HoldenBuild and Guide

Character
Introduction

Holden is a SSR character from the
Reason
Reason element who is part of the R.C.S. faction. The character is also known by the All-Seeing Blade title.

To learn more about Holden check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

To learn more about Holden check the sections below. Use the tabs to quickly switch to the kind of information you're looking for.

Profile

Review

Build

Teams

Profile

Stats (Lvl 50)

All stats shown below are for max level, fully upgraded character, but without any Modules or Shells equipped. The yellow number shows the combined stats, the white number shows the base stats, and the green number shows the stats gained from Prowess.

HP
HP

14046

10724 + 3322

DEF
DEF

1335

948 + 387

ATK
ATK

1004

708 + 296

SPD
SPD

135

120 + 15

CRIT Rate
CRIT Rate

30%

10% + 20%

CRIT DMG
CRIT DMG

150%

150% + 0%

Effect ACC
Effect ACC

12%

0% + 12%

Effect RES
Effect RES

0%

0% + 0%

Skills

Holden skills currently show the 'maxed' description by default (so it includes the level up effects already). We will update the descriptions to be in-line with level 1 as soon as possible!

Skill 1

Punishment

Cooldown: 0

Tags: Single DMG, Counterattack, DMG Boost

Holden delivers punishment, dealing 3 hit(s) of damage equal to 140% of his DEF to a single enemy. Each hit has a 25% chance to inflict 1-turn [DEF-].

Execution Mode: At the start of the battle, for every 500 DEF Holden possesses, increases Counterattack rate by 12% and damage result by 6%.

Level 2: Increases the rate of additional DMG Dealt based on own DEF to 115%.

Level 3: Increases the chance of inflicting [DEF-] to 25%.

Level 4: Increases the rate of additional DMG Dealt based on own DEF to 140%.

Level 5: Increases the Counterattack rate and Final Damage granted by [Execution Mode] to 12% and 6%.

[DEF-]: Decreases DEF by 60%.

Skill 2

Strikethrough

Cooldown: 4

Tags: Turn Meter-, CD+, Single DMG

Devastating Strike: Holden deals damage equal to 480% of his DEF to a single enemy, with a 100% chance to push back the target's Turn Meter by 100% and maximize their skill cooldowns.

Level 2: Increases the rate of additional DMG Dealt based on own DEF to 440%.

Level 3: Chance to decrease Turn Meter and maximize skill CD increased to 75%.

Level 4: Increases the rate of additional DMG Dealt based on own DEF to 480%

Level 5: Chance to decrease Turn Meter and maximize skill CD increased to 100%.

Skill 3

Steadfast Conviction

Cooldown: 4

Tags: Dispel, ATK-, RES-

All-seeing eyes reveal shadows nowhere to hide as Holden delivers judgment; deals 2 hit(s) of damage equal to 180% of his DEF to all enemies. Each hit has a 50% chance to dispel 1 buff(s) from enemies and inflict 2-turn [ATK-], [RES-]. If the attack lands a critical hit, the chance to apply these effects is doubled.

Level 2: Increases the rate of additional DMG Dealt based on own DEF to 170%

Level 3: Chance to inflict [ATK-], [RES-] and Dispel increased to 50%.

Level 4: Increases the rate of additional DMG Dealt based on own DEF to 180%

Level 5: Reduces Skill CD by 1 turn(s).

[ATK-]: Decreases ATK by 40%.

[RES-]: Decreases Effect RES by 40%.

Dupes
P1

Prowess 1

Increases Basic ATK, DEF and HP by 5%.

P2

Prowess 2

CRIT Rate +8%

P3

Prowess 3

Increases Basic ATK, DEF and HP by 5%.

P4

Prowess 4

Effect ACC +12%

P5

Prowess 5

Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.

Review

Ratings
T0.5

Generic PVE

T1

Aurora

T5

DokiDoki

T0.5

Terrormaton

T2

Nether Quarry

T1

PVP

Review

Holden is a Reason Animus and one of the few SSR DEF scalers in the game. His kit not only makes him a versatile teammate but also allows him to excel in multiple types of content.

Holden’s S1 is a high ST Damage ability, capable of inflicting [DEF-] over 3 hits, making him a fairly reliable [DEF-] spammer. The skill also features a passive component, which increases both his Counterattack rate and his Final Damage by up to 10% and 5% respectively (when S1 maxed), stacking up for every 500 DEF he possesses when entering battle, meaning it doesn’t take into account the in-fight buffs.

This passive is incredible in the later stages of the game; however, you’re unlikely to see a big damage increase early on, as you need both high DEF on his stat sheet from the correct gear sets, but also need to get this skill to level 5.

