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System

Holo-Battle Sim

The Holo-Battle Sim is the solo challenge: three elemental courses, four difficulties each, and a roguelite run of 10 or 16 floors that ends on an Omega. Each course names the elements the game recommends against it, first-clear rewards land once per season, and the training incentives reset every week.

3 elemental courses

4 difficulties each

10/16 floors per run

41 day season

Two modes, two tabs

Holo-Battle Sim

Solo, open all week. Three elemental courses, four difficulties each, a run that ends on an Omega.

This page

Holo-Battle Interlink

Four-player squads, Thursday to Sunday, ranked on stars. A different mode, not another name for the Sim.

The three courses, and what beats them

Each course is one element, with the counters the game itself puts on its card. The four difficulties unlock in a chain: each one asks for a Pathfinder rank, and raises the level it is built for.

Grass Training

Lv.50

Bring FireWindDark

The in-game “Recommended Aniimo” button filters your own box by these elements. There is no fixed roster: bring what you own.

Easy Training of Grass - Easy Lv.50 Reach Wayfarer II Floors 10 First clear ×50 Glimmer ×500 Safaris ×3 Capaseed ×100 Breezy Plains Dewdrop Crystal Training incentives ×30 Sparkling Crystal ×100000 Credits ×60 Windborn Stamps

×50 Glimmer

×500 Safaris

×3 Capaseed

×100 Breezy Plains Dewdrop Crystal

×30 Sparkling Crystal

×100000 Credits

×60 Windborn Stamps

Normal Training of Grass - Common Lv.55 Reach Wayfarer III Floors 10 First clear ×50 Glimmer ×750 Safaris ×3 Capaseed ×6 Flux Crystal Training incentives ×30 Sparkling Crystal ×100000 Credits ×1 Tumbler

×50 Glimmer

×750 Safaris

×3 Capaseed

×6 Flux Crystal

×30 Sparkling Crystal

×100000 Credits

×1 Tumbler

Hard Training of Grass - Hard Lv.60 Reach Trailblazer I Floors 16 First clear ×100 Glimmer ×1000 Safaris ×3 Capaseed ×1 Mark of the Strong: Breezy Plains Training incentives ×1 Starcryst Essence ×2 Star Sand ×3 Star Dust

×100 Glimmer

×1000 Safaris

×3 Capaseed

×1 Mark of the Strong: Breezy Plains

×1 Starcryst Essence

×2 Star Sand

×3 Star Dust

Challenge Trial of Grass - Challenge Lv.63 Reach Trailblazer I Floors 16 First clear ×100 Glimmer ×1000 Safaris ×1 Starcryst Essence ×2 Mark of the Strong: Breezy Plains Training incentives ×1 Starcryst Essence ×2 Star Sand ×3 Star Dust

×100 Glimmer

×1000 Safaris

×1 Starcryst Essence

×2 Mark of the Strong: Breezy Plains

×1 Starcryst Essence

×2 Star Sand

×3 Star Dust

Water Training

Lv.50

Bring GrassLightningIce

The in-game “Recommended Aniimo” button filters your own box by these elements. There is no fixed roster: bring what you own.

Easy Training of Water - Easy Lv.50 Reach Wayfarer II Floors 10 First clear ×50 Glimmer ×500 Safaris ×3 Capaseed ×100 Breezy Plains Dewdrop Crystal Training incentives ×30 Sparkling Crystal ×100000 Credits ×60 Windborn Stamps

×50 Glimmer

×500 Safaris

×3 Capaseed

×100 Breezy Plains Dewdrop Crystal

×30 Sparkling Crystal

×100000 Credits

×60 Windborn Stamps

Normal Training of Water - Common Lv.55 Reach Wayfarer III Floors 10 First clear ×50 Glimmer ×750 Safaris ×3 Capaseed ×6 Flux Crystal Training incentives ×30 Sparkling Crystal ×100000 Credits ×1 Tumbler

×50 Glimmer

×750 Safaris

×3 Capaseed

×6 Flux Crystal

×30 Sparkling Crystal

×100000 Credits

×1 Tumbler

Hard Training of Water - Hard Lv.60 Reach Trailblazer I Floors 16 First clear ×100 Glimmer ×1000 Safaris ×3 Capaseed ×1 Mark of the Strong: Breezy Plains Training incentives ×1 Starcryst Essence ×2 Star Sand ×3 Star Dust

