Holosmith - DPS Holo
This build was last updated on September 25, 2025 and is up to date for the August 19, 2025 patch.
Overview
A power damage Holosmith WvW build meant to do massive damage within melee range, overwhelming the enemies with copious amounts of burst hits, causing great pain and harm to their bodies and souls and health bars, while having no meaningful downtime, unlike their other DPS such as reaper or berserker which struggle outside of
and .
Skillbar
Rifle/Rifle
Utility
Variants
- Weapon
- Hammer
- Spear
- Heal
- more team utility but less personal survivability
- Utility
Template Code
[&DQMGOyYvOS0qDwAAVxYAAJMBAACVAQAA8BUAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
Equipment
Head
Dragon
Dragon
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Dragon
Dragon
Legs
Dragon
Dragon
Feet
Dragon
Dragon
Backpiece
Dragon
Dragon
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Demolisher
Demolisher
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Rifle
Marauder
Marauder
Sigil
Sigil
Rifle
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Relic
Variants
- Stats
- Feel free to use as much Berserker's gear as you can without dying
- Swap out Dragon gear first
- The given setup aims for maximum Effective Health
- You can swap Marauder's to Demolisher's to make healing more efficient in exchange for increasing your chance to be spiked from 100%
- Sigil
- for activating
Consumables
Usage
Quick Guide
- Holosmith is a short range pure DPS with very high burst
- Set up ticking damage effects to increase your burst
Ticking Damage Skill List 

- Aim to land as many of your hard hitting skills within as short a time window as possible while those ticking effects are active
Burst Damage Skill List 

- Use holosmith's exceptional filler skills to finish enemies off
Filler Damage Skill List 

General
- As soon as you get the 25 stacks of and get out of combat, swap back to the Rifle without it
Surviving
- This build has low passive defense
- This build has moderate mobility skill access
- This build has low active defenses
Defensive Skill List 

- - Stunbreak
- - Stunbreak
Immobilize/
Chill/
Cripple
- Clears
- Use
- Let your group heal you instead of using to heal yourself
when you expect high spike damage to occur inside its duration
Priorities
- High
- Burst Damage
- Moderate
- Damage
- Low
- Superspeed
- CC
Detailed Explanations
Burst Damage
- Your ideal burst priority is very similar to your damage priority. It should look as follows:
- - when needed for mobility
- The goal is to maximize the amount of damage ticks at one time by having , and all ticking with your other damage skills
- If you can't land a short range skill skip it
- If you can't land most of your skills, wait for a better time to burst
- Only use when needed for mobility - it can fit anywhere in this order
- can easily be moved since it has by far the highest range and is the easiest skill to land. Cast it later if you melee uptime will be limited or use it early if you can hit flamethrower but can't melee yet
Damage
Skill priority 

- - over 50 Heat
- - Do not overheat
- - over 50 Heat
- Dodge - for ( )
- Priortize syncing your burst skills up when possible as described above, but otherwise your priorties are to:
- Use and as often as possible
- ⇒ ⇒ then leave forge use
- Fill with weapon skills and
- In
- In general you should use two before leaving forge
- Use as needed for mobility
- Watch your Heat carefully, overheating must be avoided at all costs
- Keep your Heat above 50 (past the first bar) always, especially when using your Exceed skills
- is helpful for quickly gaining Heat, even while out of range for its primary effects
- Around 95 Heat is a sweet spot for entering without overheating
- You should preheat your before engaging the enemy to around 100 heat when possible
prioritize and for damage
- Use whenever you are sure you are going to be able to sit in melee for a long time
- roots you for a while during the cast so be careful to not greed
is best suited for chokes or scenarios where the enemy is pushing at you, since it goes beyond the standard 5man target cap
- Use
- The backwards leap must be canceled by using a
Weapon Swap keybind during the animation
whenever the enemy group will be in the AoE for multiple ticks, the CD is very short
- The backwards leap must be canceled by using a
- Use
Quickness
before if you don't already have - During Photon Forge downtime:
- Use your rifle skills, mainly and for burst damage
- Use then spam
Superspeed
Superspeed to an unlimited amount of allies
- Use in the direction your commander is pushing whenever you use it
- Cast behind the commander to keep the group together
- Pair with if your group isn't out of combat on cast
gives
CC
CC Skill List 

Launch
- AoE Immobilize
- Single target Launch
- Single target
- adds 25% Heat, be careful not to overheat when using it
- and are generally not worth casting
- Use your CC when:
- Your group calls a spike such as Wells - ( )
- On top of enemy downs (while alive enemies are on top of them)
- Enemy groups move defensively while your group is pushing
Ratings

Still a very useful build in any zerg, from small to big scale. High bursts with little cooldowns, but very reliant on group support.
Rifle has more burst itself, but hammer can be layered with other skills and has more utilities. Personally, I would rather switch flamethrower for grenades, especially in smaller scales, for higher initial burst, since you firework-relic, laser-edge damage buff and explosive entrance can be triggered by grenade barrage as an opener. However, it requires field awareness to avoid projectile hate and the grenadier-trait to actually hit moving targets. Still worth it in my experience. In less optimal group compositions where you lack stability, choosing juggernaut when using the flamethrower is also a good option.

Strong Build with a huge burst capability. Needed in the actual meta to force downs on opponents.
Comments
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