damage. When in Position 1, +60 Power and Transmission 1, strongest Physical damage under trait. 45 Energy cost, becomes 44 under Bearing Support passive.

Bearing Support

Why pick this skill

Key passive skill: When in slots 2-4, the passive effect "Energy Cost -1 for adjacent skills" reduces the Energy Cost of slot 1's Brawl. Though unusable by itself, this is one of the few skills with passive value.

Rest and Recover

Why pick this skill

Zero-cost, but no passive effects, completely useless in non-slot 1. This choice is poor, but among available skills there are no other passive skills

Magic Amplification

Why pick this skill

Zero-cost Magic Attack boost, no passive effects, unusable in non-slot 1. Filler slot.

Build 3: M.ATK oriented (not recommended)

Playstyle

Utilize Magnetic Storm's magic damage and slot 1 bonus, but overall weaker than Mecha Brawl build.

Why this set works

Magic Attack-oriented build, but Magnetic Storm's Slot 1 bonus (Power +30) is inferior to Mech Fight (Power +60), and Physical Attack base stat is higher, making this build inferior.

Magnetic Storm

Why pick this skill

Position 1: +30 power and Transmission 1, magic damage output. Magic attack 111 slightly lower than physical attack 116, but Magnetic Storm energy cost 70 lower than Mechanical Combat 45? No, 70>45. Actually Mechanical Combat position 1 +60 power is better. But Magnetic Storm is magic damage, can target opponents with high physical defense.

Bearing Support

Why pick this skill

The only filler skill with passive effect, reducing Energy cost for adjacent skills.

Rest and Recover

Why pick this skill

Zero-cost filler.

Cheer On

Why pick this skill

Zero-cost filler.

Notes
  • Trait "Upright Swords" forcibly locks slot 1 skill; slots 2-4 skills cannot be actively used, only exist as passive effects
  • Speed 52 is extremely low, almost impossible to move first, must rely on "First Strike" First Move +1 or high durability to stay on field
  • Mecha Brawl, Magnetic Storm, and Gear Slice have special bonuses in slot 1, making them optimal damage choices under the trait.
  • Skills like Bearing Support and Linkage Device provide passive effects even when not in Slot 1, suitable for filler positions
Gallery
Holyblade Squire True Body
True Body
Holyblade Squire Fruit
Fruit
Holyblade Squire Pet Egg
Pet Egg
Skills
Magic Amplification
Lv. LV1

Magic Amplification

Self gains +70% Magic Attack.

Brawl
Lv. LV1

Brawl

Energy: 45

Deals physical damage. When this skill is in Slot 1, Power +60. Transmission 1.

Metal Sound
Lv. LV7

Metal Sound

Energy: 100

Deals magic damage to the enemy creature.

Mesh Transmission
Lv. LV10

Mesh Transmission

Self gains +80 Speed, when this skill is in slot 1 or 3, additionally gains +60% Physical Attack, Transmission 1.

First Strike
Lv. LV12

First Strike

Energy: 55

Deals Physical DMG. Priority +1.

Rest and Recover
Lv. LV18

Rest and Recover

Restore 30% HP to self.

Gear Torque
Lv. LV23

Gear Torque

Energy: 80

Deals physical damage. When position changes each turn, this skill's Power is permanently +20.

Power Boost
Lv. LV27

Power Boost

Self gains +100% Physical Attack.

Main Axis
Lv. LV29

Main Axis

Energy: 75

Deals physical damage. This skill's position will not change.

Cheer On
Lv. LV35

Cheer On

Self gains +170% Magic Defense.

Magnetic Storm
Lv. LV36

Magnetic Storm

Energy: 70

Deals Magic damage. When this skill is in slot 1 or 3, Power +30, Transmission 1.

Bearing Support
Lv. LV38

Bearing Support

Active: This skill's passive cost -1 additional Energy. Passive: Skills on both sides cost -1 Energy. Transmission 1.

Steel Drill
Lv. LV40

Steel Drill

Deals physical damage. Skill Power is one-third of the sum of adjacent skills' Power. Transmission 1.

Linkage Device
Lv. LV49

Linkage Device

After use, the power of skills on both sides permanently increases by 20. When dealing with Defense: changes to power permanently increases by 30.

Gear Slice
Lv. LV50

Gear Slice

Energy: 130

Deals physical damage. When this skill is in Slot 1 or 3, Energy Cost -2. Transmission 1.

Matchups

Strong Against

Ice, Earth, Cute

Weak Against

Fire, Water, Martial

Resists

Normal, Poison, Ice, Wing, Bug, Cute, Grass, Mech, Dragon, Phantom

Stats
HP 139
Physical Attack 116
Magic Attack 111
Physical Defense 139
Magic Defense 139
Speed 52
Total 696
Handbook Tasks

Holy Blade Squire Tome Mission

Progress: 7/7

Catch 1 Pokémon
Target: 1
Catch 1 Pokémon with Amazing Talent
Target: 1
Successfully evolve a creature 1 time
Target: 1