HoloCure - Save the Fans!

HoloCure - Save the Fans!

224 rating
Holocure 0.7.1740637402 Tier List - Endless Full Loadout
Oleh seaechiowai
This is an introduction to the characters of Holocure for the November 14 2024 patch / February 27 2025 hotfix
AKA "Patch 0.7" .
Characters were ran with builds that I think the most closely match the developer intentions, and then rated.
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Penghargaan
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Overview









Glossary

Aiming = directing attack with mouse movements that is activated/deactivated with left click
Build = order and specificity of item/skill/stamp acquired
Burst = concentrated hit with high singular damage
Crowd Control = skill that applies immobilization or reposition to mobs
DOT(Damage Over Time) = a danger zone area where in it, damage continuously applies
DPS (Damage per Second) = damage rating over period of time
Early game = 0-10 minutes
Mid game = 10-20 minutes
End game = 20-30 minutes
Food = supplementary buff made on Holo House mode with various loots
Generalist = character that is meant to take multiple strategies, often not as good as a specialist
Heal = a drop, item, or skill that replenishes player's health
Invulnerability/Invincibility = a state where player bypasses damage to health
Slave = a helper NPC that gathers loot and/or attacks alongside player
Special = character-unique desperation states that are activated with shift key or right click
Specialist = character that gains bonus from taking specific build(s)
Survivability = combination of HP, damage reduction, and support skill
Support Item = special defensive skill that are used with CTRL key, chosen on the stage menu
Synergy = skills, items, or attacks that are additive in similar properties
Timed Spawn Events = sets of mobs that come in special formations and/or spawns
Proc(Programmed Random Occurrence) = usage of a chance based skill or attack
Rainbow Experience = a special drop that gathers all previously dropped experiences and coins

Couch Potato = purposely standing still, mostly to cause a Rainbow Experience or burger to drop













Strafing = circling around mobs to maximize kills and minimize damage intakes

These characters make the best uses of synergy











  • AZKi / JP Gen 0
+One of the best coin runners, but with less need to sacrifice DPS like most other coin runners
+Special provides invincibility, crowd control, kills, and time to escape all at the same time
+AZKi comes with each of every kinds of attacks: AOE, melee, and multishot.
-Not an overly tanky character
-Managing cooldowns may not be the play style suitable for every players








  • Roboco-San / JP Gen 0
+Unmatched leveling speed across all modes
+Large size and burst damage base attack
+Long lasting, high damage secondary attack activates on every level up
+Uncapped progression
+Roboco creates special exp gain drops which double as a defensive skill
-Slow rate of fire outside of Special state
-Managing the rotation timing between level up and Special takes practice








  • Mumei / EN Council + Promise
+Slave is controllable for looting and doubles as a pseudo Projectile-Up passive
+Uncapped ATK progression leads to high stats late game
+Competent buff that needs little managing
=Special clears out screen but doesn't affect bosses and blocks screen for a split second
-60 HP starting which is one of the lower classes








  • IRyS / EN Council + Promise (formerly Hope)
+The normal attack can be spread or be used as a focus shot, making it versatile.
+The heal passives are procced by crits/hits per second - granting excellent HP regain.
-Special is not great, although IRyS doesn't need to rely on it
-55 HP starting stat, makes her vulnerable to burst damage and traps
-Continuous shot spreading gets strenuous on hands








  • Noel / JP Fantasy (Gen 3)
+Stackable damage reduction passives with excellent starting HP
+Knight's Dance recharges the more Noel tanks, so it basically stays on from late game onwards
=Noel's playstyle is very passive(=boring), but some players prefer that way
=Weak base weapon, but reflecting damage with Breastplate remedies it
-The slowest moving speed in the game








  • Kiara / EN Myth
+Trailblazer passive efficiently handles Special Event Spawns and can focus fire on bosses
+Shield passive refreshes periodically regardless of stock
+High starting HP
=The only revive with full auto HP restore in the game, but it requires a good timing
-Generalist by design







  • Coco / JP Force (Gen 4)
+Unconditionally immune to Injection Type Asacoco's HP Loss
+Competent heal
+Multiple ways of using the Special meter
=Heavily dependent on resource managements
-Base weapon is on the weaker side compared to the rest of the cast








  • Kaela / ID Holoh3ro
+Passive skill damages and slows NPCs close by
+Special stays on screen indefinitely, saving them allows to focus fire during boss phase
+Free anvils
+Uncapped progression, although with a lot of extra work
-Base attack is a little awkward
-Sometimes the Ore Deposit spawns at the most out of the way spots