His S2 is simple yet devastating: a single target gets hit for a heavy amount of damage, then their Turn meter is pushed back by 100%! This effect effectively resets the enemy’s Turn meter, completely restarting their progress to get a turn. Keep in mind that some buffers can boost the Turn meter by 100%, so it’s not a perfect tool to deny an enemy’s turn.

The skill has another tremendous effect for PVP and certain PVE stages, as landing the attack without being resisted also fully maximizes the enemy’s CDs. That means that your enemy could not only be pushed so far back that they might never get a turn, but even if they do, none of their Active Skills other than the S1 will be available. This second effect does not work on any major PVE Boss, so assume that any enemy with a big HP bar at the top of the screen cannot be affected by it.

The S3 is what sets him apart as a Dispeller: Holden deals high AOE damage to all enemies in 2 hits, and each has a good base chance of Dispelling 1 Buff and applying crippling [ATK-] and [RES-]. If that wasn’t enough, each effect’s activation chance doubles for the hits that crit on the enemy.

This Dispel is amazing, as it’s an S3, meaning the AI is going to prioritize using it as an opener for the likes of Terrormaton and Aurora. Even better, the Debuffs attached to it are both amazing for improving the survival and stability of the Auto runs.

Overall, you can expect Holden to excel in every content where he is advantaged, and also be very strong in every content where he is neutral. His Damage potential in the late-game is top-notch, but he needs a [DEF+] buff to fully realize it, as it gives a 60% increase instead of the 40% [ATK+] that ATK scalers usually rely on. His Dispels and Debuffs have extremely high chances of landing, which alleviates the need for Effect ACC, and his DEF scaling makes him naturally tankier than most of the DPS.

In PVP, Holden is sure to fit into multiple strategies, thanks to each of his skills having powerful and game-changing effects when properly used. Note that his SPD isn’t that high, but it isn’t that low either, fitting in the middle of the pack, so it’s best never to rely on him as a pure opener. A more efficient way to exploit his kit can be to pair him with Lily, Mio, or Tsukiyo Mi, as they give him that Turn meter boost he may need to go before the enemy. Otherwise, it’s good to know that the sheer power of his Counters paired with the Bulwark set, can let him inflict severe damage to the faster, squishier enemies even as a slower Animus.

Pros & Cons
Pros

  • S3 is a godsend for a wide range of stages, including most Bosses, offering crucial Dispels and stability.

  • S1 Passive gives him very high damage potential, the more optimized his gear is.

  • S2 can single out an enemy and make them utterly useless if they do not have powerful passive effects.

  • A more supportive Holden does not need too many Skill levels to work well, as S2/S3 both get a lot more powerful at level 3.

  • With Bramble set and late-game Stats, Holden almost reaches 100% Counterattack chance, making it very reliable, as long as he is hit.

Cons

  • To maximize Holden’s damage and play him with a DPS focus, he must have S1 maxed to fully shine.

  • Any mechanic that impacts Crit Rate handicaps his stability, both in terms of damage and debuff application.

  • Half of S2 doesn’t work on most, if not all, PVE Challenges.

Build

Early Game Builds

For Early Game build tips when it comes to what modules and Shells to use before you start farming Red rarity, check our dedicated guide:

Best Build

The builds below are tailored more toward PVE and we only mention PVP in some places - like for alternative Shells or Module choices. But PVE is our focus.

Best Shells

For some DPS characters, we're showing two set of numbers. The top one on shows the performance in single-target scenario and the bottom on blue background in AoE scenario (4 targets). If there's just one number, it means the character only has single-target capability.

1

Before the main body acts, it increases its [DEF] by 700 for 2 turns, and applies a [Shield] equal to 400% of its own [DEF] to the main body Animus, and the Animus ally with the lowest current HP percentage for 2 turns.

Cannot stack with similar effects applied by other Shells. In PvP modes, the applied shield amount equals 300% of self DEF to the host Animus and ally with the lowest HP percentage.

Grants the wearer 700 DEF for 2 turns, as well as applying a sizable shield to an ally for 2 turns. It has a 1-turn initial cooldown, but after that, it will maintain the 700 DEF buff 66% of the time and keep the shield active often. Primarily used on dedicated DEF scalers.

Artisan on Support Holden is an excellent defensive option for keeping your other team mates alive while also having access to most of his key Matrix options.

