Holo-Battle Interlink
/holo-battle-interlink
How it runs
Three Alphas stand at once, one on each route: Left, Middle and Right. Stars come from how much of an Alpha's health the squad removes. The best result on each route counts, and the Stars of all three routes add up toward the Star rewards. A new cycle opens every Thursday at 04:00 and closes on Monday at 03:59, server time; Star Ranks and Assist Gifts reset every week.
Unlocks at Trailblazer I. Play it in a squad of four or solo; AI teammates can fill a squad. Combat always uses Twine mode, with 1 Aniimo as your main and 3 as support.
Assist Gifts: in a run where your own Current Best Star Rank does not rise, you count as an Assisting Player and receive 1 Assist Gift for every 5 Stars gained by the party member whose Current Best Star Rank rose the most (rounded up), up to 12 a week. An Assist Gift holds Voxel Coins and Season Stamps, with a chance of Credits, an Aniipod Mega or a Tumbler.
Leaderboard cycles rank Pathfinders on four boards: Personal Points (the best total score of the cycle) and one Team Points board for each route's Alpha. The top 100 receive the Holo-Battle Interlink Leaderboard Reward by mail, in four bands: ranks 1-2, 3-10, 11-30 and 31-100.
• Condition: challenge the Alphas on the left and right one time each
• Enemy Alphas will attack Tank Aniimo first; only BREAK-type Aniimo can be Tanks
• Use this Aniimo to defeat the Alpha and there may be surprises waiting for you
Cycles
| Starts | Ends | Kind | Lv | Left | Middle | Right | Lucky |
|---|---|---|---|---|---|---|---|
| 2026-09-24 | 2026-09-28 | Leaderboard | 60 | Fulmintis | |||
| 2026-10-01 | 2026-10-05 | Leaderboard | 60 | Irisalis | |||
| 2026-10-08 | 2026-10-12 | Leaderboard | 60 | Fulmintis |
Each cycle opens on Thursday at 04:00 and closes on Monday at 03:59, server time.
The Alphas
Affixes
| Name | Kind | Effect |
|---|---|---|
| Special Offering | While on terrain matching the Aniimo’s element, magical damage dealt +50%. This effect expires 5s after leaving the terrain. | |
| Special Offering | The more EP a skill costs, the higher the next damage dealt, up to 75%. (For every 10 EP spent, damage +15%.) Can trigger up to once every 5s. | |
| Special Offering | Using the same skill repeatedly increases damage by x% for 1s. Stacks up to 5 times. | |
| Special Offering | Increases Aniimo’s healing by 15%. After healing, own damage dealt +50% for 10s. | |
| Special Offering | Increases Aniimo’s Ultimate damage by 60%. | |
| Special Offering | Basic attacks used while moving deal 100% increased damage. | |
| Special Offering | Increases basic attack damage by 100%. | |
| Special Offering | Damage +15%. | |
| Special Offering | Upon being defeated for the first time, revives with 30% HP. | |
| Special Offering | Starts with 300 more Ultimate Points. | |
| Special Offering | The Alpha starts with 80% less BREAK value. | |
| Special Offering | For the first 60s of battle, all players deal 60% increased damage. After 60s, all players deal 15% reduced damage. | |
| Special Offering | For every 10 EP spent, restores 1% of own max HP. | |
| Special Offering | A rune appears on the field. When a player interacts with it, they gain the rune’s power and become the Primary Attacker. The Primary Attacker deals 70% increased damage, while all other players deal 20% reduced damage. Each time the Primary Attacker is at critical HP, all other teammates lose 25% of their max HP, and the Primary Attacker fully recovers HP. | |
| Special Offering | Increases Aniimo’s damage dealt and healing done by 15%. | |
| Special Offering | When the Alpha enters the Break State, it accumulates 1 stack of Vulnerability. Each stack increases damage taken by an additional 10%, up to 4 stacks. | |
| Special Offering | When Aniimo deal elemental counter damage, damage increases by 20%. Non-counter damage is reduced by 10%. | |
