Four companions stand in a luminous training arena below safe, balanced and fast planning emblems while inactive stage gateways wait beyond them
System guide · Endgame

Holo-Battle Simulator: Easy to Hard

Holo-Battle Simulator is Aniimo’s solo buildcraft gauntlet. The current beta route material supports mode-wide advice about a four-Aniimo team, combat styles, branching floors and Holo-gizmo transformations. It does not provide an authoritative stage registry with IDs, waves, levels, modifiers and reward thresholds.

AdvancedEndgameBy AniimoVerse9 min read596 reads
0verified stage pages77normalized gizmos7verified gizmo familiesBetaroute-advice version
01

Verified stage directory

A mode-wide rule describes the simulator across runs: roles, route decisions, persistent currencies or a Holo-gizmo family. A stage-specific claim names enemies, levels, modifiers, reward thresholds, no-damage conditions or timers for one exact stage and difficulty. The first layer is covered below from the current beta build. The second layer requires a normalized current stage record.

The empty directory is an evidence result: No current local dataset exposes the complete stage panel needed for a truthful detail page. Creator videos are discovery material, not a substitute stage database. Use the mode-wide advice below when planning team roles, route choices and Holo-gizmo combinations.

Verified stage directory

  • Budget

    Definition
    Basic forms only; one verified DPS, BREAK, sustain and support job; no Prismana or regional form dependency
    Required explanation
    Why each low-access slot matches the stage and which role-compatible replacement works
  • Safe

    Definition
    Verified counter core plus reliable healing or regeneration and a defensive or support layer
    Required explanation
    Which failure state the extra sustain prevents and what damage tradeoff it accepts
  • Fast

    Definition
    Weakness-matched BREAK and damage core with the smallest verified sustain needed for the stage
    Required explanation
    The exact burst window, timer assumption and replaceable members
Constraints every future stage plan must satisfy
Unknown· No authoritative normalized stage dataset0 stage pages generated

0 verified stages shown

No stage detail pages pass the evidence gate yet

The current mirror has Holo-gizmo items, but no authoritative stage IDs, enemy waves, levels, modifiers, reward thresholds, timers or no-damage rules. Filters and routes are ready; a stage appears here only after those records are imported and validated.

Verified Holo-gizmo families

This catalogue layer is independent of the unavailable stage layer. All 77 normalized gizmos resolve into seven equal families of 11 items, each with one Core Gizmo.

Verified beta data
Verified beta data
Verified beta data

11 items

Vitality

[Mk III] Repair Matrix
Verified beta data
Verified beta data
Verified beta data
Verified beta data
02

Before you queue

Enter Holo-Battle Sim from its menu shortcut or the Institute Hall in Astra. Basic Training is the starting ladder; clearing its trials opens Advanced Training. The important preparation is not a recommended-level number, because those numbers changed between test builds. Bring a functional roster and use the difficulty preview in your own client as the final check.

The run ends

  • Inside the run

    Run coins

    What it does
    Buy or reroll help inside the simulation
    When it matters
    Reset when the run ends
  • Across runs

    Training EXP

    What it does
    Activates Training Mastery progression
    When it matters
    Persists between runs; harder simulations award more
  • Across runs

    Training Points

    What it does
    Buy stock in the Holo-Shop
    When it matters
    Persist between runs
  • On the line

    Primegy

    What it does
    Redeems the boss item you are carrying
    When it matters
    Spend it at the post-boss exchange before settling
The four resources players most often mix up
EXP and points are different tracks: Training EXP feeds mastery. Training Points are the shop currency. They accumulate on separate counters, so read which one a reward line grants before you plan a purchase.
Holo-Battle capability mastery tree with branching combat, healing and defense nodes
Mastery is the persistent layer. It improves future attempts, while the Holo-gizmos chosen on the floor belong to the current run.

Treat mastery like the rest of your long-term account route: claim the permanent gain, then return with a stronger baseline. The progression guide covers the account systems that sit outside this mode.

  1. EasyA routing lesson. Build one clear win condition: a damage dealer and breaker that hit the trial weakness, a healer, and one support or flex slot.10 floors
  2. NormalKeeps the 10-floor shell but removes Easy’s slack; the same four jobs now need stricter thresholds before taking a risk.10 floors
  3. HardRuns the whole distance: counter DPS, counter BREAK, reliable healing, and a support or second damage slot, ending on an Omega boss.16 floors + Omega
Basic Training climbs from Easy to Hard
03

Easy: learn the 10-floor route

Easy is a routing lesson. Build one clear win condition before entering: a damage dealer and breaker that hit the trial weakness, a healer, and one support or flex slot. The team planner is the quickest place to check that those four jobs are actually covered.