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
    Matrix
    Timeweave [12/12]
    >
    Matrix
    Unbreakable [12/12]
    >
  • 8 set:
    Matrix
    Swiftrush [8/12]
    >
    Matrix
    Bramble [8/8]
    >
    Matrix
    Unbreakable [8/12]
    >
  • 6 set:
    Matrix
    Colossguard [6/6]
    >

2

Err

12+12 for Matrix. Can allow Holden to cut in on turn orders at very specific times to use his S3 or S2 for a huge impact. Also, just generally useful thanks to the extra Gauge Boost it provides

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
  • 8 set:
    Matrix
    Timeweave [8/12]
    >
  • 6 set: None - the optimal set combo requires you to use a 8-pc/12-pc set not present on the shell, so you have no place for a 6 PC Inferno set.

3

Before the owner takes action, deals 2 hit(s) of 100% +2500 damage to the target with the highest ATK and extends the duration of non-control debuffs inflicted by the owner this turn by 1 turn(s) (excluding [DoT]), then increases the owner Animus's Effect ACC by 100% in the current turn.

A strong supportive option for debuff-focused characters. On use, the Shell grants 50% Effect ACC and causes any non-control and non-DoT debuffs applied during the turn it's activated to be extended by one turn. This shell also deals a non-negligible amount of damage with its 2 hits on use. A top choice for any character looking to improve uptime and accuracy for their debuffs.

A powerful choice in short fights thanks to it extending Holden's ATK and RES Down from 2 turns to 3 while also netting him substantial Effect ACC. However, it will end up out of Sync with his Ultimate after the first use without a lucky Timeweave trigger or help from teammates due to his Ultimate having a 4-turn cooldown and this Shell having a 3-turn one.

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    >
    Matrix
    Timeweave [12/12]
    >
    Matrix
    Unbreakable [12/12]
    >
  • 8 set:
    Matrix
    Swiftrush [8/12]
    >
    Matrix
    Unbreakable [8/12]
    >
  • 6 set:
    Matrix
    Swiftsmite [6/6]
    >
Debuffer Variant

1

Before the main body acts, it increases its [DEF] by 700 for 2 turns, and applies a [Shield] equal to 400% of its own [DEF] to the main body Animus, and the Animus ally with the lowest current HP percentage for 2 turns.

Cannot stack with similar effects applied by other Shells. In PvP modes, the applied shield amount equals 300% of self DEF to the host Animus and ally with the lowest HP percentage.

Grants the wearer 700 DEF for 2 turns, as well as applying a sizable shield to an ally for 2 turns. It has a 1-turn initial cooldown, but after that, it will maintain the 700 DEF buff 66% of the time and keep the shield active often. Primarily used on dedicated DEF scalers.

Artisan on support Holden is an excellent defensive option for keeping your other teammates alive while also having access to most of his key matrix options.

Best Module Sets:

  • 12 set:
    Matrix
    Swiftrush [12/12]
    =
    Matrix
    Timeweave [12/12]
    >
    Matrix
    Unbreakable [12/12]
  • 8 set:
    Matrix
    Swiftrush [8/12]
    >
    Matrix
    Bramble [8/8]
    >
    Matrix
    Unbreakable [8/12]
  • 6 set:
    Matrix
    Colossguard [6/6]

2

For every 3 actions accumulated by enemy units, increases the owner's Turn Meter by 35%, and can be triggered up to 1 times per turn.

Grants the wearer a 35% gauge boost for every 3 enemy actions that occur, once per turn. A solid choice for Supports in content that sees multiple enemies acting per one turn of the wearer. Loses value against singular enemies or enemies that move slowly or not at all (due to control effects).

Can allow Holden to cut in on turn orders at very specific times to use his S3 or S2 for huge impact. Also just generally useful thanks to the extra gauge boost it provides.

3

Before the owner takes action, deals 2 hit(s) of 100% +2500 damage to the target with the highest ATK and extends the duration of non-control debuffs inflicted by the owner this turn by 1 turn(s) (excluding [DoT]), then increases the owner Animus's Effect ACC by 100% in the current turn.

A strong supportive option for debuff-focused characters. On use, the Shell grants 50% Effect ACC and causes any non-control and non-DoT debuffs applied during the turn it's activated to be extended by one turn. This shell also deals a non-negligible amount of damage with its 2 hits on use. A top choice for any character looking to improve uptime and accuracy for their debuffs.

A powerful choice in short fights thanks to it extending Holden's ATK and RES down from 2 turns to 3 while also netting him substantial EFF ACC for it. However will end up out of Sync with his ultimate after the first use without a lucky Timeweave trigger or help from teammates due to his Ultimate having a 4 turn cooldown and this Shell having a 3 turn one.

PVP Setup

Below you can find some alternative setups you can use, but only in PVP.

