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Holsring
Legendary The Sacred Order Magic Attack

Holsring — guide

Telerian League
VerdictVault (fusion fodder)
3.5/5
Speed105HP15195Defense1057Attack1509
Clan Boss3.5
Hydra4
Chimera4
Arena2.5
Dungeons3
Hard dungeons2
Doom Tower3
Faction Wars3.5
RAID GURU Editorial Updated: 22.10.2026 0 reviews

Guide: Holsring

In short

Holsring is a Magic Affinity Legendary Attack champion from the Sacred Order. He shines in Hydra and Chimera (4.0/5), where he snowballs damage through Hex, Turn Meter steal and his own Veil, and he helps chew through the Fire Knight's shield with multi-hits. Build priority is simple: 100% C.RATE first, then C.DMG and SPD, and ATK last. The site author's verdict: vault (fusion).

Strengths

  • A2 hits random enemies 3 times and ignores 25% DEF on Hexed targets — plus another 25% if they are Banner Lords or Knights Revenant.
  • A3 is 4 hits with a 100% chance to place Hex for 3 turns and steal 25% (50% vs Banner Lords / Knights Revenant) Turn Meter per hit.
  • Against Banner Lords and Knights Revenant, Hex and Turn Meter steal cannot be resisted, so ACC is irrelevant there.
  • Passive Deceit grants Veil, and attacking under Veil gives +30% C.DMG; A1 puts ATK Up 50% on himself on a crit.
  • Self-accelerating: the Turn Meter he steals can push him to 75%+, which triggers Veil for 2 turns.

Weaknesses

  • Every attack hits random targets — damage gets spread thin.
  • Squishy without support: 15,195 HP and 1,057 DEF won't survive much.
  • Base ATK 1,509 and SPD 105 mean he needs proper gear and a speed lead.
  • Arena (2.5) and Hard Doom Tower (2.0) are not his modes.

Where to use

Start with Hydra (4.0) and Chimera (4.0) — multiple targets make Hex and Turn Meter steal pay off. Next come Faction Wars (3.5) and Clan Boss (3.5), where the DEF ignore on Hexed targets helps. In dungeons (3.0) his home is the Fire Knight's Castle: four hits from A3 strip the shield fast. Doom Tower (3.0) is situational; Arena (2.5) and Hard Doom Tower (2.0) are a pass.

Stats and gear

Targets: 100% C.RATE (he only has 15% base) → 200%+ C.DMG → 170–200 SPD → ATK. ACC 200–250 for Hex and Turn Meter steal in general content, but you can skip it entirely when facing Banner Lords or Knights Revenant. Sets: Savage/Lethal for the DEF ignore, Perception for ACC, Speed and Crit Damage as the baseline. Relics listed in the build: Malefic Talon, Irethi Coronet, The Cat's Gaze.

Masteries and blessings

Use the PvE tree for dungeons, Clan Boss, Doom Tower and Faction Wars, with Pierce Defenses and Boss Slayer as the key picks and the usual offensive crit path around them. A separate PvP nuker setup only makes sense if you insist on Arena. No blessings are listed in the build, so take damage-boosting ones — the default for a multi-hit nuker.

Tomes

Book A3 first: the debuff chance goes to 100% and then the cooldown drops by 1 — that is your whole Hex and Turn Meter engine. Then A2 down to a 1-turn shorter cooldown for more DEF ignore. A1 last; it is damage only.

Verdict

A functional damage dealer for Hydra, Chimera and Fire Knight, but narrow and gear-hungry. The site author is blunt: vault (fusion) — build him only for a specific job.

Build

Key masteries
Pierce DefensesBoss Slayer
Relics
Malefic TalonIrethi CoronetThe Cat's Gaze
Best in
Fire Knight's Castle

The build is a guideline: the first sets in the list fit most often. Adapt it to your artifacts and goals.

Skills

Frenzied Strike

Attacks random targets 2 times. If this attack is critical, places a 50% Increase ATK buff on this Champion for 2 turns.
Damage based on [ATK] = 1.7 × [ATK] (2 times)
50% Increase ATK
Lvl 2 Damage +5%
Lvl 3 Damage +5%
Lvl 4 Damage +10%
Lvl 5 Damage +10%
​

Upset

Attacks random enemies 3 times. Ignores 25% of the targets' DEF if they are under a Hex debuff. Ignores another 25% of DEF if the targets under a Hex debuff are from the Banner Lords or Knights Revenant Factions.
Damage based on [ATK] = 1.95 × [ATK] (3 times)
Cooldown: 4 turns
Lvl 2 Damage +5%
Lvl 3 Damage +5%
Lvl 4 Damage +10%
Lvl 5 Cooldown -1
​

Witch Seeker

Attacks random targets 4 times. Each hit has a 75% (100%) chance to place a Hex debuff for 3 turns. Champions from the Banner Lords or Knights Revenant factions cannot resist this debuff.
Each hit has a 75% (100%) chance to steal 25% of the target's Turn Meter. If the target is from the Banner Lords or Knights Revenant factions, steals 50% of the target's Turn Meter.
Places a Veil buff on themselves for 2 turns if, after stealing, their own Turn Meter is 75% or more.
Damage based on [ATK] = 1.75 × [ATK] (4 times)

Hex
Cooldown: 5
Lvl 2 Debuff Chance: +10%
Lvl 3 Debuff Chance: +15%
Lvl 4 Cooldown -1
​

Trickery (Passive)

If it attacks two targets under Hex in one turn, places a Veil on itself for 1 turn. Counterattack does not count.
Increases C.DMG by 30% if attacking under Veil.

PVE Masteries = Holsring: masteries for Dungeons, Clan Boss, Doom Tower, Faction Wars

General PVE


Fire Knight 25


PVP Masteries = Halsring: masteries for Arena (1v1, 3v3)

Nuker


Where to get

Sacred Shardmain source
Ancient Shardvery rare chance
Events and fusionsstay tuned

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