| Interaction | At the start of battle, a Pulse Crystal appears on the field. It periodically locks onto a player unit and fires a pulse after a short delay. The pulse damages and knocks back players it hits. The Alpha can block the pulse, taking a large amount of BREAK. | |
| Interaction | At regular intervals, chains link 2 random players on the field. Linked units continuously lose HP. When the chains touch the Alpha, they bind the Alpha for 1s, briefly stopping it and dealing BREAK damage. The chains then break. | |
| Interaction | Time Bomb periodically appears on the field and detonate automatically after a short time. They also detonate immediately when attacked. Explosions deal heavy damage to players within range, and deal damage and heavy BREAK damage to the Alpha. If no target is within the blast radius, a secondary explosion triggers, dealing heavy damage to players in a much larger area. | |
| Interaction | Effect: Every 45s, a bomb seed appears on a random Pathfinder. After 5s, the seed lands and generates a bomb warning. After 2s, the bomb explodes and permanently creates a damage zone on the ground. | |
| Interaction | Effect: Every 45s, 1 robot appears on the field (up to 3 at a time). It fires a chain to link 1 Pathfinder who is not currently linked. Linked Pathfinders are Stunned. Destroying the robot breaks the chain and removes the status. | |
Magical Shell | Environment | After taking magical damage a certain number of times, the Alpha creates a spiked shell that deals counter damage to players who deal magical damage to it. |
Frequency Overload | Environment | Each time EP is consumed, 2 seconds of Overload will be gained. When Overload is stacked three times, it will be removed and you will gain Turbulence, which suppresses automatic energy regeneration for a period. |
Reflective Field | Environment | The Alpha periodically deploys a force field that reflects ranged projectiles. |
Call Lightning | Environment | When a single skill cast lasts longer than 2s, summons a thundercloud at the caster’s location. After 0.5s, lightning strikes, dealing damage and reducing player damage by 30% for 5s. Can trigger once every 10s. |
Turf | Environment | All terrain generated by Aniimo is treated as Turf. |
Vein Resonance | Environment | When an Aniimo is on terrain matching its own element, it gains Vein Resonance, increasing damage dealt by 15%. This effect persists for 5s after leaving the terrain. When not on elemental terrain or when the terrain does not match its element, it gains Vein Rejection, reducing damage dealt by 10%. Vein Rejection cannot be gained while Vein Resonance is active. |
| Environment | When an Alpha accumulates 10 stacks of Fire Debuff, it enters an “Overflowing Debuff” state. In this state, each additional stack of Fire Debuff causes the Alpha to drop an Energy Orb that can be touched. Touching the orb restores 10 Energy. | |
| Environment | When the Aniimo deals skill damage, it accumulates 1 point of “Casting Energy.” Reaching 12 points of “Casting Energy” makes the next skill cost no energy and skip its cooldown. | |
| Environment | The Aniimo’s Energy cap increases by 15 points. When Energy is below 50%, gain 5 Energy for every 10 Energy consumed. | |
| Environment | Damage dealt to Alphas in BREAK state is always treated as Crit Damage. | |
| Environment | When the Alpha takes Water damage, it gains a small amount of Water Debuff. When the Alpha has more than 10 stacks of Water Debuff, 10 stacks are consumed to enter the Water Pressure Imbalance state for 5s. In this state, triggers 1 instance of Water-type damage equal to 100% of current ATK each time damage is taken. Minimum trigger interval: 5s. | |
| Environment | When the Aniimo’s HP is above 80%, basic attack speed increases by 60%, and REGEN speed increases by 40%. | |