1

Before the main body acts, it increases its [DEF] by 700 for 2 turns, and applies a [Shield] equal to 400% of its own [DEF] to the main body Animus, and the Animus ally with the lowest current HP percentage for 2 turns.

Cannot stack with similar effects applied by other Shells. In PvP modes, the applied shield amount equals 300% of self DEF to the host Animus and ally with the lowest HP percentage.

Grants the wearer 700 DEF for 2 turns, as well as applying a sizable shield to an ally for 2 turns. It has a 1-turn initial cooldown, but after that, it will maintain the 700 DEF buff 66% of the time and keep the shield active often. Primarily used on dedicated DEF scalers.

Artisan is alright, it's nice when paired with Lily.

Best Module Sets:

  • 12 set:
    Matrix
    Bloodbath [12/12]
    >
  • 8 set:
    Matrix
    Strive [8/8]
    >
  • 6 set:
    Matrix
    Colossguard [6/6]
    >

2

When the owner Animus is about to die, halves their current Turn Meter, removes all effects on them, recovers 60% of their Max HP, and puts them into a 1-turn [Iced] state.,

The cooldown of the skill can't be reduced.

Allows the wearer to cheat death once every 6 turns. Upon dying, they will instead recover 60% HP and enter a special state, becoming immune to turn meter reductions, debuffs, buffs, and also gaining 200% increased DEF until the start of their next turn. A powerful option for keeping vulnerable high-value units alive in PVP.

If you want to use Holden to fight Turn 1 a bit, then this is a decent option.

Best Module Sets:

  • 12 set:
    Matrix
    Bloodbath [12/12]
    >
  • 8 set:
    Matrix
    Strive [8/8]
    >
  • 6 set:
    Matrix
    Swiftsmite [6/6]
    >
Best Stats
DPS Build
Main Stat 1
CRIT RATE = EFF ACC% = DEF%
Main Stat 2
CRIT RATE = EFF ACC% = DEF%
Main Stat 3
CRIT RATE = EFF ACC% = DEF%
Substats:

SPD (Until Desired) > EFF ACC = CRIT Rate > DEF% > Flat DEF

Debuffer Build
Main Stat 1
CRIT RATE = Effect ACC% = DEF%
Main Stat 2
CRIT RATE = Effect ACC% = DEF%
Main Stat 3
CRIT RATE = Effect ACC% = DEF%
Substats:

SPD (Until Desired) > Effect ACC = CRIT Rate > DEF% > Flat DEF

Stat comments - DPS

DPS Holden has five stats to pay attention to across gear:

  • SPD: SPD is not a top priority stat for Holden that is focusing on maximum damage as much of his damage comes from Counter Attacks which do not scale with it. With that said, it's still useful especially in fights that wont see enemies hitting Holden as often, just less so than on other characters.
  • Crit Rate: CRIT RATE is an essential stat for DPS Holden as it allows his Ultimate to land semi-consistantly even with zero accuracy investment while also being his best DPS stat outside of hitting DEF breakpoints.
  • DEF%: DEF% is the primary way of scaling Holden's damage while also skyrocketing his survivability. DEF is not only what all of his damage multipliers scale on but also what fuels his passive. For every 500 DEF Holden possesses at the start of the battle he gains 5% DMG and 10% counter attack chance making it his best offensive stat by a long shot in a fights where you can reliably take hits but only in multiples of 500. When building DEF pay close attention to his breakpoints of 500 as outside of these DEF% is inferior to his other stat options (stop once you hit a breakpoint until you can reliably hit the next one).
  • CRIT DMG: After your target SPD, CRIT RATE and DEF breakpoint CRIT DMG is the next damage focused multiplier to seek out. After maxing out CRIT RATE and achieving a very high amount of DEF (2500-3000), CRIT DMG can begin to outperform it if you have little to none of it at all. Once you're satisfied with your counter attack chance and SPD if you want more DMG you can consider this stat.
  • Effect ACC%: If you can snag some Effect ACC here and there on your DPS Holden, it will definitely be a benefit but isn't a priority like on support Holden.
Stat comments - Debuffer

Debuffer Holden has four stats to pay attention to across gear:

  • SPD: When playing Holden with a focus on his supportive capabilities, a high amount of SPD is required to remove buffs like Immunity from enemies before your team moves, while also applying his potent debuffs like ATK% and RES% down before enemies get a chance to act.
  • Effect ACC: Holden already has incredible base chances to land his most important abilities with capped out CRIT RATE (100% chance rolled twice on his ultimate, 100% rolled once on his skill), but if you haven't maxed out his S3 or S2 yet and or absolutely must have his abilities land or risk wiping investing into Effect ACC can be a good idea. At low investment levels favoring Effect ACC over CRIT RATE is also accpetable as Holden's base rates only truly shine with lattice investment.
  • Crit Rate: CRIT RATE is an incredible stat for supportive Holdens as his chance to land his Ultimate buff removal and debuffs is doubled on critical hits - this improves his consistency significantly while also reducing his reliance on accuracy at high levels of investment. CRIT RATE is also a top stat for DPS Holden making reaching 100% on both build types one of Holden's major endgame stat goals.
  • DEF%: DEF% is primarily a defensive stat for support Holden as his damage is mostly an afterthought with his main focus being his debuffs and enemy buff removal. Pick some up to improve his surviviability (has higher priority for support Holden's using Artisan, but not above CRIT or Effect ACC)
Stat comments (PVP)

Holden has seen better days, but he is still a fair sport in some situations. Especially with DokiDoki or Lily to utilize him as more of a CC unit.

  • Main Stats:
    • DEF%: Holden needs to hit 3.5k DEF as the utmost priority, so make sure of achieving that.
    • Crit Rate: Aim to achieve 85%+ Crit Rate.
    • Crit DMG: Aim to get as much as you can.
  • Conditional Stats:
    • HP: HP makes Holden a lot tankier, so grab all you can from subs after everything else.
Shell Passives
DPS Build
Slot 1
DEF% > DEF
Slot 2
CRIT RATE > CRIT DMG >= SPD
Slot 3
Reason DMG% > DMG%
Passive comments
  • Slot 1: DEF% is optimal, but if you're lacking in materials Flat DEF can also be used.
  • Slot 2: CRIT RATE is preferable for DPS Holden if you're not yet capped out, if you are both CRIT DMG and SPD are your next best step.
  • Slot 3: For DPS Holden Reason DMG% is optimal but if you're lacking in materials generic DMG% can also be used.
Debuffer Build
Slot 1
DEF% > DEF
Slot 2
SPD = CRIT Rate = Effect ACC
Slot 3
Gaze = Insight = Reason DMG%
Passive comments
  • Slot 1: DEF% is optimal but if you're lacking materials Flat DEF can also be used.
  • Slot 2: On support Holden CRIT RATE, SPD and EFF ACC are all viable depending on your current level of investment and goals for him.
  • Slot 3: For Support Holden if you're lacking in Effect ACC you can build Gaze for extended fights or Insight for shorter fights. Holden's base chances are high enough though that you may not need it.
Skill Priority
Skill Priority
DPS: S1 Lv5 > S3 Lv5 > S2 Lv5 | Support: S3 Lv5 > S2 lv5 > S1 Lv5
Comments

To maximize Holden's damage, focus on his S1 first, as it raises his Execution mode multiplier and chances while also improving his Counterattack damage. When focusing on Support Holden, max out S3 first to reach 100% base chance to land his debuffs and reduce the cooldown.

Teams

Best Teams

The teams below come from our Teams database and showcase ANY team with Holden present within in all content available in the game.

Team 7

Aurora Hell #7

Content: Aurora || Team type: Generic || Time: 2-3m

Comments

-

Team 8

Aurora Hell #8

Content: Aurora || Team type: Generic || Time: 2-3m

Comments

-

Team 11

Aurora Inferno #3

Content: Aurora || Team type: Generic || Time: 2-3m

Comments

-

Team 17

Aurora Inferno #9

Content: Aurora || Team type: Generic || Time: 2-3m

Comments

-

Team 54

Terrormaton Inferno #1

Content: Terrormaton || Team type: Generic || Time: 1-2m

Comments

-

Team 63

Terrormaton Inferno #10

Content: Terrormaton || Team type: Generic || Time: 1-2m

Comments

-

Team 64

Terrormaton Inferno #11

Content: Terrormaton || Team type: Generic || Time: 1-2m

Comments

-

Team 65

Terrormaton Inferno #12

Content: Terrormaton || Team type: Generic || Time: 1-2m

Support
Err
Comments

-

Team 68

Terrormaton Inferno #15

Content: Terrormaton || Team type: Generic || Time: 0-1m

Comments

Can replace Holden by Veronika.

Team 110

NicoNana Inferno #4

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

Comments

-

Team 120

Sharon #2

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

Comments

-

Team 121

Sharon #3

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

Comments

-

Team 158

Rengokutsu Inferno #7

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

Comments

-

Team 159

Rengokutsu Inferno #8

Content: Grim Pursuit || Team type: Generic || Time: 0-1m

Comments

-