Aniimo Solo Challenge

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.

On the events screen

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 in the Holo-Battle Sim

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.

  1. Easy
  2. Normal

    Training of Grass - Common

    Lv.55 Reach Wayfarer III Floors 10

  3. Hard

    Training of Grass - Hard

    Lv.60 Reach Trailblazer I Floors 16

    First clear

  4. Challenge

    Trial of Grass - Challenge

    Lv.63 Reach Trailblazer I Floors 16

    First clear

Water Training in the Holo-Battle Sim

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.

  1. Easy
  2. Normal

    Training of Water - Common

    Lv.55 Reach Wayfarer III Floors 10

  3. Hard

    Training of Water - Hard

    Lv.60 Reach Trailblazer I Floors 16

    First clear

  4. Challenge

    Trial of Water - Challenge

    Lv.63 Reach Trailblazer I Floors 16

    First clear

Fire Training in the Holo-Battle Sim

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.

  1. Easy
  2. Normal

    Training of Fire - Common

    Lv.55 Reach Wayfarer III Floors 10

  3. Hard

    Training of Fire - Hard

    Lv.60 Reach Trailblazer I Floors 16

    First clear

  4. Challenge

    Trial of Fire - Challenge

    Lv.63 Reach Trailblazer I Floors 16

    First clear

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.

Open the team builder

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.

Join the Discord

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. 1
    • Regular Battle
    2 rooms
  2. 2
    • Regular Battle
    • High-Difficulty Battle
    4 rooms
  3. 3
    • Regular Battle
    • Wealth Event
    • High-Difficulty Battle
    3 rooms
  4. 4 1 room
  5. 5
    • Rest & Recovery
    1 room
  6. 6
    • Controllable Event
    • Risk event
    • High-Difficulty Battle
    • Wealth Event
    6 rooms
  7. 7
    • Regular Battle
    • High-Difficulty Battle
    2–4 rooms
  8. 8
    • High-Difficulty Battle
    • Risk event
    5 rooms
  9. 9
    • Rest & Recovery
    1 room
  10. 10 1 room

16-floor run

  1. 1
    • Regular Battle
    2 rooms
  2. 2
    • Regular Battle
    • High-Difficulty Battle
    4 rooms
  3. 3
    • Regular Battle
    • Wealth Event
    • High-Difficulty Battle
    3 rooms
  4. 4 1 room
  5. 5
    • Rest & Recovery
    1 room
  6. 6
    • Controllable Event
    • Wealth Event
    • Risk event
    • High-Difficulty Battle
    6 rooms
  7. 7
    • Regular Battle
    • High-Difficulty Battle
    2–4 rooms
  8. 8
    • High-Difficulty Battle
    • Risk event
    5 rooms
  9. 9 1 room
  10. 10
    • Rest & Recovery
    • Risk event
    • High-Difficulty Battle
    • Wealth Event
    4–5 rooms
  11. 11
    • Regular Battle
    • High-Difficulty Battle
    2 rooms
  12. 12
    • Controllable Event
    • Regular Battle
    • High-Difficulty Battle
    • Risk event
    8–9 rooms
  13. 13
    • High-Difficulty Battle
    • Unknown
    2 rooms
  14. 14
    • Wealth Event
    • Risk event
    8 rooms
  15. 15
    • Rest & Recovery
    • Risk event
    3 rooms
  16. 16 1 room

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.

Sheet

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.

Sheet

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.

Sheet

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.

Sheet

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.

Sheet

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.

Sheet

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.

Sheet

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

  • Fortune’s Favor

    Unlock the Wealth Training Style.

    Cost 300

  • Startup Funds

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

    Cost 500

  • Holo-gizmo Reconstruction

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

    Cost 750

  • Energized Start

    Alpha transformation EP starts at max.

    Cost 1200

  • 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

  • Quick Training

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

    Cost 1500

  • Efficient Reconstruction

    Training Coin cost is reduced by 50% when resetting Holo-gizmos.

    Cost 3000

  • Style Surge

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

    Cost 1500

  • 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.

Basic 6
  • Shattering Strike

    Increases the BREAK damage of skills by 30%.

  • Converging Sense

    Increases the Crit Rate of skills by 20%.

