Holosmith - DPS Holo
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage
Designed for: WvW Zerg
Difficulty:
Hard
This build was last updated on October 31, 2025 and is up to date for the October 28, 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
- - Clears
Immobilize/
Chill/
Cripple
- Use when you expect high spike damage to occur inside its duration
- Let your group heal you instead of using to heal yourself
Priorities
- High
- Burst Damage
- Moderate
- Damage
- Low
- Superspeed
- CC
Detailed Explanations
Burst Damage
- Holosmith has four different ways to burst, listed here in order of priority:
- The burst:
- The burst:
- The Filler burst:
- The burst:
- If possible you want to combine these bursts into each other as follows:
- The goal is prioritize your higher damage, easier to execute and lower cooldown bursts first, to increase your overall damage and allow you to burst more frequently
- Try to hold your burst and use it at the same time as the rest of your group to more effectively generate down states
- If you can't use the highest priority burst combo safely, move to the next one
- If you can't use any of them safely, just swap to sustained damage and wait for a good time to burst
- Don't view this as a strict order every time you burst. The key skills to burst around are , , and your Morph skills, as long as one of the them will land effective damage you can go for the burst
- can be added onto any burst, preferably at the start
- If you don't think you'll have enough melee uptime for to provide value when casting , just hold it and use it before any other combo, ideally the combo
- combines very nicely into other skills due to its travel time, it can be added before any burst combo if you're in range
- If you don't need to get in range for it can be used at any time for a large hit
- Don't be afraid to move the burst above the filler burst in priority if you'll only have limited melee uptime and can land it right away
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
- use ⇒ ⇒ then leave forge
- Fill with weapon skills and
- In prioritize and for damage
- 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
- Use whenever you are sure you are going to be able to sit in melee for a long time
- is best suited for chokes or scenarios where the enemy is pushing at you, since it goes beyond the standard 5man target cap
- roots you for a while during the cast so be careful to not greed
- Use 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
Weapon Swap keybind during the animation
- The backwards leap must be canceled by using a
- Use before if you don't already have
Quickness - During Photon Forge downtime:
- Use your rifle skills, mainly and for burst damage
- Use then spam
Superspeed
- gives
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
CC
CC Skill List 
- - AoE
Launch - - Single target
Immobilize - - Single target
Launch
- 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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