| Mini-game | In battles against the middle-lane and left-lane Alphas, an invincible Termite Nest Aniimo appears. It has a bombing skill and keeps bombing its target. Bombing damage increases over time. | |
| Mini-game | In battles against the middle-lane and right-lane Alphas, a giant dung ball appears periodically. Attack it to make it roll. When it hits a target, it triggers a huge explosion and deals massive damage. Rolling ball damage increases over time. | |
| Universal buff | Team members deal 2% more damage, with an additional 2% increase against elements they counter. | |
| Universal buff | Team members deal 4% more damage, with an additional 4% increase against elements they counter. | |
| Universal buff | Team members deal 6% more damage, with an additional 6% increase against elements they counter. | |
| Universal buff | Team members deal 8% more damage, with an additional 8% increase against elements they counter. | |
| Universal buff | Team members deal 10% more damage, with an additional 10% increase against elements they counter. | |
| Universal buff | Team members deal 12% more damage, with an additional 12% increase against elements they counter. | |
| Universal buff | Team members deal 14% more damage, with an additional 14% increase against elements they counter. | |
| Universal buff | Team members take 1% less damage, with an additional 1% reduction against elements they counter. | |
| Universal buff | Team members take 2% less damage, with an additional 2% reduction against elements they counter. | |
| Universal buff | Team members take 3% less damage, with an additional 3% reduction against elements they counter. | |
| Universal buff | Team members take 4% less damage, with an additional 4% reduction against elements they counter. | |
| Universal buff | Team members take 5% less damage, with an additional 5% reduction against elements they counter. | |
| Universal buff | Team members take 6% less damage, with an additional 6% reduction against elements they counter. | |
| Universal buff | Team members take 7% less damage, with an additional 7% reduction against elements they counter. | |
| Cold Snap | Environment | When the Alpha takes Ice damage, it gains a small amount of Ice Debuff. Each stack of Ice Debuff increases the Alpha’s BREAK Speed taken and BREAK state damage taken by 2.5% each. All Ice Debuff is removed once the BREAK state ends. |
| Volt Surge | Environment | When the Alpha takes Lightning damage, it gains a small number of Lightning Debuff stacks. When the Alpha’s Lightning Debuff exceeds 10 stacks, it consumes 10 stacks of Lightning Debuff to empower nearby Pathfinders. While empowered, Pathfinders gain 25% Crit Rate and 60% Crit Damage. The empowered state can only trigger 1 time per 20s. |
| Reversal Strike | Environment | Countering an Alpha attack grants 50% bonus Natural Energy Regen and 25% bonus Final Damage for 15s. A Perfect Counter interrupts the Alpha’s action and spreads the buff to nearby Pathfinders, triggering once every 15s. |
| BREAK Pursuit | Environment | Dealing skill damage to an Alpha in the BREAK state builds a combo count. When BREAK ends, triggers one instance of bonus damage equal to combo count x 300% of your active Aniimo’s ATK. |
| Grade | Alpha HP removed | Score | The Alpha gains |
|---|---|---|---|
| 0☆ | 0% | 0 | |
| 1☆ | 0.93% | 500 | |
| 2☆ | 1.86% | 500 | |
| 3☆ | 3.02% | 500 | Enhance · The Alpha’s power is increasing! |
| 4☆ | 4.18% | 500 | Enhance |
| 5☆ | 5.58% | 500 | Enhance |
| 6☆ | 6.97% | 500 | Enhance · The Alpha’s power is increasing! |
| 7☆ | 8.6% | 500 | Enhance |
| 8☆ | 10% | 500 | Enhance |
| 9☆ | 13% | 500 | Enhance · Warning: The Alpha has entered Enraged State! |
| 9☆+1 | 16.5% | 500 | Enhance |
| 9☆+2 | 20% | 500 | Enhance |
| 9☆+3 | 25% | 500 | Enhance · The Alpha’s power is increasing! |
| 9☆+4 | 31.53% | 500 | Enhance |
| 9☆+5 | 40.33% | 500 | Enhance |