×100 Glimmer

×1000 Safaris

×3 Capaseed

×1 Mark of the Strong: Breezy Plains

×1 Starcryst Essence

×2 Star Sand

×3 Star Dust

Challenge Trial of Water - Challenge Lv.63 Reach Trailblazer I Floors 16 First clear ×100 Glimmer ×1000 Safaris ×1 Starcryst Essence ×2 Mark of the Strong: Breezy Plains Training incentives ×1 Starcryst Essence ×2 Star Sand ×3 Star Dust

×100 Glimmer

×1000 Safaris

×1 Starcryst Essence

×2 Mark of the Strong: Breezy Plains

×1 Starcryst Essence

×2 Star Sand

×3 Star Dust

Fire Training

Lv.50

Bring WaterEarth

The in-game “Recommended Aniimo” button filters your own box by these elements. There is no fixed roster: bring what you own.

Easy Training of Fire - Easy Lv.50 Reach Wayfarer II Floors 10 First clear ×50 Glimmer ×500 Safaris ×3 Capaseed ×100 Breezy Plains Dewdrop Crystal Training incentives ×30 Sparkling Crystal ×100000 Credits ×60 Windborn Stamps

×50 Glimmer

×500 Safaris

×3 Capaseed

×100 Breezy Plains Dewdrop Crystal

×30 Sparkling Crystal

×100000 Credits

×60 Windborn Stamps

Normal Training of Fire - Common Lv.55 Reach Wayfarer III Floors 10 First clear ×50 Glimmer ×750 Safaris ×3 Capaseed ×6 Flux Crystal Training incentives ×30 Sparkling Crystal ×100000 Credits ×1 Tumbler

×50 Glimmer

×750 Safaris

×3 Capaseed

×6 Flux Crystal

×30 Sparkling Crystal

×100000 Credits

×1 Tumbler

Hard Training of Fire - Hard Lv.60 Reach Trailblazer I Floors 16 First clear ×100 Glimmer ×1000 Safaris ×3 Capaseed ×1 Mark of the Strong: Breezy Plains Training incentives ×1 Starcryst Essence ×2 Star Sand ×3 Star Dust

×100 Glimmer

×1000 Safaris

×3 Capaseed

×1 Mark of the Strong: Breezy Plains

×1 Starcryst Essence

×2 Star Sand

×3 Star Dust

Challenge Trial of Fire - Challenge Lv.63 Reach Trailblazer I Floors 16 First clear ×100 Glimmer ×1000 Safaris ×1 Starcryst Essence ×2 Mark of the Strong: Breezy Plains Training incentives ×1 Starcryst Essence ×2 Star Sand ×3 Star Dust

×100 Glimmer

×1000 Safaris

×1 Starcryst Essence

×2 Mark of the Strong: Breezy Plains

×1 Starcryst Essence

×2 Star Sand

×3 Star Dust

Your turn

The game recommends elements, not a roster: what you bring is your call. These are the site’s own tools for making it, and for comparing it with what other Pathfinders ran.

Build the squad

Four slots, every skill and held item, saved in your browser. The builder’s own button then posts it.

Share it, read theirs

Published teams, most-favourited first, each with the reason its author gives for every slot.

Ask the others

A route that will not die, a difficulty that will not budge: bring it to the Discord and someone has already met it.

Inside a run

A run is a route, not a stage. Easy and Normal lay out ten floors, Hard and Challenge sixteen. Floor four always puts an Alpha in front of you, the floor after it is a rest, and the last floor is the Omega. Everything between is a choice of rooms.

