Holo-Battle Interlink is a team challenge where Stars unlock seasonal rewards. Here's how to unlock it, whether you can play solo, how to build your team, the best teams for the Phase 4 Alphas, what you can earn, and tips for clearing it.

Holo-Battle Interlink is a team challenge for 1 to 4 players. You earn Stars based on how well you do, and rewards unlock once your Stars reach set thresholds.

You can queue solo and be matched with other players, or go in with a premade party of 2 to 4 players.

The mode has 3 routes, each led by an Alpha that changes with each phase, and each route has its own Star cap. The recommended level shown on the mode screen is Lv. 60.

RouteStar cap
Alpha Irisal (Left)Up to 15 Stars
Alpha Panpanta (Middle)Up to 30 Stars
Alpha Rookey (Right)Up to 15 Stars
The Holo-Battle Interlink mode screen in Phase 4 with three routes for Alpha Irisal, Alpha Panpanta, and Alpha Rookey, Current Rewards at 47/60 Stars, and the AI Teammates option

The three routes add up to 60 Stars, which matches the 60 shown next to Current Rewards (47/60 in our screenshot).

Holo-Battle Interlink Team Formation

Teams work the same way as in Operation: Egg Heist. The first Aniimo in your party is your main Aniimo and fights on the field. The other 3 Aniimo act as support: they come in briefly to use their core skills, and then you switch back to your main Aniimo automatically.

The in-game Battle Mode rules add a few more details. Holo-Battle Interlink always uses Twine mode for combat. When your main Aniimo's HP drops to 0, it loses combat ability, but in non-solo challenges you can use up the team's revive counts to revive it. The support Aniimo have no HP.

The Battle Mode rule text for Holo-Battle Interlink, explaining Twine mode, one main and three support Aniimo, and team revives

Holo-Battle Interlink unlocks after you clear the Lv. 55 Title Promotion Assessment.

The Lv. 55 badge shown next to the Title Promotion Assessment emblem

Clearing this assessment promotes you to the I Trailblazer Title. Once the mode is open, you can enter it at the hall of the Polaris Institute in Astra, or open it straight from the main menu.

The main menu with the Holo-Battle Interlink button highlighted

Yes. Check AI Teammates on the mode screen before you press Challenge, and the empty slots in your four-player squad are filled with AI teammates. You can see the option at the bottom right of the mode screen above.

AI teammates also help with the Chainbot challenge. In our runs, when a chain linked our recorder, the AI teammates quickly moved in to break it and free them.

Only your main Aniimo stays on the field for most of the fight. The other three step in briefly to use their core skills. In non-solo challenges, you can revive if you get knocked out, and the team has 4 revives in total. A Pathfinder who passes out also revives automatically once the other team members finish the battle.

The Passing out screen showing Remaining Revives: 2/4 and the Revive button

Pick a DPS or BREAK Aniimo as Your Main

Your main Aniimo is the only one that uses its full set of skills, so make it a DPS or BREAK Aniimo. Pick one whose element counters the Alpha you are facing. For example, against Alpha Irisal, a Fire, Wind, or Dark DPS or BREAK Aniimo works better.

The other three slots only cast their core skill and then switch back, so fill them with Support, REGEN, or Heal Aniimo.

A team with Inferlupa as the main Aniimo and Somniwing (REGEN), Gracewing (Heal), and Helgon (Counter) as assists

Bring Support Aniimo That Can Heal

Bring a support Aniimo that can heal during battle. Whenever you can, include Somniwing and Glacy for better survivability.

The assist slots with Somniwing (REGEN), Glacy (Heal), and Turbo (Damage Boost)

Add an Aniimo That Can Use Counter

Add an Aniimo that can use Counter, such as Helgon. Counter protects you from incoming damage while returning damage to the enemy, which helps most when your healing skills are on cooldown.

Helgon's Counter landing on Alpha Irisal during a Holo-Battle Interlink fight

Challenges and Special Offerings

Challenge Details are extra modifiers on each Alpha. They bring effects such as increased damage, buffs, debuffs, and status effects. Each Alpha's are listed in the best teams section below.