| 9☆+6 | 50% | 500 | Enhance · Warning: The Alpha has entered Enraged State! |
| Eliminate | 100% | 2500 | Enhance |
| Starts | Special Offering | Universal buff | Environment (L / M / R) | Interaction (L / M / R) | Mini-game |
|---|---|---|---|---|---|
| 2026-09-24 | Resurgence · Overflowing Power · Breaking Force · Unstoppable Momentum · Primary Attacker Rune · Crushing Momentum | Anomaly Spark / Kinetic Recovery / Multi-Cast | Chainbot / Trick Bomb / Chain Snare | Grenadier · Rolling Aniipod | |
| 2026-10-01 | Resurgence · Overflowing Power · Breaking Force · Unstoppable Momentum · Primary Attacker Rune · Crushing Momentum | Water Pressure Imbalance / Multi-Cast / Unscathed | Chainbot / Trick Bomb / Chain Snare | Grenadier · Rolling Aniipod | |
| 2026-10-08 | Resurgence · Overflowing Power · Breaking Force · Unstoppable Momentum · Primary Attacker Rune · Crushing Momentum | Cold Snap / Volt Surge / Reversal Strike | Chainbot / Trick Bomb / Chain Snare | Grenadier · Rolling Aniipod |
| Stars | Season Journey buff | Effect |
|---|---|---|
| 16 | Joint Defense Lv 1 | Team members take 1% less damage, with an additional 1% reduction against elements they counter. |
| 24 | Coordinated Strike Lv 1 | Team members deal 2% more damage, with an additional 2% increase against elements they counter. |
| 32 | Joint Defense Lv 2 | Team members take 2% less damage, with an additional 2% reduction against elements they counter. |
| 40 | Coordinated Offensive Lv 2 | Team members deal 4% more damage, with an additional 4% increase against elements they counter. |
| 48 | Joint Defense Lv 3 | Team members take 3% less damage, with an additional 3% reduction against elements they counter. |
| 56 | Coordinated Offensive Lv 3 | Team members deal 6% more damage, with an additional 6% increase against elements they counter. |
| 64 | Joint Defense Lv 4 | Team members take 4% less damage, with an additional 4% reduction against elements they counter. |
| 72 | Coordinated Offensive Lv 4 | Team members deal 8% more damage, with an additional 8% increase against elements they counter. |
| 80 | Joint Defense Lv 5 | Team members take 5% less damage, with an additional 5% reduction against elements they counter. |
| 88 | Coordinated Offensive Lv 5 | Team members deal 10% more damage, with an additional 10% increase against elements they counter. |
| 96 | Twine Defense Lv 6 | Team members take 6% less damage, with an additional 6% reduction against elements they counter. |
| 104 | Coordinated Offensive Lv 6 | Team members deal 12% more damage, with an additional 12% increase against elements they counter. |
| 112 | Twine Defense Lv 7 | Team members take 7% less damage, with an additional 7% reduction against elements they counter. |
| 120 | Coordinated Offensive Lv 7 | Team members deal 14% more damage, with an additional 14% increase against elements they counter. |
| Stars | Reward |
|---|---|
| 4 | Sparkling Crystal ×20 · Gift of Encounter ×1 |
| 8 | Sparkling Crystal ×20 |
| 12 | Sparkling Crystal ×20 |
| 16 | Sparkling Crystal ×20 |
| 20 | Sparkling Crystal ×20 · Windborn Stamps ×50 |
| 24 | Sparkling Crystal ×20 |
| 28 | Sparkling Crystal ×20 · Windborn Stamps ×50 |
| 32 | Sparkling Crystal ×30 |
| 36 | Sparkling Crystal ×30 · Windborn Stamps ×50 |
| 40 | Starcryst Essence ×1 |
| 44 | Starcryst Essence ×1 · Windborn Stamps ×50 |
| 48 | Wonder Egg ×1 · Windborn Stamps ×100 |
| 52 | Advanced Held Item Core ×2 |
| 56 | Tumbler ×2 |
| 60 | Tumbler ×2 |
| Title | Awarded for |
|---|---|
| Best DPS | Total Damage Dealt |
| Best Strike | Best Strike Damage |
| BREAK Expert | Total BREAK Damage |
| Last Strike | Dealt the Last Strike |
| Reaper | Targets Defeated |
| I Took It All | Most Damage Taken |
| Help the wounded | Most Healing |
| Always me | Most Hits Taken |
| Flexible | Least Hits Taken |
| Best Support | Most Support Provided |