10-floor run

1 Regular Battle 2 rooms

Regular Battle

2 Regular Battle High-Difficulty Battle 4 rooms

Regular Battle

High-Difficulty Battle

3 Regular Battle Wealth Event High-Difficulty Battle 3 rooms

Regular Battle

Wealth Event

High-Difficulty Battle

4 Alpha 1 room

Alpha

5 Rest & Recovery 1 room

Rest & Recovery

6 Controllable Event Risk event High-Difficulty Battle Wealth Event 6 rooms

Controllable Event

Risk event

High-Difficulty Battle

Wealth Event

7 Regular Battle High-Difficulty Battle 2–4 rooms

Regular Battle

High-Difficulty Battle

8 High-Difficulty Battle Risk event 5 rooms

High-Difficulty Battle

Risk event

9 Rest & Recovery 1 room

Rest & Recovery

10 Omega 1 room

Omega

16-floor run

1 Regular Battle 2 rooms

Regular Battle

2 Regular Battle High-Difficulty Battle 4 rooms

Regular Battle

High-Difficulty Battle

3 Regular Battle Wealth Event High-Difficulty Battle 3 rooms

Regular Battle

Wealth Event

High-Difficulty Battle

4 Alpha 1 room

Alpha

5 Rest & Recovery 1 room

Rest & Recovery

6 Controllable Event Wealth Event Risk event High-Difficulty Battle 6 rooms

Controllable Event

Wealth Event

Risk event

High-Difficulty Battle

7 Regular Battle High-Difficulty Battle 2–4 rooms

Regular Battle

High-Difficulty Battle

8 High-Difficulty Battle Risk event 5 rooms

High-Difficulty Battle

Risk event

9 Alpha 1 room

Alpha

10 Rest & Recovery Risk event High-Difficulty Battle Wealth Event 4–5 rooms

Rest & Recovery

Risk event

High-Difficulty Battle

Wealth Event

11 Regular Battle High-Difficulty Battle 2 rooms

Regular Battle

High-Difficulty Battle

12 Controllable Event Regular Battle High-Difficulty Battle Risk event 8–9 rooms

Controllable Event

Regular Battle

High-Difficulty Battle

Risk event

13 High-Difficulty Battle Unknown 2 rooms

High-Difficulty Battle

Unknown

14 Wealth Event Risk event 8 rooms

Wealth Event

Risk event

15 Rest & Recovery Risk event 3 rooms

Rest & Recovery

Risk event

16 Omega 1 room

Omega

The Alpha you become

Floor four is a transformation: you take over an Alpha for the rest of the run, and the game files each one by the job it does. These are the seven the client ships, with its own description of how each plays.

Irisal

DPS

Alpha Irisal is a burst-type Alpha built for strong stationary damage and rapid multi-hit combos. It can mark targets with its Ultimate, then trigger those marks repeatedly with sustained skills to deal heavy area damage.

Blazen

DPS

The Alpha Blazen is a burst-type Alpha with extreme mobility and endless skill combos, capable of frequently triggering the Surge Core Gizmo through skills to deal high damage to targets in an area.

Tubster

Shield BREAK

Alpha Tubster is a defensive counterattack Alpha with outstanding survivability. Its skills grant powerful shields and deal AoE damage based on the shield amount.

Leafy

Heal

Alpha Leafy is a healer-type Alpha with strong sustained area healing. Its skills continuously restore HP, trigger its talent and Vitality Core Gizmo, and leave behind plenty of healing drops.

Helgon

Defense BREAK

Alpha Helgon is a defensive Alpha built around survival and powerful counterattacks. It can briefly become immune to damage, strike back at targets, and summon wind blades and hurricanes to deal heavy damage and BREAK damage.

Scorchhowl

DPS

Alpha Scorchhowl is a DPS-focused Alpha with powerful charged burst attacks and self-damage mechanics. It can pull targets together, then spend HP to unleash a devastating hit.

Stellarys

Economy

Alpha Stellarys specializes in earning Training Coins and gaining Damage Boost based on how many it has gained. Its skills generate Training Coins, and its skill effects improve with the total amount earned.

The talent tree

A run ends, the tree stays. 48 nodes, of which 9 unlock something rather than add a number: an extra party slot, a Training Style, a full transformation gauge at the start.

Prank Master Unlocks an extra party slot. Cost 200

Prank Master

Fortune’s Favor Unlock the Wealth Training Style. Cost 300

Fortune’s Favor

Startup Funds Grants 500 extra training coin(s) at the start. Cost 500

Startup Funds

Holo-gizmo Reconstruction When selecting a Holo-gizmo, you can spend 200 Training Coins to reset selection 1 times. Cost 750

Holo-gizmo Reconstruction

Energized Start Alpha transformation EP starts at max. Cost 1200

Energized Start

Double Delight When you obtain a Holo-gizmo, there is a 20% chance to gain 1 extra Holo-gizmo from a random Training Style. Cost 1200