  • Aqua / JP Gen 2
+Base weapon has high DPS when hitting from underneath (weapon hits twice)
+Frequent Projectile Up proc
+This character builds Crits and Pickup together, leaving rooms for other allocations
=Utility Special that opens up paths
=Low HP on character screen is now just a joke, in-game HP is moderate with passives
-ATK buff passive condition is not easy to maintain in small stages








  • Sana / EN Council + Promise
+Being a Size specialist has no real downsides
+Long invulnerability during Special makes it versatile & pulls on-screen EXPs
=Effective buff that needs no maintenance, but it is completely random
-Low crit and slow speed, but her buff covers those
-Lower natural DPS without using reflect damage
These characters have good gimmicks













  • Fubuki / JP Gamers
+Dodge-tank-reflect damage playstyle (easy to get Couch Potato cheevo with)
+Lightness Stamp's drawbacks are nullified by Fubuki's passives
-Except for the speed, her stats are low
-Low HP: little room for misjudging invincibility timing








  • Ayame / JP Gen 2
+High damage early on
=Fair stats across the board except for the low HP
=High risk, high reward playstyle, using the split invincibility to dive into mobs for boosted EXP
-Special looks like it has invincibility, but it doesn't
-There is no UI indication of how many hits the player has left until shield activates








  • Okayu / JP Gamers
+Drops a lot of heal loots
+Instant-kill Special is great for Timed Event Spawns
+High natural Crit stat allows builds other than Jingisukan even as a heal tank
-Low HP
-Smallest size of the juggling type base attack








  • Risu / ID Area 15
+Passive skill allows Risu Unit / Lightness Stamp with less drawbacks than other characters
+Competent coin runner
=Excellent screen coverage, but at the cost of poor visibility
-Low HP








  • Hakos "Bae" Baelz / EN Council + Hope
+The highest overall non-instakill Special damage (beams = kamehameha)
+Multi-tiered crit potential
-Special isn't invincible and has a bit of windup (risky against ranged mobs)
-Dice may bounce off mid-flight, not reaching target that's aimed at








  • Kronii / EN Council + Promise
+Long Special duration allows safe movement
+Moderate natural stats, and exceptionally fast base move speed
=Large crowd control skill area, but it does no damage to NPCs by itself
=Passive buff requires full health, making a defensive item pretty much a requirement








  • Amelia "Ame" Watson / EN Myth
+Moderate attack rate which makes her the character with the best instant-kill strategy
+Bubba is one of the better assists in the game
=High crit stats but Ame doesn't really do much with her crits
-Shots are grouped, handicapping her strafe








  • Pekora / JP Fantasy (Gen 3)
+Competent coin runner
+Chain hit passive is useful for a long range based character like Pekora
-Pekora has to maintain her own separate Crit stat on top of the normal Crit stats
-Base attack sometimes just goes straight through target without hitting them








  • Ollie / ID Holoro
+Ollie has abundant sub skills that become available frequently. IOW, she spams attacks.
+Multiple ways to buff
=Death state is risky, but it can be amended by stock piling heals
-Mediocre stats when unbuffed
-Special is subpar
-Ollie essentially has to be constantly moving which is a liability in stages with many obstacles
These characters have minor shortcomings














  • Suisei / JP Gen 0
+100% melee crit passive = high CC skill proc frequency and DPS
+High natural crit opens up room for other items
+Axe weapon has good collabs, which is helpful for the Axe specialist
-Lower HP for a melee character
-Special has no invincibility
-Walking speed is a little bit slow
-Short kill chain timer








  • Shion / JP Gen 2
+Full-game length invulnerability is technically possible with teleport loops
+Special is good for both evasive maneuver and kills
+Garlic helps with recharging Special
-Black Magic passive skill limits the mobility to be used as a sentry
-Low starting HP








  • Moona / ID Area 15
+Moon Song is an efficient CC
+Decent and maintenance-free ATK buff
+Secondary skill charges Special without extra managements
+Base attack's trajectory can be controlled which makes it versatile
-Slow attack speed causes rather tough early game, DPS tends to kick in after getting collab
-Moona may need to augment her slow moving speed
-No invincibility during Special








  • Choco / JP Gen 2
+High Crits and HP allows build flexibility
=High DPS but somehow low KPS because Charmed NPCs die slowly
=Unorthodox base weapon that can spread outwards or inwards depending on character position
-Charmed NPCs become invincible which you don't want for healers and bombers