Holo-Battle Combat Style screen with Defense selected and its Reflective Field core gizmo shown
A combat style biases the gizmos you will see. Random pays extra starting coins, but a fixed style makes a first clear easier to plan.
  1. 1Choose the counter team first

    The trial element decides your damage and BREAK pair. Do not choose a favorite combat style and then force a team around it.

  2. 2Commit to one family

    Your first useful gizmo sets the lane. Three matching family pieces advance that family’s transformation, so scattered good cards can still make a weak build.

  3. 3Take clean fights

    Use ordinary combat rooms to establish the build. Read the room timer and finish before the displayed attack escalation turns a safe floor into a damage race.

  4. 4Protect the boss attempt

    A health portal is worth more than a speculative event when the healer is already cycling on cooldown. Spend run coins on survival before chasing a perfect roll.

  5. 5Redeem before settling

    After the boss, exchange the Primegy you earned for the carried reward and only then settle the result. A clear is not the moment to rush through menus.

Holo-Battle route room with a healing portal, two mystery portals and the next-floor door
A route room offers the next decision immediately. Health is the green cross; mystery and event portals use the question-mark silhouette.
Easy clear rule: If a room does not improve your counter damage, transformation, or survival, it is optional. A coherent ordinary build clears more reliably than a pile of unrelated rare picks.
04

Normal: spend a risk budget

Normal keeps the 10-floor shell and removes some of Easy’s slack. The route does not need a new philosophy; it needs stricter thresholds. Enter an Alpha or controllable event when the team is healthy, the breaker can force a window, and the current family is close to its next transformation step. Otherwise, take the ordinary fight or heal.

  • Ahead of curve

    The counter pair is deleting ordinary rooms and sustain ends fights near full health.

    Take the higher-risk portal.

  • On curve

    Prefer the room that guarantees useful run power, then preserve enough coins for the last shop or reroll.

  • Behind curve

    Heal first.

    A mystery portal cannot repair a run that reaches the boss without cooldowns or a coherent family bonus.

Blue Holo-Battle controllable event portal in a route room
Controllable events are deliberate variance. Take one because the run can absorb a bad outcome, not because the portal is rarer.

Normal is also the best place to learn the boss exchange without Hard’s 16-floor cost. Repeat the route until you can identify the family plan, health state, and next priority at a glance. That decision speed is what Hard tests.

05

Hard: composition and counterplay

Hard runs for 16 floors and ends on an Omega. Build for the whole distance: counter DPS, counter BREAK, reliable healing, and a support or second damage slot. The boss interface shows when its attack begins escalating, and the displayed timer is the number to play around because it varies by room.

Basic Training counters and the job each team must cover
TrialBring these elementsHard win condition
GrassFire, Wind, DarkBreak quickly, then burst before the next pressure cycle
WaterGrass, Electric, IceKeep Electric or Ice pressure active while the breaker creates the window
FireWater, EarthUse Water BREAK or Earth damage and save healing for the Omega phase

These are element and role templates, not a claim that four named Aniimo are the only answer. Use the live type chart to replace a slot with a creature you have built better.

Hard Holo-Battle floor 16 against Omega Infergon with the attack escalation rule displayed
Floor 16 is the bill for every earlier choice. The Omega timer is already running, so arrive with transformation and healing ready.
Do not spend the final room on greed: When Hard offers a last recovery decision, heal and finish the family breakpoint you already built. A late off-family legendary rarely pays back the transformation progress it replaces.

Grass Hard team shell

Pawney supplies Dark DPS, Magmarex supplies Fire BREAK, and Gracewing supplies healing on an advantaged element. Dazmand fills the support slot; replace it with a stronger buffer or a second counter attacker if your account favors one.

Water Hard team shell

Fenmane and Blazen form an Electric DPS and BREAK pair. Glacy brings Water/Ice healing, while Dazmand keeps the support slot on the same offensive element.

Fire Hard team shell

Sherro handles Water DPS, Panpanta handles Water BREAK, and Glacy covers healing. Piopiota makes the support slot Water-aligned, which keeps the whole shell useful against the Fire trial.