Double Delight

Quick Training Unlocks Quick Training, allowing you to spend Quick Training Passes to complete training instantly. Cost 1500

Quick Training

Efficient Reconstruction Training Coin cost is reduced by 50% when resetting Holo-gizmos. Cost 3000

Efficient Reconstruction

Style Surge When choosing a Training Style, there is a chance for Core Gizmo to appear. Cost 1500

Style Surge

BREAK Buff 4 nodes

HP Buff 4 nodes

M.DEF Buff 4 nodes

P.DEF Buff 4 nodes

ATK Buff 3 nodes

CRIT DMG Buff 3 nodes

Critical Buff 3 nodes

DMG Buff 3 nodes

DMG Reduction Buff 3 nodes

Income Boost 3 nodes

Boosted Gizmo 2 nodes

Transformation Boost 2 nodes

REGEN Buff 1 node

Every Holo-gizmo, style by style 7 styles · 77 gizmos

A fight won hands you a Holo-gizmo; the game sorts them into seven Training Styles, each with six basic gizmos, four advanced ones and one Core Gizmo that grows through two more levels. Every name and line below is the game's own.

“Choose a Training Style and get an initial Holo-gizmo. Holo-gizmos of that style are much more likely to appear in this run.” “When choosing a Training Style, there is a chance for Core Gizmo to appear.” “Collect 3 Gizmos of the same Training Style first to unlock the corresponding Alpha Transformation.”

Energy

A Training Style that boosts basic skill damage. Increases the chance to obtain Energy Gizmos.

Shattering StrikeIncreases the BREAK damage of skills by 30%.

Converging SenseIncreases the Crit Rate of skills by 20%.

Focused StrikeIncreases the Crit Damage of skills by 40%.

Stable ChargingRecovers 0.6 EP per second.

Layered StrengthFor each [Energy] holo-gizmo you have, increases Damage Boost of your skills by 2%.

Energy ExpansionIncreases max EP by 10.

Expand ElementWhen a skill deals damage, all common targets with less than 15% HP remaining and Alphas and Omegas with less than 10% HP remaining will be executed.

Lossless Power SupplyAfter each 6 skill casts, the next sill doesn’t consume EP.

Consecutive StrikesAfter a skill defeats a target, you will teleport behind another target, recovering … EP, and increasing ATK by … for … seconds, and stacking up to … times.

Blessing of ProtectionAfter each 5 skill casts, gains a shield of … of max HP, lasting for … second(s).

Energizing Bracer α +35% skill damage Every 4 skill casts randomly trigger 1 [Wind Bursts], [Ice Bursts], or [Lightning Bursts].

Energizing Bracer - Final +50% skill damage Every 4 skill casts randomly trigger 1 [Wind Bursts], [Ice Bursts], or [Lightning Bursts]. After a skill deals damage, executes common targets below 10% HP, and Alpha or Omega targets below 5% HP.

Surge

A Training Style that boosts Ultimate damage. Increases the chance to obtain Surge Gizmos.

Breaking StrikeIncreases the BREAK damage of the ultimate by 40%.

Hyper SenseIncreases the Crit Rate of the ultimate by 25%.

Focused ImpactIncreases the Crit Damage of the ultimate by 50%.

Accumulative PowerFor each [Surge] holo-gizmo you have, increases Damage Boost of the ultimate by 3%.

Stay ReadyRecovers 75 UP when a battle begins.

Stable SupplyRecovers 1 UP per second.

Zero CostAfter each 4 Ultimate casts, the next Ultimate doesn’t cost any UP.

Vitality BoostRecovers 10% of max HP after casting the Ultimate.

RecklessCasting the Ultimate will consume 10% of your current HP to increase ATK by 15% for … second(s). CD: … seconds.

Elemental ErosionFor each … Ultimate casts during this game, triggers [Surge Engine] random element chain burst for another … time(s).

Surge Engine α +60% Ultimate damage When an Ultimate is cast, triggers 1 hits of [Wind Burst] and 1 hits of [Ice Burst].

Surge Engine - Final +80% Ultimate damage When an Ultimate is cast, triggers 1 hits of [Wind Burst], 1 hits of [Ice Burst], and 1 hits of [Lightning Burst]. After an Ultimate is cast, restores 20 Ultimate Points over 5s. Cooldown: 20s.

