Cover, do not stack
A Holocure loadout is two weapon slots. The temptation is to take two big numbers; the smarter play is to cover. A melee weapon clears swarms; a ranged weapon punishes chasers. Together they answer every angle.
Reading the gap
After you pick your starter, ask what it cannot do. If it hits close, you need range. If it hits far, you need a panic melee. Weapons fall into three attack categories — Melee (follows you as you move), Ranged (independent projectiles), Multishot (multiple projectiles, helped by projectile-count boosts) — so you can read a weapon’s reach from its type.
Collabs free a slot
Two max-level weapons can combine into a single Collab through a fusion. This opens a weapon inventory slot, letting you pick up an additional weapon. Super Collabs go further, combining a collab with an item. Both are how a two-slot loadout effectively runs more than two effects.
Upgrades follow the pair
Once paired, take upgrades that deepen the pair, not a third direction. Compounding one axis beats touching three.