The Challenge Details panel on Alpha Panpanta's screen with Trick Bomb and Multi-Cast

Special Offerings are team buffs, such as more damage, faster Ultimate charge, or a weaker boss. In a party, only the team leader can pick them.

The Special Offering panel with six buff icons on Alpha Rookey's screen

Support Rewards go to players who help with other Pathfinders' runs and push up their Star Ranks.

The three Alphas change with each phase. These are the Phase 4 Alphas we recorded on 10/13/2026, so check the mode screen for the current lineup. The team picks are our recorder's recommendations.

Alpha Irisal (Left Route)

InfoDetails
ElementGrass
WeaknessFire, Wind, and Dark
RecommendedFire Debuff, Tunnel
ChainbotEvery 45s, 1 robot appears on the field (up to 3 at a time) and fires a chain that links 1 Pathfinder and stuns them. Destroying the robot breaks the chain and removes the stun.
BREAK CritDamage dealt to Alphas in Break State is always a Crit.
Main AniimoScorchhowl, Inferlupa, or Magmarex
Support AniimoSomniwing, Sparkelf, Turbo
Alpha Irisal's screen at Level 60 with the Grass element, the Chainbot and BREAK Crit challenges, and Fire, Wind, and Dark recommended

Choose Inferlupa or Magmarex if your team has no BREAK Aniimo. Otherwise, choose Scorchhowl. Somniwing is great for EP recovery, while Sparkelf or Turbo gives a damage boost.

A team with Scorchhowl as the main Aniimo and Somniwing, Sparkelf, and Turbo as assists

How to Beat Alpha Irisal

Alpha Panpanta (Middle Route)

InfoDetails
ElementWater
WeaknessLightning, Grass, and Ice
RecommendedP.DMG (Magical Damage is not recommended)
Trick BombEvery 45s, a bomb seed appears on a random Pathfinder. After 5s, the seed lands and shows a bomb warning. After 2s more, the bomb explodes and leaves a damage zone on the ground for good.
Multi-CastEach time the Aniimo deals skill damage, it gains 1 Casting Energy. At 12 Casting Energy, its next skill costs 0 EP and has no cooldown.
Main AniimoFulmintis, Blazen, or Irisal
Support AniimoSomniwing, Dazmand or Turbo, Glacy
Alpha Panpanta's screen at Level 60 with the Water element, the Trick Bomb and Multi-Cast challenges, and Lightning, Grass, and Ice recommended

Our recorder rates Fulmintis as one of the best DPS Aniimo in the game, and with Somniwing it can keep its Energy-based attacks going for longer. Choose Irisal if you prefer a ranged playstyle, or Blazen if your team needs a BREAK Aniimo. Somniwing is great for EP recovery, Dazmand or Turbo gives a damage boost, and Glacy provides much-needed healing.

A team with Fulmintis as the main Aniimo and Dazmand, Somniwing, and Glacy as assists

How to Beat Alpha Panpanta

Alpha Rookey (Right Route)

InfoDetails
ElementDark
WeaknessWind and Light
RecommendedHeal, Ranged (Melee is not recommended)
Chain SnareAt regular intervals, chains link 2 random players on the field, and linked players keep losing HP. When the chains touch the Alpha, they bind it for 1s, briefly stopping it and dealing BREAK damage. The chains then break.
UnscathedWhile the Aniimo's HP is above 80%, its basic Attack Speed rises by 60% and its REGEN speed rises by 40%.
Main AniimoHelion or Lunara, Helgon
Support AniimoSomniwing, Turbo, Glacy
Alpha Rookey's screen at Level 60 with the Dark element, the Chain Snare and Unscathed challenges, and Wind and Light recommended

Helion or Lunara are solid choices that work best against Dark types, while Helgon is a BREAK Aniimo that also works against Alpha Rookey. Somniwing is great for EP recovery, Turbo gives a damage boost, and Glacy provides much-needed healing.

A team with Helion as the main Aniimo and Somniwing, Glacy, and Turbo as assists

How to Beat Alpha Rookey

Some of these tips follow from the mode's rules, and the rest are our recorder's own suggestions.