Defense

A Training Style that grants buffs while you have a shield. Increases the chance to obtain Defense Gizmos.

Iron CladIncreases both P.DEF and M.DEF by 5% when a shield is active.

Charging ShieldRecovers 1 EP per second when a shield is active.

Refined Steel[Reflective Barrier] Permanently increases your max HP by 1% after each 50 Energy Bombs or enhanced Energy Bombs launched.

VengeanceFor each [Defense] holo-gizmo you have, increases the damage of [Reflective Barrier] by ….

Resolute DefenseReduces the CD time of all shield skills by 15%.

ResilienceIncreases Break damage by 900% when a shield is active.

Heavy Bomb[Reflective Barrier] Increases Energy Bombs’ Crit Rate by 35% and Crit Damage by 70%, and 2% of excess Crit Rate will convert into … of Crit Damage.

Intense TrainingIncreases your damage taken by 25% during the first 15 second(s) of battle. Then increases your HP by 10% and grants a shield of … of your max HP till the end of the battle.

Flawless DefenseGains a shield of … of max HP when the battle begins. The shield lasts for … second(s).

Bastion of IronGains Super Armor when a shield is active.

Reflective Barrier α +Every 10s, gains a shield equal to 15% of max HP. While shielded, every 1s or when taking damage, fires 2 energy projectiles at the nearest target, dealing True Damage equal to 3% of own max HP.

Reflective Barrier - Final +Every 10s, gains a shield equal to 20% of max HP. While shielded, every 1s or when taking damage, fires 2 energy projectiles at the nearest target, dealing True Damage equal to 3% of own max HP. For every 50 energy projectiles fired, fires 1 enhanced energy projectile, dealing True Damage equal to 3% of current shield value plus 80% of own max HP.

Vitality

A Training Style that grants buffs when you receive healing. Increases the chance to obtain Vitality Gizmos.

Protective HealingIncreases both P.DEF and M.DEF by … for … second(s) upon receiving healing.

Rest and RecoverRecovers 1 EP upon receiving healing. CD time: 0.5 seconds.

Vigor of Life[Repair Matrix] Permanently increases your healing amount by 1% for each 50 pulse(s) you launch or bounce away.

Matrix EnhancementIncreases the damage of [Repair Matrix] by … for each [Vitality] holo-gizmo you have.

Emergency TreatmentReduces the CD time of all healing skills by 15%.

Healing SupplyThere is a 25% chance of dropping a healing item that restores … of max HP when defeating a target.

Overcharged Shield… of overhealing will be converted into a shield capped at … of your max HP, lasting for … second(s).

Calm FighterIncreases Damage Reduction by … when your HP is lower 50%.

Bounce AmplifierIncreases the number of bounces of [Repair Matrix] by ….

Close CallRecovers … of max HP within 30 second(s) when your HP is lower than 30%. CD time: … seconds.

Repair Matrix α +Restores 4% max HP every 5s. When receiving healing, fires 3 pulses at the nearest target, dealing True Damage equal to 55% of healing received plus 1% of max HP. The pulse ricochets up to 4 times. If there is only one target, it can ricochet between the target and the player.

Repair Matrix - Final +Restores 6% max HP every 5s. When receiving healing, fires 5 pulses at the nearest target, dealing True Damage equal to 70% of healing received plus 1% of max HP. The pulse ricochets up to 5 times. If there is only one target, it can ricochet between the target and the player.

Ironclad

A Training Style that boosts defense in combat. Increases the chance to obtain Ironclad Gizmos.

Body of IronIncreases your max HP by 20%.

Close Range ChargeIncreases both P.DEF and M.DEF by 1 for each 5 max HP you have.

Scorching Hot[Flamewreath Armor] Permanently increases Damage Boost of [Core Gizmo] by 1% after you deal damage 20 time(s).

Best Offense is DefenseIncreases the Crit Rate of [Core Gizmo] by … each time you take damage, stacking up to … time(s).

Rising HeatIncreases the damage of [Flamewreath Armor] by … for each [Ironclad] holo-gizmo you have.

Defense TrainingIncreases both P.DEF and M.DEF by … (capped at …) every 5 second(s) after the battle begins.

Spreading FlamesIncreases the radius of [Flamewreath Armor] by …m.

Dulling FieldReduces ATK of the target by 5% when you are under attack, lasting for … second(s).