06

Build one gizmo engine

The current build has seven Holo-gizmo families. A combat style raises the chance of seeing its family, and every three matching pieces advances the associated transformation. Random is a style choice with bonus starting coins, not an eighth family.

Holo-gizmo inventory listing Energy, Surge, Defense, Vitality, Ironclad, Valor and Wealth families
The in-run inventory is the build audit. Check the family counts before choosing the next portal or reroll.
Current family cores and the builds they reward
FamilyCore gizmoChoose it when
Energy[Mk III] Energizing BracerThe team casts ordinary skills frequently
Surge[Mk III] Surge EngineThe damage plan is centered on ultimates
Defense[Mk III] Reflective BarrierThe team can maintain shields
Vitality[Mk III] Repair MatrixSteady healing and long-run sustain are the priority
Ironclad[Mk III] Flamewreath ArmorDefense and close-range pressure both matter
Valor[Mk III] Fervor MaskDamage reduction and recoverable HP stabilize the route
Wealth[Mk III] Predictive DiceA safe run can convert extra coins into more choices
Holo-gizmo choice between Flamewreath Armor, Repair Matrix and Fervor Mask core items
Core choices can cross family lines. Take the one that completes the run’s job, not the one with the longest tooltip.
Survival can break the family rule: Transformation is the default priority, but one off-family healing or defense pick is correct when it prevents a wipe. Make that exception once, then return to the main engine.
07

Boss exchange and permanent rewards

  1. 1Enter with cooldowns ready

    The boss is a timed damage check. Open with BREAK setup, then spend the transformation and ultimate in the window rather than on the approach.

  2. 2Read the displayed escalation

    The encounter tells you when enemy attack will begin rising. Play to the on-screen value in front of you, and plan the kill window before it lands.

  3. 3Redeem the Held Item

    Alpha and Omega victories let you exchange the Primegy you are carrying. Confirm the exchange before settling the simulation.

  4. 4Audit the summary

    The result screen records the final team, transformation, core items, and family counts. Use it to diagnose the run before changing the roster.

Alpha and Omega runs here also pay Trial Points toward item rewards, and the Omega Challenge that pays them refreshes every Monday at 04:00 on your server clock. That is one of three separate weekly boundaries a Pathfinder tracks, so convert it with the reset timers tool before planning a weekend of runs.

Holo-Battle victory summary showing the team, Alpha transformation, core items and gizmo family counts
A completed run shows the whole build at once. Here the summary records Repair Matrix, Flamewreath Armor and the final family spread.

The permanent haul can include first-clear rewards, Training EXP, Training Points and redeemed Held Items or cores. First-clear rewards pay once; repeat clears still feed the regular reward and mastery loops. For another late-game target after the simulator, use the world boss route.

Holo-Battle Interlink is a separate mode with its own seasons, routes, star grades and leaderboard, and AI teammates can fill its team; the Holo-Battle Interlink guide covers it. The co-op guide covers activities played with other Pathfinders.

Review the loss by layer.

  • A floor loss

    Usually route or sustain.

  • A boss loss with time remaining

    Usually BREAK timing or counter damage.

  • A boss loss after escalation

    Usually a damage check.

Change the matching layer instead of rebuilding everything.
08

Frequently asked

How do you unlock Advanced Training in Holo-Battle Sim?

Clear the Basic Training trials first. Basic Training contains the Grass, Water and Fire routes across Easy, Normal and Hard; completing that ladder opens the Advanced Training sequence.

What team should you use for Holo-Battle Hard?

Use a counter-element DPS, a counter-element breaker, a reliable healer, and a support or second damage slot. Grass is weak to Fire, Wind and Dark; Water is weak to Grass, Electric and Ice; Fire is weak to Water and Earth. Build the exact four in the team planner around the Aniimo you have invested in.

What resets after a Holo-Battle run?

Run coins and the Holo-gizmos assembled inside the simulation reset. Training EXP, Training Points, mastery progress, first-clear rewards and properly redeemed carried rewards belong to the persistent progression layer.

Which Holo-gizmo family is best?

There is no universal best family. Energy rewards frequent skill casts, Surge rewards ultimate damage, Defense rewards shields, Vitality rewards healing, Ironclad rewards defense and close pressure, Valor stabilizes damage taken, and Wealth improves the run economy. Pick the family your team can trigger consistently, then collect three matching pieces to advance its transformation.

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