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 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%.
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
Nether Quarry
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. 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:
2
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:
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:
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:
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.
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:
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:
SPD (Until Desired) > EFF ACC = CRIT Rate > DEF% > Flat DEF
SPD (Until Desired) > Effect ACC = CRIT Rate > DEF% > Flat DEF
DPS Holden has five stats to pay attention to across gear:
Debuffer Holden has four stats to pay attention to across gear:
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.
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
The teams below come from our Teams database and showcase ANY team with Holden present within in all content available in the game.
Aurora Inferno #3
Content: Aurora || Team type: Generic || Time: 2-3m
Terrormaton Inferno #1
Content: Terrormaton || Team type: Generic || Time: 1-2m
Terrormaton Inferno #10
Content: Terrormaton || Team type: Generic || Time: 1-2m
Terrormaton Inferno #12
Content: Terrormaton || Team type: Generic || Time: 1-2m
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