Unyielding WillRecovers 5% of max HP for each 10 hit(s) taken.

IndestructibleGains … point(s) of Damage Reduction for each 0.03 point(s) of P.DEF and M.DEF you have.

Flamewreath Armor α +15% P.DEF and M.DEF Every 1s, deals True Damage equal to 1% of P.DEF and M.DEF to targets within …m and applies 1 stacks of [Scorching]. Stacks up to 10 times and lasts 10s. When [Scorching] reaches max stacks or the target is defeated, it explodes, dealing True Damage equal to 4% of P.DEF and M.DEF to nearby targets and applying 1 stacks of [Scorching].

Flamewreath Armor - Final +25% P.DEF and M.DEF Every 0.6s, deals True Damage equal to 1% of P.DEF and M.DEF to targets within …m and applies 1 stacks of [Scorching]. Stacks up to 10 times and lasts 10s. When [Scorching] reaches max stacks or the target is defeated, it explodes, dealing True Damage equal to 4% of P.DEF and M.DEF to nearby targets and applying 1 stacks of [Scorching]. All [Core Gizmo] damage applies … stacks of [Scorching].

Valor

A Training Style that increases damage as you take more damage. Increases the chance to obtain Valor Gizmos.

Desperate PotentialBoosts your Damage Boost by 10% for each 20% of HP lost. The Damage Boost will gain another … boost and cap when your HP drops to ….

Last BastionIncreases the shield amount you receive by 12% for each 25% of HP lost. The shield amount increase will gain another … boost and cap when your HP drops to ….

Desperation SurgeIncreases your healing amount by 12% for each 25% of HP lost. The healing amount increase will gain another … boost and cap when your HP drops to ….

Adversity ChargeBecomes Invincible for 1 second(s) when you take lethal damage. CD time: 0.5 seconds.

Boiling BloodIncreases ATK by 1% for every [Valor] holo-gizmo you have.

Delayed PainConverts 50% of all damage taken into final damage which will be dealt within 5 second(s).

No RetreatRecovers 5 EP each time you take a hit. CD time: 60 seconds.

Adversity ParryIncreases your Crit Rate by … each time you take damage, lasting for … second(s) and stacking up to … time(s).

Adversity SurgeIncreases your Crit Damage by … each time you take damage, lasting for … second(s) and stacking up to … time(s).

Final StandReceives a shield of 60% of max HP for … second(s) when your remaining HP is lower than 25%. CD time: … second(s).

Fervor Mask α +8% damage reduction Recoverable HP becomes 50% of max HP, and ATK increases by 7%. Every 50 hits taken triggers a wide-area True Damage hit equal to 20% of ATK, and grants 15% Siphon plus a shield equal to 10% of max HP for 20s.

Fervor Mask - Final +12% damage reduction Recoverable HP becomes 50% of max HP, and ATK increases by 10%. Every 30 hits taken triggers a wide-area True Damage hit equal to 30% of ATK, and grants 15% Siphon, a shield equal to 15% of max HP, and 25% Damage Amp for 20s.

Wealth

A Training Style that spends Training Coins to attack. Increases the chance to obtain Wealth Gizmos.

Voucher Fragment IAllows you to put together a [Simple Holo Lotto] after collecting all the Holo Lotto parts.

Voucher Fragment IIAllows you to put together a [Simple Holo Lotto] after collecting all the Holo Lotto parts.

Membership DiscountLowers the price of each item in the shop by 15 Training Coins for each [Wealth] homo-gizmo you have.

Hazard PayThere is a … chance to earn … gold coin(s) when you take damage in the first … second(s) of battle.

Compound InterestThere is a … chance to earn … gold coin(s) when you deal damage in the first … second(s) of battle.

Coin MagnetAllows you to put together a [Simple Holo Lotto] after collecting all the Holo Lotto parts.

Bounty HunterDefeating a common target has a 20% chance to grant 2 Coins. Defeating an Alpha or Omega has a … chance to grant 100 Coins.

Increase in ValueIncreases the Crit Rate of [Core Gizmo] by 3% if you have earned more than 1000 Training Coins in this game.

Crit CapitalIncreases the Crit Damage of [Core Gizmo] by 6% each time you earn 1000 Training Coins in this game.