TipDetails
Use Aniimo that get the Season Journey buffsThis is one of the key ways to clear Holo-Battle Interlink. The Season Journey buffs give your team extra damage and extra damage reduction against elements your team members counter, so bring Aniimo with an element advantage over the enemies to get the full effect.
Come back to raise your bestOnly your best Stars on each route are recorded, and rewards unlock from the sum of those bests across all 3 routes. You can return to a route later to raise its best.
Power up your AniimoThis is a high difficulty challenge. We recommend raising your Aniimo to their max and boosting their potential to get the most damage out of them.
Keep your main Aniimo standingYour support Aniimo have no HP, so the fight rests on your main Aniimo. When its HP drops to 0 it loses combat ability, and only non-solo challenges let you spend the team's revive counts to bring it back.
Queue with a premade partyOur recorder suggests going in with a premade party of 2 to 4 players, which lets you plan your team together.
Put team synergy firstOur recorder suggests putting team synergy ahead of individual power.
Check enemy weaknesses and resistancesOur recorder suggests noting each enemy's weaknesses and resistances before you go in.

Season Journey Buffs

The Season Journey screen lists team buffs that unlock as you collect Stars during the season. Make use of these buffs for smoother progress in Holo-Battle Interlink.

StarsBuff
16 StarsJoint Defense Lv.1: team members take 1% less damage, with an additional 1% reduction against elements they counter.
24 StarsCoordinated Strike Lv.1: team members deal 2% more damage, with an additional 2% increase against elements they counter.
32 StarsJoint Defense Lv.2: team members take 2% less damage, with an additional 2% reduction against elements they counter.
40 StarsCoordinated Offensive Lv.2: team members deal 4% more damage. The rest of the description was cut off in our screenshot.
The Season Journey screen with team buffs at 16, 24, 32, and 40 Stars and the season ending in 28 days 17 hours

Rewards run on a seasonal basis, and each reward needs a set number of Stars. When we recorded this, the current season was set to end on 10/29/2026.

Your best Stars and score are recorded separately for each route. The period rewards unlock based on the sum of your best Stars across all 3 routes, and the rewards are handed out when you exit the mode.

The Highest Score and Rewards rule text explaining that the best Stars are recorded for each route and rewards unlock from the sum across all three routes

Here is every reward on the Challenge Rewards list, from 4 Stars to 60 Stars.

StarsReward
4 StarsSparkling Crystal x20, Gift of Encounter x1
8 StarsSparkling Crystal x20
12 StarsSparkling Crystal x20
16 StarsSparkling Crystal x20
20 StarsSparkling Crystal x20, Windborn Stamps x50
24 StarsSparkling Crystal x20
28 StarsSparkling Crystal x20, Windborn Stamps x50
32 StarsSparkling Crystal x30
36 StarsSparkling Crystal x30, Windborn Stamps x50
40 StarsStarcryst Essence x1
44 StarsStarcryst Essence x1, Windborn Stamps x50
48 StarsWonder Egg x1, Windborn Stamps x100
52 StarsAdvanced Held Item Core x2
56 StarsTumbler x2
60 StarsTumbler x2

Holo-Battle Interlink Rewards List

Here is what each reward is for, based on its in-game description.

RewardWhat it is for
Sparkling CrystalCurrency. Collect 1,000 to exchange for 1 Sparkling Cube at an outpost vendor.
Windborn StampsCurrency. Earned by playing various modes and spent in the Stamp Shop on rewards.
Starcryst EssenceTraining item. An extremely rare crystal used to raise an Aniimo's Acquired Potential.
Advanced Held Item CoreHeld Item material. A crystal core full of energy, used to enhance Held Items.
Wonder EggEgg. Hatch it in an Outpost Hatchinator or the Hatchinator in your RV.
TumblerAn extremely rare Aniipod. Roll it and it catches any Aniimo it passes, at twice the usual catch rate, or six times the rate on Aniimo drawn together by nurturing.
Gift of EncounterGiftbox. You get 1 at 4 Stars. When you gift it, the recipient and you each receive 6,000 Credits, and gifting it to a friend adds 10 Affinity.

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