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The Holo-Battle Simulator

Every run is solo and randomized, and a high-difficulty clear pays out the lower tiers too. How the rounds, boss enrage and Prime Energy chests work.

4 min read6 sectionschecked updated

The short version

  1. The Holo-Battle Sim is a randomized roguelike challenge mode, and it is solo only, so you cannot bring a friend.
  2. A run is a chain of rounds that gets harder as it goes and ends in a final boss. Hollow Battle Ascent runs 10 rounds.
  3. Rounds can be combat zones, elite battles, risk events, wealth events or rest areas, and the run hands out buffs such as Defense, Healing, Shield and Damage Reduction along the way.
  4. Clearing a trial on a higher difficulty also grants the rewards of every lower difficulty, so go for the highest one your team can survive.
  5. You need Prime Energy (also spelled Primegy) to open boss chests and claim what is inside.

The Holo-Battle Sim is the game's roguelike challenge mode. You go in alone, the run is randomized, and each encounter is harder than the last until a final boss closes it out. Along the way you pick up power-ups that shape how the rest of the run plays.

It is worth your time because of what it pays: sparkling currency, runes for upgrading carried items, experience, and progression materials. Some of the rules around those rewards are still not settled, and this guide says so where that applies.

How a run is built

Holo-Battle Sim is a randomized roguelike mode, and it is restricted to solo play. No matter how strong your friends' teams are, you are on your own here.

A run is a series of consecutive rounds of bosses that ends in a final boss. The encounters get harder as you go, and clearing them unlocks powers that carry you further. How long a run lasts depends on the variant. Hollow Battle Ascent runs 10 rounds.

The mode is split into three trainings. Each one has its own trials and its own rewards, so treat them as three separate goals and not one long ladder.

10

Rounds in Hollow Battle Ascent

A Hollow Battle run is consecutive boss rounds ending in a final boss, so plan your team to last all 10.

Round types and the buffs you collect

Not every round is a straight fight. A round can be a combat zone, an elite battle, a risk event, a wealth event or a rest area. The fights test your team. The other rounds are where you recover, take a gamble, or build up resources for later.

The rogue-lite side shows up as power-ups that stack as the run goes on. Defense, Healing, Shield and Damage Reduction buffs are among them. Notice that these are mostly about staying alive, and that matters because of how the bosses behave.

One item to look out for is the Experimental Amplifier. It grants a substantial damage boost against enemies on Normal difficulty.

Bosses, enrage and how your team plays

Bosses in the Holo Battle Sim gain Enrage buffs over time. The lower their timer runs, the more damage they deal. A slow fight is a dangerous fight, so the longer a boss survives, the more those defensive buffs earn their place.

How you control your team in here is not settled yet. In one version of the rules, which also covers Holo Battle Interlink, you control only one main Aniimo on the field, and the rest can only be summoned as assists that do not take damage. In the other, you can switch to any team member and play them with their full kit, ultimates included. Check which way your build behaves before you plan a team around either.

For a concrete starting point, a fire team built around Scorchelle, with Infralupa as the break unit, can clear the grass trial.

Difficulties and what they pay

The Holo-Battle Sim offers several difficulty levels, and the most important rule here is a generous one. Clearing a trial on a higher difficulty also grants the rewards of all lower difficulties. You do not need to grind your way up through each tier. Pick the highest one your team can actually finish.

Each training's rewards are collected by clearing its trials on Challenge. The payout includes sparkling currency, which goes by both Sparkling Crystals and Sparkling Cubes. You also get weekly runes, which upgrade your carried items, and completing waves awards experience and items for character progression.

Whether these rewards reset is the open question. They are given as resetting every week with a limit of three rewarded battles per week. They are also given as resetting every season. And they are given as one-time first-clear rewards that never reset. Until this is settled, the safe habit is to clear what you can early and not assume a second chance.

Prime Energy and the Holo Shop

Beating a boss is not the end of the transaction. Opening boss chests in Holo Battle challenge mode, and claiming their rewards and drop materials, requires Prime Energy (also spelled Primegy). Arrive at the chest without it and the loot stays locked, so keep some in reserve before you start a run you expect to finish.

The Holo Shop is the other place your earnings go. Its stock rotates on a weekly schedule, so if something you want is on the shelf this week, it may not be there next week.

Where to start

Run the highest difficulty your team can finish, since it pays out every lower tier too. Bring defensive buffs and enough damage to beat the enrage timer, and keep Prime Energy in reserve for the chests. Reward resets are unsettled, so clear each training's trials while you can.

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

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