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Analysis by MackerelPye
Holst - Hero of Leicester

Hero Stats

Max Avg Total Stats at Lvl 40
187
HP 42
ATK 43
SPD 41
DEF 35
RES 26

Stat Variations

Level 1 Stat Variation
5★
4★
3★
HP ATK SPD DEF RES
Low 17 9 10 8 6
Middle 18 10 11 9 7
High 19 11 12 10 8

Level 40 Stat Variations
5★
4★
3★
HP ATK SPD DEF RES
Low 39 39 38 32 23
Middle 42 43 41 35 26
High 45 46 45 38 30

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

Skill Sets

I think that one got THE POINT (Melee Specialist / All-Encompassing Build)

Build by MackerelPye
Recommended
Warrior's Sword A Atk/Spd Unity
Alternate: Surge Sparrow
Positional Assist
Alternate: Rally Assist
B Null Follow-Up 3
Alternate: Spd-Based DR B Slot
Vital Astra
Alternate: Noontime
C Atk/Spd Menace
Alternate: Atk/Spd Oath 4
IVs

+SPD then +ATK / -RES

SBonus Doubler 3
Alternate: Atk/Spd Solo 3

Show Explanation/Analysis

Weapon: Warrior's Sword

Assist: Positional Assist / Premium Rally+ Assist (for Coliseum)

Special: Vital Astra / Noontime / Glimmer / Ruptured Sky / Galeforce

Passive A: Atk/Spd Ideal / Surge Sparrow / Atk/Spd Unity / Atk/Spd Solo / Atk/Spd Clash

Passive B: Null Follow-Up / Spd/Def Bulwark / Atk/Def Bulwark / Velocity 3 / Other Dodge skills / Lull and Tempo versions of aforementioned skills

Passive C: Atk/Spd Menace / Atk/Spd Oath / Spd/Def Menace / Rouse Atk/Spd 

Sacred Seal: Bonus Doubler / Flashing Blade / Darting Breath / Blade Session / Atk/Spd Solo / Atk/Spd Form / Swift Sparrow 

  • A simple, all-purposes combat build focusing on bolstering Holst's high Atk and Spd suits his equally simple weapon. 
  • A premium Atk/Spd-boosting A-slot and Sacred Seal to further build on Holst's great offense. 
    • Surge Sparrow is a standout recommendation due to its recovery effect on Special trigger, allowing Holst to better maintain himself above Warrior Sword's minimum working HP threshold. Holst's default Ideal rewards him for simply abiding by said weapon's visible bonus power-ups, and its fourth variation has a high ceiling under optimal conditions. Finally, Unity prevents Panic effects from reversing Holst's bonuses and consequently screwing his combat totally over.
    • In particular for Holst, the Bonus Doubler Seal repeats Warrior's Sword's doubling effect twice over, allowing him to build up himself on every front assuming he's granted a visible bonus in all stats. If you don't want to be doubly vulnerable to bonus negation effects like Lull skills, though, any of the conventional skill boost Seals apply alternatively.
  • As an infantry unit, Holst gets access to a nice variety of exclusive B-slots. 
    • Above all, Null Follow-Up is just a great choice all-around as it gives Holst more significantly favorable matchups than simply flexing his big stat muscles. 
    • Else, the Bulwark skill line allows him to more carefully keep himself above his weapon's working 25% HP condition due to its after-combat healing, plus they grant more stat dominance and enemy movement blockage.
    • Lull and Tempo skill variations also increase stat dominance while offering enemy bonus negation and anti-Guard effects, respectively.
    • Spurn, Velocity, and the others in the Dodge skill lines fortify Holst's general survivability with damage reduction, and he will likely get their maximum amount of reduction in most cases with his highly-invested Speed. Velocity, in particular, also conveniently comes half-packaged with Tempo's important anti-Guard effect.
  • Holst's C-slot, in particular, matters quite a lot on this build. Seeing as all Warrior's Sword needs is visible stat buffs to function at maximum performance, it makes sense to feed it with premium, self-buffing options. There are a bunch of great options here at this time of writing; an Atk/Spd-based version of the Menace, Oath, and Rouse skill lines will be totally optimal in increasing his two most important stats here. At worst, do not settle for anything that boosts less than Holst's default Oath 3. 
    • As an important note, also make an attempt to provide bonuses through other ally-provided means to make full use of Warrior's Sword's stat buffs, such as premium Rallies, low-rarity Tactics, or other specialty buffing skills.
  • For Specials, Vital Astra is definitely best for performance and Colisseum scoring as it bites back with Holst's highly-invested Spd in a short amount of cooldown. Else, Holst is perfectly fine with any of the low-rarity 2 CD choices; Glimmer typically gets high returns with Holst's great offense, and Noontime's healing keeps Holst and his weapon's effects around for longer.
  • As a side note, it might be good to be mindful of which phases you would like Holst to specialize in. As a particular example, Vital Astra's firing can be made ready either exclusively by Flashing Blade in the player phase, or Darting Breath in enemy phase. Surge Sparrow is also an A passive that pretty much pushes Holst to mainly initiate rather than wait.
  • Atk/Def versions of all relevant Passives may also be taken over Atk/Spd for a generally more physically tougher Holst. This serves to stand up against other melee enemies significantly better while still maintaining a reasonable amount of less invested defensive Speed.

