How an Interlink week works
Interlink opens once you reach Trailblazer I. Each week offers three routes, left, middle and right, and each route puts one Alpha at level 60 in front of a four-player squad. Missing players are filled by AI teammates, so the mode runs solo too; the co-op guide covers squads and matchmaking. It is a separate mode from the Holo-Battle Simulator, which is a solo gauntlet with its own floors and gizmos.
- Window: Thursday 04:00 to Monday 03:59 UTC+8, every week of the season. The Interlink event page carries the live countdown.
- Routes: every route has its own Alpha, one environment modifier that changes how the fight scores, and one interaction mechanic that adds a hazard.
- Stars: each route keeps the best star grade you reach that week. The three routes add up to your weekly star total, which pays the milestone track below.
- Settlement: rewards settle when you leave the mode, so exit before the Monday 04:00 UTC+8 reset.
- Support: helping another Pathfinder beat their weekly best pays Voxel Coin, Season Stamps and other items, and those Season Stamps sit outside the weekly limit.
| Special buff | Effect |
|---|---|
| Resurgence | The first time you are defeated, you revive with 30% HP. |
| Overflowing Power | Start the fight with 300 extra Ultimate Points. |
| Breaking Force | The Alpha starts with 80% less BREAK value. |
| Unstoppable Momentum | All players deal 60% more damage for the first 60 seconds, then 15% less for the rest of the fight. |
| Primary Attacker Rune | The player who takes the rune deals 70% more damage and everyone else deals 20% less. Each time the rune holder drops to critical HP, every teammate loses 25% of max HP and the holder heals to full. |
| Crushing Momentum | Each time the Alpha enters BREAK it gains a Vulnerability stack worth 10% more damage taken, up to 4 stacks. |
| Mechanic | What happens |
|---|---|
| Chain Snare | Chains link 2 random players at regular intervals and both lose HP while linked. Drag the chain into the Alpha to bind it for 1 second and deal BREAK damage; the chain then breaks. Since version 1.1 the bind respects the Alpha’s control immunity. |
| Trick Bomb | Every 45 seconds a bomb seed lands on a random Pathfinder. It drops 5 seconds later, shows a warning, and explodes after 2 more seconds, leaving a damage zone on the ground for the rest of the fight. |
| Chainbot | Every 45 seconds a robot appears, up to 3 at once, and chains a Pathfinder who is not already linked. A chained Pathfinder is Stunned until someone destroys the robot. |
Season 3 rotation, week by week
Season 3 runs from 24 September 04:00 to 29 October 03:59 UTC+8 in five weekly rotations. Every week is a ranked week, and each one names a Lucky Aniimo: defeat an Alpha using that Aniimo and the win pays a bonus of 10,000 Credits.
| Week | Left route | Middle route | Right route | Lucky Aniimo |
|---|---|---|---|---|
| Week 1 · 24 to 28 Sep | Alpha Irisal | Alpha Tubster | Alpha Bouldus | Fulmintis |
| Week 2 · 1 to 5 Oct | Alpha Scorchhowl | Alpha Minespine | Alpha Luminelle | Irisalis |
| Week 3 · 8 to 12 Oct | Alpha Blazen (new) | Omega Sherro (new) | Alpha Grizbo (new) | Fulmintis |
| Week 4 · 15 to 19 Oct | Alpha Irisal | Not yet announced | Alpha Panpanta | Waleetle |
| Week 5 · 22 to 26 Oct | Omega Sherro | Not yet announced | Alpha Tuckin | Sherro |
| Alpha | Modifier | Mechanic | Recommended elements | Recommended tags |
|---|---|---|---|---|
| Alpha Irisal (W1 left) | Anomaly Spark | Chainbot | Fire Wind Dark | Fire Debuff, Tunnel |
| Alpha Tubster (W1 middle) | Kinetic Recovery | Trick Bomb | Lightning Light | Sustained Skill, Shield Break |
| Alpha Bouldus (W1 right) | Multi-Cast | Chain Snare | Water Grass | High-Frequency Damage, Fly |
| Alpha Scorchhowl (W2 left) | Water Pressure Imbalance | Chain Snare | Water Earth | Water Debuff, Rock |
| Alpha Minespine (W2 middle) | Multi-Cast | Trick Bomb | Water Grass | High-Frequency Damage, Pound |
| Alpha Luminelle (W2 right) | Unscathed | Chainbot | Ice Dark | Heal, Basic Attack Damage |
| Alpha Blazen (W3 left) | Cold Snap | Chainbot | Ice Dark | Ice Debuff Status |
| Omega Sherro (W3 middle) | Volt Surge | Trick Bomb | Lightning Grass Ice | Lightning Debuff Status, Melee |
| Alpha Grizbo (W3 right) | Reversal Strike | Chain Snare | Water Grass | Counter, Cleanse |
Week 4 runs Alpha Irisal with BREAK Crit and Chainbot, a middle route with Unscathed and Trick Bomb, and Alpha Panpanta with Multi-Cast and Chain Snare. Week 5 runs Omega Sherro with Multi-Cast and Chain Snare, a middle route with BREAK Pursuit and Trick Bomb, and Alpha Tuckin with Anomaly Spark and Chainbot. Check each Alpha’s counters in the type chart before you pick a team.