Free Money[Predictive Dice] For each gold coin launched, consumes … training coins and increases the damage of [Predictive Dice] by …. The skill will not be activated if you don’t have enough training coins.

Predictive Dice α +20% Training Coin earnings During this training, for every 200 Training Coins obtained, 1 floating Training Coin will be generated around you, up to 15 total, with a cooldown of 15s. Each Training Coin deals True Damage equal to 70% of ATK.

Predictive Dice: Final +30% Training Coin earnings During this training, for every 200 Training Coins obtained, 1 floating Training Coin will be generated around you, up to 20 total, with a cooldown of 15s. Each Training Coin deals True Damage equal to 70% of ATK, and each hit has a 10% chance to drop … Training Coins. Picking up dropped Training Coins reduces [Predictive Dice] cooldown by …s.

An eighth style ships locked in the launch client, with no gizmo behind it yet: Chaos · Chaos Device

An ellipsis marks a value the client's table does not hold for that gizmo.

The room affixes

The traits a room can put on its enemies, in the game's words:

SolidDamage Reduction increases by 15%.

MightIncreases ATK by 30%.

Physical ResistancePhysical damage reduction increases by 20%.

Magical ResistanceMagical damage reduction increases by 20%.

BulwarkAt 50% HP, gains a shield equal to 30% of max HP.

Self-HealAt 20% HP, rapidly restores 30% HP over 5s.

DisruptLaunches a slowing field when defeated.

VitalityGenerates a healing field when defeated.

Self-DestructionSelf-detonates when defeated.

SacrificeOn defeat, the nearest target gains a shield equal to 15% of HP and a 15% ATK boost.

Shield BashGains a shield equal to 5% of max HP when dealing damage.

ScorchWhen dealing damage, applies 5s of damage over time and reduces healing efficiency by 35%.

ChillWhen dealing damage, applies 5s of damage over time and slows by 25%.

Season & rewards

Three clocks run at once: first-clear rewards once per season, training incentives every week, and a task list every day.

The season

A season runs about 41 days, and only then do the first-clear rewards come back. These are the windows the client ships, in your server’s own time.

1 31 Jul – 28 Oct 2026

2 29 Oct – 9 Dec 2026

3 10 Dec – 20 Jan 2027

4 21 Jan – 3 Mar 2027

5 4 Mar – 14 Apr 2027

6 15 Apr – 26 May 2027

7 27 May – 7 Jul 2027

8 8 Jul – 18 Aug 2027

The lit season is the one running now, on the European servers.

Weekly Omega points

The Omega at the end of a run pays points, and the points pay out in tiers.

1 point ×200 Training Points

×200 Training Points

2 points ×2 Quick Training Pass

×2 Quick Training Pass

3 points ×5 Aniipod Ultra Voucher

×5 Aniipod Ultra Voucher

4 points ×3 Quick Training Pass

×3 Quick Training Pass

5 points ×400 Training Points

×400 Training Points

6 points ×200 Glimmer

×200 Glimmer

Daily tasks

The list the mode asks for every day, in the game’s own words.

Clear all Common training stages

Clear 1 Hard training stage

Clear 2 Hard training stages

Clear all Hard training stages

Complete any 1 type of Advanced Training

Complete any 2 types of Advanced Training

Complete all types of Advanced Training

Rolled at claim time, so the client does not carry the list.

Skipping the run Once a difficulty is cleared, it can be swept instead of played: 30 stamina and 1 ticket per sweep.

The rules, in the game’s own words

Questions players actually ask

No. The Sim is a solo challenge, open all week, split by element into four difficulties. The Interlink is a four-player team challenge that runs Thursday to Sunday and ranks squads on their star grade. They are two separate modes with two separate tabs in the in-game Events screen.

Three: Grass, Water and Fire, each with four difficulties (Easy, Normal, Hard and a Challenge tier that is its own trial). That is twelve runs in total.

For the rewards, no. Clearing the highest difficulty hands you the training incentives of every difficulty below it, so the efficient route is the hardest one you can actually finish. The first-clear rewards are still per difficulty, and each difficulty still asks for its own Pathfinder rank before it opens.

Training incentives reset every week. First-clear rewards are once per season, and a season runs about six weeks.

Easy is built for level 50, Normal for 55, Hard for 60 and the Challenge tier for 63. Each course also names the elements it recommends you bring.