  • Luna / JP Force (Gen 4)
+Innate skill which works like a Stop stamp
+Excellent single target DPS once it is stunned, making her a great boss killer
-Inconsistent stun proc without Support Item
-Highly encouraged to stand still and punished for moving too much
These characters are viable












  • Mel / JP Gen 1
+Highest HP of the healers
=Mel uses two strategies, healing and stun locking
-Absolutely tiny range on normal attack
-Buffing Pickup in any way(i.e. shops, food) may be counter intuitive








  • Gura / EN Myth
+Invincibility & speed proc helps with repositioning
+Competent innate buffing and debuffing
+Gura has a HP leech
-Gura is essentially built for Damage over Time strategy, so she has to build crits for Shades item
-Gura may have to use size augments due to short ranges
-At times, you're forced to waste the Special just for the buff
-Standing still to stack large area attack becomes increasingly more difficult towards later stages








  • Fauna / EN Council + Promise
+Special has a very long invincibility duration
+Fauna has a 5-count shield and it does a pretty good job
=High ATK and Move speed buff but it feels wobbly to move due to buffs switching often
=Unique base attack pattern that deals more damage to close NPCs and less to ones away
-No control over secondary attack placements








  • Reine / ID Holoro
+Potent buffs, able to achieve +100% CRT Damage on her own early game
+Passive debuff that slows mobs
+Special can be chained back to back
-Buff conditions are very finicky to maintain
-Low base stats








  • Ina'nis "Ina" / EN Myth
+The longest ranged base attack that is considered as a melee attack
+Moderate DPS throughout the game
+Easy to unlock the 10k Damage cheevo with Damage augments in open stages
+When the AO converts a ranged NPC, it does not respawn until it merges with other tako
-Regular attack's 4th hit damage boost quirk is difficult to utilize properly
-Takodachi may steal debuffs and are hard to manage in small stages








  • Flare / JP Fantasy (Gen 3)
+One of the very few pure Projectile Up Specialists in the game
+High focus-fire DPS
=Flare has a shield, but it must be completely used before being allowed to recharge
-Stats other than Haste/Attack Speed are lacking
-Highly dependent on keeping up with kill chains
-Poor visibility caused by the effects of the base weapon








  • Mio / JP Gamers
+One of the fastest Special recharge rates, she can get one in 20 seconds at times
+Debuff works simply and effectively
+Serviceable heal
-Mio's low stats make her a very fragile glass canon
-Shortest reach








  • Subaru / JP Gen 2
+Instantkill(*non-boss) on hit Passive Skill compliments building her revival passive
+Special is more powerful than it may seem
+Has an auto revive
=Subaru doesn't excel in anything, but she has many gimmicks
-Projectile attack wastes instant kill counts
These characters take more effort to win











  • Mori Calliope / EN Myth
+High starting stats
+Has skill version of Rap Dog which can be stacked with the other debuffs
+High ATK Buff, but it's capped
=Chain kill looks and feels great when it happens, but the proc rate drops as game progresses
-Calli has to keep killing within 4 seconds for the buff, forcing a reset on certain TSEs
-Slow attack speed
-Awkward Special with big windup and delayed hit








  • Sakura "Elite" Miko / JP Gen 0
+Miko has a rather tepid passive heal over time that is pretty much on the whole time
+Serviceable buffs and debuffs
=Miko can be built for either heal or DPS
-Built around Elite Lava Bucket, a mediocre weapon
-No invulnerability on Special







  • Kanata / JP Force (Gen 4)
+Special is long lasting, invincible, and applies to full screen which compliments Marking Stamp
=Good buffs but abysmal base stats
-Bad Crit discourages Kanata from using Focus Shade and apply DOT with statues ailment instead
-Underwhelming Awakened Weapon
-Weak Secondary attack








  • Korone / JP Gamers
+High potential
+Passive that reduces damage intake
=Korone tends to kill bosses slow as a tradeoff for general survivability
-Lower natural HP
-Short reach
-Due to being extremely buff dependent, she may have to waste Special just for the resources








  • Iofifteen / ID Area 15
+Drops that can be stockpiled for AOE spam as needed
+Time-freeze Special can stall time for the big damage secondary attack
=Able to cast buffs at will but the buffs amount to not much
-Lower starting stats leads to lower DPS overall
-Visibility becomes problematic especially in the later stages that ramp up traps and hazards
-A generalist by design








  • Zeta / ID Holoh3ro
+Versatile Special that immobilizes most NPCs in places, amplifying DOT attacks
+Passive that gains extra EXP
=Interesting, transforming, and spreadable base weapon, but it lacks in damage
-Glass canon