Week 2 Alpha changes
- Alpha Luminelle now has its own stat line instead of sharing Alpha Panpanta’s. Its HP rating drops from 2,857 to 2,381 (16.7% less HP) and its DEF penalty halves from -20 to -10.
- Alpha Minespine in Interlink uses a copy of its burrowed Seismic Wave with no 60-second monster cooldown, so it can chain the six-wave quake far more often on the week 2 middle route. Overworld Alpha Minespines keep the 60-second cooldown.
October 1 teams and lane walkthroughs
Prepare these three teams for the October 1 to 5 rotation. Each list names your active Aniimo first, followed by three Core Skill supports. Pick the team you can already operate and use the route’s mechanic to decide when to commit.
Left: Sherro Water pressureSherro active; Somniwing for EP, Glacy for healing and Turbo for Nimbi Burst. Water hits build the route’s Water Debuff. Earth is a damage alternative, but it does not supply the Water trigger by itself.
Middle: Irisalis repeated skill damageIrisalis active; Somniwing for recovery, Glacy for healing and Turbo for Nimbi Burst. Irisalis is this week’s Lucky Aniimo. Use skill damage to build Casting Energy and inspect the meter before budgeting a free cast.
Right: Stellarys Dark basicsStellarys active; Fragrancier’s Secret Fragrance Mark, Glacy’s Healing Water and Somniwing’s recovery wave. The Dark basic attacks use the mark while healing protects the Unscathed HP threshold.- 1Left: build Water pressure, then convert the opening
Prepare recovery, apply the short damage buff and attack with Water. More than ten Water Debuff stacks consume ten to open the five-second Water Pressure Imbalance state. Keep hits landing when safe; its bonus Water hit has a five-second minimum interval. Move a Chain Snare through the Alpha together instead of dragging a linked teammate into danger.
- 2Middle: use the meter, dodge the quake
Skill damage builds Casting Energy. At twelve points the next skill is free and skips its cooldown; confirm the effect before spending EP you do not have. When the Trick Bomb marks a player, move its drop to the edge and leave the warning area. Expect repeated burrowed Seismic Waves and dodge rather than trying to hold a clone-command chain through every wave.
- 3Right: keep HP above eighty percent
Heal before the next pressure phase so the active Aniimo retains Unscathed’s basic-attack and REGEN bonuses. Apply Secret Fragrance Mark before Dark basics. When Chainbot appears, free the stunned player promptly; the robot can interrupt the exact high-HP attack window the route rewards.
Modifiers: four new, two rebalanced
Every route carries one environment modifier. Season 3 adds four: three debut on the week 3 routes and BREAK Pursuit arrives on the week 5 middle route. Each one rewards a specific element or habit.
| Modifier | Route | Effect |
|---|---|---|
| Cold Snap | Week 3 left (Alpha Blazen) | Ice hits build Ice Debuff on the Alpha. Each stack adds 2.5% BREAK Speed taken and 2.5% BREAK-state damage taken, up to 20 stacks (+50% each). If Ice Debuff is present when BREAK starts, the Alpha stays frozen for the whole BREAK, and its Ice Debuff clears when BREAK ends. |
| Volt Surge | Week 3 middle (Omega Sherro) | Lightning hits build Lightning Debuff. Past 10 stacks, 10 are consumed and up to 4 Pathfinders within 50 m gain +25% Crit Rate and +60% Crit Damage for 20 seconds. It triggers at most once every 20 seconds. |
| Reversal Strike | Week 3 right (Alpha Grizbo) | Countering an Alpha attack grants +50% Natural Energy Regen and +25% Final Damage for 15 seconds. A Perfect Counter also cancels the Alpha’s skill, staggers it and spreads the buff to up to 4 Pathfinders within 5 m, once every 15 seconds. |
| BREAK Pursuit | Week 5 middle | Skill hits on an Alpha in BREAK build a Combo Count. When BREAK ends, each Pathfinder deals bonus damage equal to 300% of their active Aniimo’s ATK for every combo. |
The four names were translated differently before version 1.1: Cold Snap was Frostbite, Volt Surge was Power Surge, Reversal Strike was Turn the Tide and BREAK Pursuit was Relentless Pursuit.
