What is Holo-Battle Sim?
Holo-Battle Sim is the single-player branch of the Holo-Battle system. It is a permanent roguelite tower, not a scheduled event: it is open every day of the season and it costs Primegy each time you enter. The official unlock gate is Trailblazer I; an older community claim of Wayfarer II appears in some help-center extracts and is not repeated here as fact.
A run has a fixed shape:
- Pick a transformation. You choose one of seven Alpha bodies to drive for the run. The community list is Irisal, Bolty (Blazen), Tubster, Leafy, Helgon, Scorchhowl and Stellarys, covering damage, guard-breaking, healing, defense and economy roles.
- Climb floors. Each floor offers a three-choice Holo-gizmo pick. Gizmos are grouped into families, and three pieces of the same family advance that family's transformation. The community count is 77 gizmos across seven families, each family carrying one core gizmo.
- Spend in-run currency. Training Coins are found and spent inside the run only. They do not carry between runs and cannot be converted into Credits.
- Finish on an Alpha or Omega floor. The run ends with a boss encounter, then the result screen pays out.
The community difficulty ladder is Easy at about Lv.50, Normal at 55, Hard at 60 and Trial at 63. Those bands are community-sourced and the official announcement does not print them. The official rule that matters is different: clearing the highest tier you can reach lets you claim the lower-tier training incentives as well, so there is no reason to grind Easy once Hard is comfortable.
When does Interlink open?
Interlink runs on a weekly loop: it opens Thursday 04:00 and closes Monday 03:59, server time. It is a four-day window, not a seven-day rotation. Older planning posts that describe a "seven-day rotation" are describing a schedule the official text does not use.
Three practical consequences follow from the window:
- Start on Thursday or Friday. Waiting until Sunday night leaves no room for a second attempt on a route you scored badly.
- Exit the mode and settle before the Monday reset. Part 2 made star milestone rewards manual, so a clear you never claimed can be lost when the week rolls over.
- Each route is a separate instance from Part 2 onward, so left, middle and right can be matched, queued or soloed independently. A full score on one route does not fill the gap on another.
Teams are four players, or one player plus AI fill. Leaving during the preparation phase automatically replaces you with an AI. The mode uses a fixed Twine formation rather than free swapping, which is the subject of the next section.
Which elements does Interlink rotate?
Sim stages are element-themed. The base ladder rotates through Grass, Water and Fire, and the 29 October build added Dark, Earth and Lightning stages plus the Trial tier. The practical rule is to read the stage card before you pick a transformation, because the transformation is locked for the run.
| Stage theme | Bring answers to | Note |
|---|---|---|
| Grass | Fire, Wind, Dark | Community counter table |
| Water | Grass, Lightning, Ice | Community counter table |
| Fire | Water, Earth | Community counter table |
| Dark, Earth, Lightning | No published counter table | Added 29 October 2026; counter list is a known gap |
Community table The three base matchups above come from a community wiki table and have not been printed in an official patch note. The three new elements are official content, but their counter relationships are not documented yet. Treat the table as a starting hypothesis, not a rule the game enforces.
Interlink rotates a different layer on the same weekly clock: route modifiers. Before a run the captain picks one shared buff for the whole team, and each route carries its own environmental rule. Part 1 records four modifiers: Cold Snap, Volt Surge, Reversal Strike and BREAK Pursuit. The Part 2 list is reset and adjusted, so read the in-game route card rather than memorising last season's names. Above roughly nine stars the Alpha enters a rampage tier and hits harder, which is a community observation rather than a published threshold.
How does the Team Combat core skill work?
Interlink does not let you play four Aniimo as four full characters. It uses a fixed Twine formation:
- One main. Only the main Aniimo uses a complete skill set, has HP, and can be attacked. If the main falls in a solo run, the run ends; in a team run, a team revive can bring it back.
- Three supports. Supports have no HP bar. Each carries exactly one core skill. Switching to a support immediately fires that core skill, then you switch back to the main.
- Stars come from damage. Damage dealt to the route Alpha sets the star score. Each route keeps its own historical best, and the three bests combine for the milestone track.
The mistake this rule punishes is building three supports as a second and third damage rotation. They cannot do that. Put one useful button on each support: a party buff, a shield, a resistance shred, or a heal. The team building guide covers which species fill those buttons, and the Twine and BREAK combat page explains why the break window still decides your star total.
Assist gifts are the second economy. If your own best star did not improve this week, you count as an assist player. Each time the teammate who improved the most gains five stars, you receive one gift, up to 12 per week. Gifts contain Voxel Coins and Season Stamps, with a chance at Credits, a large Aniipod and Tumbler balls. Season Stamps from this source are reported not to count against the weekly stamp cap.
What rewards does each run pay?
Both modes pay in categories, not in a fixed bundle. What is guaranteed and what is random are different questions, and the honest answer is that the per-run expected value cannot be calculated from published data. There is no official drop table, no quantity per clear, and no published rate for the Held Item drops.
| Line | Sim | Interlink |
|---|---|---|
| Repeatable guarantee | Daily Training Incentive, one claim per day, stacking up to seven days | Star milestones across three routes; assist gifts up to 12 per week |
| Weekly line | Trial difficulty weekly reward, separate from first clear | Milestone claim before Monday 03:59 |
| One-time line | First clear per difficulty and per element; Training Index collection rewards | Leaderboard mail, tier structure unresolved in community sources |
| Materials seen | Glimmer, Safaris, Capaseed, Dewdrop Crystal, Flux Crystal, Mark of the Strong, Starcryst Essence, Held Items | Voxel Coins, Season Stamps, chance Credits, Aniipod Mega, Tumbler |
| Not produced | No Aniimo, no eggs | No Aniimo, no eggs, no capture step |
Unpublished Runes appear in some media summaries of Sim rewards but not in the reward tables used by the wiki sources. Treat runes as unconfirmed. The same caution applies to any post that quotes a specific number of Glimmer or Capaseed per floor: those numbers are not in the official announcement.
A realistic valuation therefore has to be qualitative. Sim is the reliable solo source of Training EXP and Training Points, which feed the Training Mastery tree and the Holo-Shop. Interlink is the reliable weekly source of Season Stamps and milestone rewards, and its assist gift line makes a partial week still worth something even when your own score stalls.
Is it worth your weekly time?
For most players at Trailblazer I, yes, but not both modes equally. The priority is Interlink first, because its window closes and its rewards are lost if unclaimed. Sim is the fill-in activity for sessions when nobody else is online.
| If this is you | Do this | Skip this |
|---|---|---|
| Just hit Trailblazer I | One Interlink clear per route, then claim milestones | Trial Sim floors; wait until roughly Lv.63 |
| Solo player, no fixed team | Sim on Hard for Training EXP; Interlink with AI fill on one route | Leaderboard chasing |
| Chasing Held Items | Sim clears plus the Held Item build guide for what to keep | Re-running Easy for first-clear rewards you already claimed |
| Season passholder of Season Stamps | Interlink assist gifts on a week you cannot push stars | Buying resets; there is no purchase line in either mode |
Tested in build The single biggest time saver is reading the route card before forming the team. Picking a break-oriented main into a route whose modifier rewards counter-hits, or bringing a Fire team into a Water stage, wastes the whole attempt and the Primegy or window slot with it.
If you only have one session this week, spend it on Interlink. If you have three, add two Sim runs on the highest tier you can clear and log off with the daily incentive claimed. The season roadmap shows how long that routine has left before the 10 December 2026 update.