  • Anya / ID Holoro
+Special has long invincibility duration
+She has an innate self heal that doubles as a time-slow to use DOT attacks on
+She has a small barrier around her that does damage
-Anya's double hit must be activated by putting on debuff first and then the proc. It's finicky.
-Slowing time also means slow spawns which leads to exp loss
-Build is based on pickup range
-Slow starting moving speed








  • Haato "Haachama" / JP Gen 1
+Devil Hat's buff works with stance switch because that is considered Special
+Competent Debuffs
+Competent Heal
=Projectile Up stamp applies for both weapons but the damage is still low
-Cannot reduce the cooldown for the ultimate because it's not technically called Special
These characters take more effort to win less











  • Watame / JP Force (Gen 4)
+Strong early game
+High KPS for a Couch Potato playstyle
+Above average Attack Speed
=Partitioned damage that hides her true DPS
-HP is too low to make Breastplate a viable option
-Unclear UI: Fever only displays the buff, not the cooldown
-Special hits nowhere near as hard as it looks and doesn't provide invincibility








  • Sora / JP Gen 0
+NPCs attacked by base attack can proc heals, making Sora's heal highly frequent
+Debuff is easy to apply due to the base attack lingering after firing
-Slave is useless when strafing because of slow speed
-Special is just a buff








  • Marine / JP Fantasy (Gen 3)
+The best coin runner in the game, but it's not easy to do
+Marine's skills complement the Dash Support Item well
+Good Crit stat
-The DPS kicks in quite late. at lvl 63+
-Special is weak
-Short reach








  • Kobo / ID Holoh3ro
+Utility Special slows NPCs, allowing easy movement
+Hybrid melee and multishot base weapon
-Because Praise is affected by getting hit, managing it is cumbersome before the Supercollab
-Tantrum procs at somewhat of low rate despite being a big source of damage
-Low stats across the board








  • Aki / JP Gen 1
+Great boss killer
+Above average HP
=Has much burst damage for brief moments but not enough for most of the game
-Passive skill forces her to be constantly moving which is hazardous during TSE waves
-Sporadic, uncontrollable normal attack prevents her from using Stop stamp on projectiles
-The slowest Special recharge rate in the game








  • Matsuri / JP Gen 1
+Special does good damage, but isn't invulnerable to attacks
+Very high native burst damage potential with the "God" skill
-She needs to rely on Items and Support Items for invincibility for reflect damage
-Slower attack speed
-CC knock back can disperse NPCs away to safety from the attack you set up for them
-Much manual control is forced on player








  • Towa / JP Force (Gen 4)
+Fun when there's ammo, well suited for stages where Special recharge can be found in boxes
+Handles "Fastball" types well
+Built-in slow debuff
-Base weapon's Crit rate is capped
-Ammo pickup is wasted when the weapon is not ready
-The only character in the game that can self-nerf base weapon for having too high Haste stat
65 Komentar
seaechiowai  [pembuat] 14 Mar @ 6:41am 
Thank you for 500 favorites, everyone.
seaechiowai  [pembuat] 6 Mar @ 10:31pm 
I fixed it. I hit the maximum image list, I just deleted some pictures to replace the new Anya picture. I didn't realize the number of images were limited on Steam.
Kartefan 6 Mar @ 6:20am 
Oh, I thought there is a hidden synergy or something)
Thanks
seaechiowai  [pembuat] 5 Mar @ 9:31am 
It is a mistake but I have hard time uploading the correct picture. It should be an ATK stamp.
Kartefan 3 Mar @ 12:22am 
Can someone explain to me please, why Anya has Project Up stamp while her main weapon is a melee weapon. Thus have no benefits from it.
seaechiowai  [pembuat] 1 Mar @ 7:34pm 
I'm aware, thanks. This is what I'm happy with for now.
JitteryJared 1 Mar @ 11:53am 
also in the new hotfix it says its the last one until 0.8
JitteryJared 1 Mar @ 9:01am 
true but I hate the 20 second cooldown, feels so bad when I keep using special when its on cooldown
seaechiowai  [pembuat] 1 Mar @ 6:24am 
Devil Cap was nerfed from 0.6 but I find it not completely useless. The biggest advantage to it now is that it's not a tradeoff item and it does its full effect with or without Kusogaki Shackles. It's just an extra boost to tack on for characters who depend more on Special usages.
JitteryJared 28 Feb @ 11:53pm 
so is devil cap still used in these builds after the rework?