| Modifier | Effect |
|---|---|
| Anomaly Spark | At 10 stacks of Fire Debuff the Alpha enters Overflowing Debuff. Every further stack drops an Energy Orb that restores 10 Energy when touched. |
| Kinetic Recovery | Your Aniimo’s Energy cap rises by 15. Below 50% Energy, every 10 Energy spent refunds 5. |
| Multi-Cast | Skill damage builds Casting Energy. At 12 points the next skill costs no Energy and skips its cooldown. Since version 1.1, cooldowns reset once the Casting Energy is spent. |
| BREAK Crit | Damage to an Alpha in BREAK always counts as a critical hit. Since version 1.1 it applies to your active Aniimo, with the same value. |
Star grades and how the Alpha scales
A run’s grade climbs as your team takes HP off the Alpha, from 1☆ at under 1% of its HP to Eliminate at 100%. The Alpha powers up at set grades: Enhance adds 30% ATK per layer along with BREAK resistance, and from 9☆ Rampage layers stack on top. Rampage already raised BREAK resistance; version 1.1 gives it +30% ATK per layer as well, on top of the unchanged Enhance layers.
| Grade | Alpha HP lost | Enhance layers (ATK) | Rampage layers (ATK) |
|---|---|---|---|
| 1☆ | 0.9% | None | None |
| 2☆ | 1.9% | None | None |
| 3☆ | 3.0% | 1 (+30%) | None |
| 4☆ | 4.2% | 1 (+30%) | None |
| 5☆ | 5.6% | 1 (+30%) | None |
| 6☆ | 7.0% | 2 (+60%) | None |
| 7☆ | 8.6% | 2 (+60%) | None |
| 8☆ | 10% | 2 (+60%) | None |
| 9☆ | 13% | 3 (+90%) | 1 (+30%) |
| 9☆+1 | 16.5% | 3 (+90%) | 1 (+30%) |
| 9☆+2 | 20% | 3 (+90%) | 1 (+30%) |
| 9☆+3 | 25% | 4 (+120%) | 1 (+30%) |
| 9☆+4 | 31.5% | 4 (+120%) | 1 (+30%) |
| 9☆+5 | 40.3% | 4 (+120%) | 1 (+30%) |
| 9☆+6 | 50% | 5 (+150%) | 2 (+60%) |
| Eliminate | 100% | 5 (+150%) | 2 (+60%) |
The Rampage change touches every route from 9☆ upward. At 9☆+6 and Eliminate the Alpha carries 5 Enhance layers worth +150% ATK and 2 Rampage layers worth +60% ATK, against +150% before the update. Plan the push past 9☆ around BREAK windows and a healer, because this is the stretch where the Alpha hits hardest.
Weekly star milestones
The combined stars from all three routes pay a 15-step track every week, one step per 4 stars. It pays exactly 300 Windborn Stamps, which matches the 300-a-week limit on Season Stamps from Interlink; the game shows a notice when you reach that limit. Stamps from support runs do not count toward it. The currencies and shops guide covers where Stamps are spent.
| Stars | Reward |
|---|---|
| 4 | 20 Sparkling Crystal, 1 Gift of Encounter |
| 8, 12, 16 | 20 Sparkling Crystal each |
| 20 | 20 Sparkling Crystal, 50 Windborn Stamps |
| 24 | 20 Sparkling Crystal |
| 28 | 20 Sparkling Crystal, 50 Windborn Stamps |
| 32 | 30 Sparkling Crystal |
| 36 | 30 Sparkling Crystal, 50 Windborn Stamps |
| 40 | 1 Starcryst Essence |
| 44 | 1 Starcryst Essence, 50 Windborn Stamps |
| 48 | 1 Wonder Egg, 100 Windborn Stamps |
| 52 | 2 Advanced Held Item Core |
| 56, 60 | 2 Tumbler each |
The three new Alphas
Week 3 (8 to 12 October) fields three Alphas that Interlink has not used before. Their HP ratings compare with Alpha Minespine at 4,333, Alpha Tubster at 4,024, Alpha Irisal and Alpha Panpanta at 2,857, and 2,381 for the rest of the roster.
| Alpha | Element | Route | Arena | Recommended elements | HP rating |
|---|---|---|---|---|---|
| Alpha Blazen | Lightning | Left | Earth arena shared with Alpha Bouldus | Ice Dark | 2,381 |
| Omega Sherro | Water | Middle (also week 5 left) | A Water arena no other Interlink Alpha uses | Lightning Grass Ice | 3,095 |
| Alpha Grizbo | Earth | Right | Earth arena shared with Alpha Bouldus | Water Grass | 2,381 |
Alpha Blazen
- Overcharged is permanent. In Interlink the Alpha keeps its Overcharged state for the whole fight instead of 40 seconds.
