HoloCure - Save the Fans!

HoloCure - Save the Fans!

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Holocure 0.7.1746645739 Tier List - Endless Full Loadout
By seaechiowai
This is an introduction to the characters of Holocure for the November 14 2024 patch / May 08 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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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 are the most consistent











  • 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 Stun procs, 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 10 seconds at times
+Debuff works simply and effectively
+Serviceable heal
-Mio's low stats make her a very fragile glass canon
-One of the shortest reach base weapons








  • 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 attacks from NPCs waste 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
66 Comments
dipakalyano 3 Jun @ 6:06am 
Just started the game, no wonder Towa is so difficult to play
seaechiowai  [author] 14 Mar @ 6:41am 
Thank you for 500 favorites, everyone.
seaechiowai  [author] 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  [author] 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  [author] 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  [author] 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.