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Holo Battle Interlink bosses: team comps, AI and co-op
AI teammates usually fall by 1:30 against Minespine. Here is which bosses they can handle, which picks to bring, and how to help with a sub-3000 CP roster.

The short version
- Holo Battle Interlink bosses are very tanky, so every fight is a tight DPS check and a team without real damage will run out of time.
- AI teammates can clear Alpha Luminel for 15 stars, but they struggle against Alpha Scorch and usually die by the 1:30 mark against Minespine (Alpha Mines).
- The team that works mixes damage dealers with break-focused members, plus a healer and a support; a healer is a required or viable slot against these bosses.
- Irisalis is a high-damage pick for the mode, and Ponyie is recommended, including as a dark-type option alongside Stellarys on the first floor.
- If your best damage dealer is weak (for example under 3000 CP), bring a support or breaker Aniimo to multiplayer instead and you still pull your weight.
Holo Battle Interlink is the weekly raid-boss mode added in Version 1.1. Four players, or a mix of players and AI, take on one of three Alpha Aniimo bosses that rotate each week. Aniimo builds these massive bosses to be fought in groups, and it shows: they soak up an enormous amount of damage.
That one fact shapes everything else on this page. Because the bosses are so tanky, the mode is a DPS check first, and the questions that matter are who deals the damage, who breaks the boss, who keeps everyone standing, and whether your AI fill-ins can keep up. On some bosses they can. On others they fall over early.
Routes, star ranks and rewards have their own guide, as do the assist slot and core skills, and multiplayer in general. This one is about the fights themselves.
What a Holo Battle Interlink fight asks of you
Each weekly cycle offers three routes, or portals, and each has its own Alpha Aniimo encounters and environmental mechanics. Whichever you take, the boss at the end is very tanky, which makes the fight a tight DPS check. You are not winning by surviving; you are winning by getting enough damage in before time runs out.
You get one safety net. A player who dies can revive once, so a single mistake is recoverable and a second one takes you out of the damage race.
Before each battle the team picks its buffs. In a four-player team the team leader makes that choice, so if you are leading a random group, pick for the team you actually have rather than the one you wish you had.
Where AI teammates fall short
You can fill open slots with AI teammates, and on the right boss that works fine. The Alpha Luminel fight can be cleared for 15 stars with AI filling the team.
The trouble starts with the other bosses. AI teammates perform poorly against Minespine (Alpha Mines) and usually die by the 1:30 mark. They also struggle against Alpha Scorch when you compare it with Alpha Luminel. Against a boss this tanky, losing three teammates early means you are carrying a DPS check alone.
Running with AI also costs you directly: it means lower damage and fewer rewards. Whether the mode can be played fully solo is not settled; it is described both as playable with AI filling the empty slots and as requiring other players. Either way, the high end is not an AI job. Pushing for high star counts such as 60 stars takes a coordinated team, ideally made up of friends.
AI teammates
- Alpha Luminel can be cleared for 15 stars with them
- They usually die by the 1:30 mark against Minespine
- They struggle against Alpha Scorch
Other players
- Matchmaking pairs you with random players
- Phase 2 can be completed with randomly matched party members
- High star counts such as 60 stars need a coordinated team, ideally friends
Building the team: damage, break, heal, support
Holo Battle Interlink rewards teams that mix damage dealers with break-focused members, alongside healer and support roles. Damage is what beats the timer. Breakers are what open the boss up so that damage lands. A healer is a required or viable slot against these bosses, which is what keeps your one revive in reserve.
One rule limits what your back line can do. Assist Aniimo can only use their core skill, marked with a diamond icon; the second to fourth slots get their core skill and not their second skill. Judge those slots on that one skill alone.
For picks, Irisalis deals high damage and is effective in this mode. Ponyie is a recommended pick, including as a dark-type option alongside Stellarys on the first floor.
Joining co-op with a weaker roster
The mode supports four-player cooperative teams and matchmaking with random players, so you do not need a fixed group to take part. Phase 2 can be completed with randomly matched party members, and friends can team up to break the boss together.
If you do not have a strong, leveled damage dealer (for example under 3000 CP), you can still contribute in multiplayer by running a support or breaker Aniimo. That is not a consolation role. Break and support are half of the composition this mode rewards, and a group with three damage dealers and nobody breaking the boss is worse off than one with you in it.
3000 CP
Damage dealer power threshold
Where to start
Use AI teammates for Alpha Luminel, where they can reach 15 stars, and bring real players for Minespine and Alpha Scorch. Build around damage plus break, with a healer and a support. If your damage dealer is weak, queue as the breaker or support. Save the push for 60 stars for a coordinated group of friends.
Most of this page was re-checked against the released game on 4 October 2026. The rest has not been re-confirmed since release.