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
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.
14046
10724 + 3322
1335
948 + 387
1004
708 + 296
135
120 + 15
30%
10% + 20%
150%
150% + 0%
12%
0% + 12%
0%
0% + 0%
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!
Punishment
Cooldown: 0
Tags: Single DMG, Counterattack, DMG Boost
Holden delivers punishment, dealing 3 hit(s) of damage equal to 110% of his DEF to a single enemy. Each hit has a 20% chance to inflict 1-turn [DEF-].
Execution Mode: At the start of the battle, for every 500 DEF Holden possesses, increases Counterattack rate by 10% and damage result by 5%.
Level 2: Increases the rate of additional DMG Dealt based on own DEF to 100%.
Level 3: Increases the chance of inflicting [DEF-] to 20%.
Level 4: Increases the rate of additional DMG Dealt based on own DEF to 110%.
Level 5: Increases the Counterattack rate and Final Damage granted by [Execution Mode] to 10% and 5%.
[DEF-]: Decreases DEF by 60%.
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%.
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%.
Prowess 1
Increases Basic ATK, DEF and HP by 5%.
Prowess 2
CRIT Rate +8%
Prowess 3
Increases Basic ATK, DEF and HP by 5%.
Prowess 4
Effect ACC +12%
Prowess 5
Increases DMG Dealt by an additional 10% and decreases DMG Taken by an additional 10%.
Review
Generic PVE
Aurora
DokiDoki
Terrormaton
Union Boss + Phantom
PVP
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.
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.
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
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:
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.
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.
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 allows Holden to access many of his most desirable matrix sets while also granting him excellent base stats, a 700 DEF buff for 2 turns every 3 turns and a massive shield for himself and his allies. Other Shells may pull ahead in PVP or in pure raw DMG in PVE, but as a full package, Artisan is his most well rounded choice.
Best Module Sets:
Alternative setup (Support Holden):
Below you can find some alternative Shells you can use - though it's mainly for PVP scenarios.
1
Before the owner takes action, if the owner has any debuffs, dispels 2 debuff(s) and increases their Effect RES by 25% for every 1 debuff(s) dispelled, lasting for 2 turn(s).
A PVP-focused shell option offering a 2-turn debuff cleanse and up to 50% Effect RES at turn start with a 4-turn cooldown. A solid option for characters who need to ensure they aren’t taken out of the fight by stuns, freezes, or other debilitating effects on their opening turn.
2
Triggers when the main body takes DMG greater than 25% of Max HP within a turn, healing the main body for 25% Max HP and increasing Turn Meter progress by 25%.
A strong personal sustain option for characters, granting them a 25% max HP restore and 25% gauge boost upon taking hits within a single turn greater than 25% of their max HP (on a 2-turn cooldown). Has situational use in PVE but shines the most in PVP, granting your teams extra healing and gauge boost on a semi-frequent cooldown.
3
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.
Below you can find the calculations for specific module sets - split per slot. Click on the dropdown to reveal the information. The % comparison are made against no set equipped.
1
4/12: DEF +10%
8/12: DEF +25%
12/12: DEF +45%
Generic option for DEF scalers. Loses out to more specialised options, but is accessible. How valuable this set is on your Holden will depend how close you can get to another 500 DEF breakpoint - if it gains you an extra one or could allow you to reach for a second more easily, it will be his top option for damage.
2
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
A solid option for DPS characters planning to fight in extended battles or who value taking initiative in the initial turn order. Loses value when damage dealers are able to rely on their teammates for gauge boosting instead of their own Speed. If your Holden needs to move before the rest of your team to de-spell buffs from an enemy of apply DEF down, or you simply want him fast, this is the go to set.
3
6/12: Effect ACC +18%
12/12: Effect ACC +18%. At the start of the turn, there is a 35% chance to reduce CD of all Animus skills by 1 turn.
A potent specialist option for supports, allowing cooldown times to occasionally be reduced. Though requiring 12 Matrixes to fully activate puts it in conflict with the universal 12P Swiftrush set, forcing you to skip on the full effect of Swiftrush, opting for 12P Timeweaver 8P Swiftrush and 6P inferno instead. Both Holden's S2 and S3 are incredibly potent abilities, but with decently long cooldowns. If you're willing to give up a significant portion of his damage or some SPD, Timeweave can be a reasonable option in some longer PVE scenarios.
1
4/8: DEF +10%
8/8: DEF +10%. Upon hit, Animuses have a 25% chance to counterattack with a basic attack.
Incredibly potent specialist set for DPS and Support characters. Grants the wearer a 25% chance upon being attacked to use their Basic ATK along with all its passive effects. Most powerful on characters with potent Basic Attacks that have passive effects and/or can redirect attacks toward themselves. Despite gaining a tom of Counterattack chance in his kit, running Bramble is still an excellent choice as it improves the odds he'll trigger it and makes him more consistant to play, while also having some DEF helping you get to the next breakpoint.
2
4/12: DEF +10%
8/12: DEF +25%
12/12: DEF +45%
Generic option for DEF scalers. Loses out to more specialised options, but is accessible. If you're not running 12P Unbreakable on your 12P bonus, you can choose to use it here instead.
3
4/12: SPD +8%
8/12: SPD +20%
12/12: SPD +35%
A solid option for DPS characters planning to fight in extended battles or who value taking initiative in the initial turn order. Loses value when damage dealers are able to rely on their teammates for gauge boosting instead of their own Speed. If you're not running 12P Swiftrush on your 12P bonus, you can choose to use it here instead.
1
6/6: DEF +25% & Effect RES +20%
A no-speed defensive choice for your Inferno 6P set. It can be worth it on some characters, specifically DEF stackers, but it often loses out to SPD-based alternatives.
2
6/6: SPD +15% & Effect ACC +20%
The go-to option for most supports, thanks to its presence on many of the best supportive Shells and the strong SPD and Effect ACC it grants. Can be used on some DPS setups if Shell requirements demand it. Not present on Artisan, one of Holden's top shell choices, but can be accessed on others and is a strong alternative to Collosguard if you want some extra SPD and ACC.
1
6/12: Effect RES +18%
12/12: Effect RES +18%. When the total DMG taken in a turn exceeds 20% of Max HP, the excess DMG is additionally reduced by 55%.
Exceptional anti-burst defensive set, most notably used in PVP to prevent enemies from one-shotting your team with aggressive combo compositions. It can also be used in specific PvE encounters, but it is far more niche.
2
4/8: HP +10%
8/8: HP +10%. At the start of each wave of battle, grants Immunity for 1 turn. Immunity = [Cannot be inflicted with any debuff].
Grants immunity to the wearer at the start of battle, protecting them from controlling effects. Primarily used in PVP to counter control compositions dominating your team - more of a niche pick in PVE.
3
4/8: DEF +10%
8/8: DEF +10%. After being attacked, advances Turn Meter by 10%.
A powerful specialist option for Supports and, in some cases, DPS characters. When used in PVP, it can allow you to ‘catch up’ against teams that move before you, giving you a chance to fight back. In PvE, it can be a strong gauge boosting tool in fights against many enemies or bosses that hit your team incredibly frequently.
SPD (Until Desired) = CRIT Rate > DEF% (Until next 500 breakpoint) > CRIT DMG > Flat DEF
Holden has five stats to pay attention to across gear:
To maximize Holden's damage focus on his S1 first as it raises his execution mode multiplier and chances while also improving his counter attack damage. When focusing on Support Holden max out S3 first to reach 100% base chance to land his debuffs and reduce the cooldown.
Holden synergies aren't available yet. They will be added soon!
Teams
Holden teams aren't available yet. They will be added soon.
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