- The cross projectile pierces without limit (it stopped after 5 targets), flies faster (speed 40, was 30) and has a wider hitbox. Spread out rather than stacking behind a tank.
- Faster ultimate and charge. The ultimate now teleports Blazen to a marked position before it lands, with a 2.85 m hit circle (was 1.5 m), and the charge attack shortens from 3.25 to 2.5 seconds. These two changes also apply to overworld Alpha Blazens.
- Cold Snap route. Bring Ice damage: every Ice hit feeds the stacks that freeze Blazen through its BREAK.
Omega Sherro
- Water attacks hit what they show. Its water basic attacks now carry real circular hitboxes (3 m and 2 m), one hit per circle, and its sweep now causes hit reactions.
- BREAK ends the greatsword stance. Breaking Omega Sherro, or leaving combat, drops it out of its greatsword form.
- Volt Surge route. Lightning hits build the stacks that hand the squad +25% Crit Rate and +60% Crit Damage, and Lightning is also one of its recommended counters.
- Omega Sherro returns on the week 5 left route with Multi-Cast and Chain Snare.
Alpha Grizbo
- New ultimate. A 5.6-second cast: at 2.05 seconds it slows everyone inside 6 m (movement speed x0.8 for 1.5 seconds), then at 3.45 seconds it lands a heavy 6 m hit. Leave the circle during the slow.
- Longer Rampage. Grizbo’s own Rampage state lasts 30 seconds (was 20) and becomes permanent once the run reaches 9☆.
- Slower follow-ups. The monster cooldown on its two follow-up attacks rises from 2 to 8 seconds, a quarter of the old rate. This also applies to the overworld Alpha Grizbo.
- Reversal Strike route. Counter its attacks for +50% Natural Energy Regen and +25% Final Damage, and land Perfect Counters to cancel its skills.
Changes that also reach overworld Alphas
Interlink Alphas share parts of their kits with the open-world bosses, so four version 1.1 changes are live in the overworld now, not only in their Interlink weeks. The world boss guide covers where each overworld Alpha spawns.
- Alpha Grizbo: follow-up attack cooldown 2 to 8 seconds.
- Alpha Blazen: ultimate teleport rework and the charge cut from 3.25 to 2.5 seconds.
- Alpha Luminelle: new beam and warning geometry.
- Alpha Scorchhowl: retimed hit-stop on one of its attacks.
The rest stays inside Interlink: Blazen’s permanent Overcharged and piercing cross projectile, Omega Sherro’s hitboxes and stance break, Grizbo’s new ultimate and Rampage timing, and Minespine’s uncapped Seismic Wave.
The Interlink leaderboard
Season 3 adds Interlink’s first leaderboard. It has four boards: a Personal Points Leaderboard ranked by your best total score of the week, and a Left, Mid and Right Route Points Leaderboard that ranks teams by their best result against that route’s Alpha.
Use the leaderboard panel to check when viewing is available. Once it is open, the results screen after a run shows your rank and a shortcut to the board. Rewards for the leaderboard have not been announced.
Frequently asked
When is Holo-Battle Interlink open?
Every Thursday at 04:00 to Monday at 03:59 UTC+8. Season 3 runs from 24 September to 29 October, and you need the Trailblazer I title to enter.
Which new Alphas are in Holo-Battle Interlink season 3?
Alpha Blazen on the left route, Omega Sherro in the middle and Alpha Grizbo on the right, all in week 3 from 8 to 12 October. Omega Sherro returns on the week 5 left route.
What is the Lucky Aniimo in Holo-Battle Interlink?
Each week names one Lucky Aniimo. Defeat an Alpha using it for a 10,000 Credit bonus. Season 3 rotates Fulmintis, Irisalis, Fulmintis, Waleetle and Sherro.
When can you see the Holo-Battle Interlink leaderboard?
Check viewing availability in the leaderboard panel. It ranks the top 500 on a personal board and three route boards and refreshes every 5 minutes.


