Aniimo EggsAniimo Trade
Aniimo Eggs Search answers

Guides › System

Holo Battle Interlink unlock and rules: assists and revives

You bring one main Aniimo, one ultimate and one revive. Here is when the mode opens, how a run is built, and who in your party picks the buff.

3 min read6 sectionschecked updated

The short version

  1. Holo Battle Interlink is the last endgame mode to unlock, opening on a Thursday in the second week after launch.
  2. Each player fields one main Aniimo; the rest of the team only appears as assists, which take no damage and use only their core skill.
  3. Only the main Aniimo's ultimate works in this mode, so assists like Somni Wing never fire theirs.
  4. You get one revive per player, which makes a second death far more costly than it is in normal combat.
  5. The party leader, meaning the first player in a matchmade group, picks the Special Offering and team buffs for the whole party.

Holo Battle Interlink is a weekly raid-boss style mode for four players, added in Version 1.1. You and your team break a boss together, and it plays very differently from the combat you have been doing up to this point.

The differences are the point. You field one Aniimo instead of a rotating team, you get one ultimate instead of several, and you get one revive. This page covers when the mode opens and the rules that set it apart. Boss strategy and buff choices have their own guides.

Holo Battle Interlink is an endgame mode, and it is the last endgame mode to unlock. It does not open on day one. It arrives later in the season, on a Thursday in the second week after launch.

It is built for a group. Friends can play it as a team, the same way they can play Pathfinder challenge rematches together. Whether you can play it solo is not settled. One version of the mode fills open slots with AI teammates, at the cost of lower damage and fewer rewards. The other requires other players. If you plan to run it alone, check what your build does before you count on it.

One main Aniimo, everyone else assists

This is the rule that changes everything. In Holo Battle Interlink, as in Holo Battle Sim, each player controls only one main Aniimo on the field. Your other Aniimo can only be summoned as assists, and assists do not take damage.

Assists are also limited in what they can do. The second to fourth slots can use only their core skill, not their second skill. The assist system itself has its own guide; what matters here is that your main Aniimo carries your damage and your survival, and the others contribute one skill each.

Main Aniimo and assist slots in Holo Battle Interlink

Main Aniimo

  • The only Aniimo each player controls on the field
  • The only Aniimo whose ultimate can be used

Assists (slots two to four)

  • Can only be summoned as assists
  • Take no damage
  • Use only their core skill, not their second skill
  • Cannot use their ultimate

One ultimate and one revive

Only your main Aniimo's ultimate can be used. Assist slots cannot use theirs, so an Aniimo like Somni Wing in an assist slot never fires its ultimate. Pick your main knowing that its ultimate is the only one you will see.

Death is less forgiving too. If you die in Holo Battle Interlink, you can revive once. A second death is a far bigger problem than it would be in normal combat, so playing your one main carefully matters more than squeezing out damage.

How a run is structured

A Hollow Battle run is a series of consecutive rounds of bosses, ending in a final boss. Hollow Battle Ascent runs 10 rounds. Because your single revive has to last the run, the early rounds are where you protect it, not where you spend it.

Floors carry their own effects. A Holo Battle Interlink modifier spawns a chain robot every 45 seconds that temporarily restrains players, so expect to lose control of your character on a regular timer. Some effects work for you. The third floor's blessing, the Tubster Alpha's good effect, raises the energy (EP) cap by 15.

45 seconds

Chain robot spawn interval

One Holo Battle Interlink modifier spawns a chain robot this often, and it temporarily restrains players.

Who picks the offering and team buff

Before each boss fight the team chooses a Special Offering, a selectable battle buff that modifies the fight. Team buffs are selected before each battle in the same way.

You do not vote on it. The party leader makes the choice, and in a matchmade group the leader is the first player in the group. In a four-player team, the team leader chooses, and the buff applies to the whole party. If you are not leading, your influence is limited to talking it over first. Which offering to take is covered in its own guide.

Where to start

Wait for the unlock on the second Thursday after launch, then build around a single main Aniimo whose ultimate you trust. Treat assists as one core skill each, guard your one revive through the early rounds, and if you lead the party, the offering is your call.

Most of this page was re-checked against the released game on 4 October 2026. The rest has not been re-confirmed since release.

Read next

Ranked by how many of this page's verified facts each one also rests on.