Strengths

Warrior's Sword

The legendary big brother himself debuts in Heroes with a weapon that is almost as simple as it is named. And honestly, not many specifics are needed to describe it: Warrior's Sword is a big ball of spectrum stats — and even more if you grant stat bonuses to him — with a handy helping of Guard

Basically, Holst flexes those nice big stat muscles — possibly upwards of +20 Atk and +17 Spd/Def/Res swings under optimal conditions (assuming Tactics) —  while dominating his foe further by denying their Specials from charging (assuming they don't have specialized countermeasures to that). All in all, a solidly nice deal for staying above 25% HP. 

Infantry Melee / High Stats

Holst is basically designed to be your next updated 2022+ Colisseum red core unit, reaching the high 190 scoring bin while also having a unique (thus, high SP) weapon to himself and benefitting from a peachy stat distribution all-around. With 43 Atk, 41 Spd with a superasset value, some solid overall defenses to go with those, and a weapon that easily supplements additional stat needs, Holst is quite often an "absolute unit".

As an additional benefit of his infantry status, Holst also gets a fair share of numerous infantry goodies, especially B passive skills such as Null Follow-Up, Bulwarks, and Dodge skills, and miscelleanously helpful options such as Vital Astra and Breaths

Grand Hero Perks / Free Unit

Considered yet another winner in Book VI's oddly fantastic line of great free units, Holst is a nice investment worth taking. Investing in Holst fortunately won't directly involve Orbs, as copies of him are made freely available through his Grand Hero Battle and then the Heroic Grails shop. After merges are accounted for, skill inheritance is another concern that's also mostly easily handled through a variety of free premium choices in Compile Manuals.

Weaknesses

Competition

In a class as oversaturated as sword infantry swords in Heroes — and perhaps sword units in general — it is quite important for a unit to have characteristics that set themselves apart from the rest of the crimson brood. Holst…unfortunately doesn't spare much of that between a standardly great statline that is expected of fast infantry nowadays, as well as a simple (but still pretty good, mind you) weapon that only largely gives him just stats and Guard. A lack of permanent CD-1 effects also doesn't help, leaving him with relatively unexciting Special proccing options.

With Rearmed Líf coming along in the same update and basically upgrading literally every generic sword in the game performance-wise, investing in Holst may at the end of the day become a personal flavor choice among many others in similar roles.

Bonus Negation 

Bonus negation or reversion — commonly in the form of Lull skills, Wily Fighter, Panic, and other specialty measures — will not totally stop Holst from being functional, but it does cut off two good main sources of his power: the visible bonuses empowering him, and the extra stats Warrior's Sword grants by "doubling" said buffs. 

Weakened HP

If Holst is careless, he may also be weakened to a point where he's below his Sword's working ≥ 25% HP condition, making him a significantly more manageable unit to beat due to vanished stats and effects. Needless to say, otherwise good albeit recoil-inducing A-slot skills like Atk/Spd Push and Fury are unwelcome on him.

Exploitable Res

Holst's 26 Res is actually pretty alright all things considered — with weapon buffs and a casual +6 Res bonus, it goes up to a more resilient 43 at worst. Regardless, it's somewhat of a weak point with the amount of strong, modern-day magical enemies ready to cannibalize it without further atypical investment.

Weapon Skills

Weapons SP Rng. Mt.
Iron Sword
Learns by default at 1 ★
Unlocks at 1 ★
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Learns by default at 2 ★
Unlocks at 2 ★
Only Inheritable by Sword Units.
100 1 8
Silver Sword
Learns by default at 4 ★
Unlocks at 3 ★
Only Inheritable by Sword Units.
200 1 11
Warrior's Sword

Grants Atk+3. At start of combat, if unit's HP ≥ 25%, grants Atk/Spd/Def/Res+5 to unit during combat, grants bonus to Atk/Spd/Def/Res during combat = current bonus on each of unit's stats (calculates each stat bonus independently), and inflicts Special cooldown charge -1 on foe per attack. (Only highest value applied. Does not stack.)

Learns by default at 5 ★
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Special Skills

Special Skills SP Turns
Rising Light

Before combat this unit initiates, foes in an area near target take damage equal to (unit's Atk minus foe's Def or Res).

Learns by default at 4 ★
Unlocks at 3 ★
Non-inheritable by Staff-wielding units.
150 4
Blazing Light

Before combat this unit initiates, foes in an area near target take damage equal to 1.5 x (unit's Atk minus foe's Def or Res).

Unlocks at 4 ★
Non-inheritable by Staff-wielding units.
300 4

Passive Skills

Passive Skills SP Slot
Atk/Spd Ideal 1

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+3 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 3 ★
60
A
Atk/Spd Ideal 2

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+4 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 4 ★
120
A
Atk/Spd Ideal 3

At start of combat, if unit's HP = 100% or if【Bonus】is active on unit, grants Atk/Spd+5 to unit during combat. 

【Bonus】

All effects that last "for 1 turn" or "that turn only." Includes bonuses granted by a skill like Rally or Hone and positive status effects (extra movement or effects like Dominance).

Excludes Flying and Cavalry Units
Unlocks at 5 ★
240
A
Atk/Spd Oath 1

At start of turn, if unit is adjacent to an ally, grants Atk/Spd+3 to unit for 1 turn.

Infantry & Flying Units Only
Unlocks at 1 ★
60
C
Atk/Spd Oath 2

At start of turn, if unit is adjacent to an ally, grants Atk/Spd+4 to unit for 1 turn.

Infantry & Flying Units Only
Unlocks at 2 ★
120
C
Atk/Spd Oath 3

At start of turn, if unit is adjacent to an ally, grants Atk/Spd+5 to unit for 1 turn.

Infantry & Flying Units Only
Unlocks at 4 ★
240
C

Other Info

Origin
Fire Emblem: Three Houses

Banners Featured In

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