  • Focused Strike

    Increases the Crit Damage of skills by 40%.

  • Stable Charging

    Recovers 0.6 EP per second.

  • Layered Strength

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

  • Energy Expansion

    Increases max EP by 10.

Advanced 4
  • Expand Element

    When 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 Supply

    After each 6 skill casts, the next sill doesn’t consume EP.

  • Consecutive Strikes

    After 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 Protection

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

Core Gizmo [Mk III] Energizing Bracer

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.

Basic 6
  • Breaking Strike

    Increases the BREAK damage of the ultimate by 40%.

  • Hyper Sense

    Increases the Crit Rate of the ultimate by 25%.

  • Focused Impact

    Increases the Crit Damage of the ultimate by 50%.

  • Accumulative Power

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

  • Stay Ready

    Recovers 75 UP when a battle begins.

  • Stable Supply

    Recovers 1 UP per second.

Advanced 4
  • Zero Cost

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

  • Vitality Boost

    Recovers 10% of max HP after casting the Ultimate.

  • Reckless

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

  • Elemental Erosion

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

Core Gizmo [Mk III] Surge Engine

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.

Basic 6
  • Iron Clad

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

  • Charging Shield

    Recovers 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.

  • Vengeance

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

  • Resolute Defense

    Reduces the CD time of all shield skills by 15%.

  • Resilience

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

Advanced 4
  • 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 Training

    Increases 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 Defense

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

  • Bastion of Iron

    Gains Super Armor when a shield is active.

Core Gizmo [Mk III] Reflective Barrier

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.

Basic 6
  • Protective Healing

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

  • Rest and Recover

    Recovers 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 Enhancement

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

  • Emergency Treatment

    Reduces the CD time of all healing skills by 15%.

  • Healing Supply

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

Advanced 4
  • Overcharged Shield

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

  • Calm Fighter

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

  • Bounce Amplifier

    Increases the number of bounces of [Repair Matrix] by ….

  • Close Call

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

Core Gizmo [Mk III] Repair Matrix

Repair Matrix α +Restores 5% 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.

Basic 6
  • Body of Iron

    Increases your max HP by 20%.

  • Close Range Charge

    Increases 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 Defense

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

  • Rising Heat

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

  • Defense Training

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

Advanced 4
  • Spreading Flames

    Increases the radius of [Flamewreath Armor] by …m.

  • Dulling Field

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

  • Unyielding Will

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

  • Indestructible

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

Core Gizmo [Mk III] Flamewreath Armor

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.

Basic 6
  • Desperate Potential

    Boosts 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 Bastion

    Increases 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 Surge

    Increases 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 Charge

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

  • Boiling Blood

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

  • Delayed Pain

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

Advanced 4
  • No Retreat

    Recovers 5 EP each time you take a hit. CD time: 60 seconds.

  • Adversity Parry

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

  • Adversity Surge

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

  • Final Stand

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

Core Gizmo [Mk III] Fervor Mask

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.

Basic 6
  • Voucher Fragment I

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

  • Voucher Fragment II

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

  • Membership Discount

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

  • Hazard Pay

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

  • Compound Interest

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

  • Coin Magnet

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

Advanced 4
  • Bounty Hunter

    Defeating 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 Value

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

  • Crit Capital

    Increases 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.

Core Gizmo [Mk III] Predictive Dice

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:

  • Solid

    Damage Reduction increases by 15%.

  • Might

    Increases ATK by 30%.

  • Physical Resistance

    Physical damage reduction increases by 20%.

  • Magical Resistance

    Magical damage reduction increases by 20%.

  • Bulwark

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

  • Self-Heal

    At 20% HP, rapidly restores 30% HP over 5s.

  • Disrupt

    Launches a slowing field when defeated.

  • Vitality

    Generates a healing field when defeated.

  • Self-Destruction

    Self-detonates when defeated.

  • Sacrifice

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

  • Shield Bash

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

  • Scorch

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

  • Chill

    When 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. 1 31 Jul – 28 Oct 2026
  2. 2 29 Oct – 9 Dec 2026
  3. 3 10 Dec – 20 Jan 2027
  4. 4 21 Jan – 3 Mar 2027
  5. 5 4 Mar – 14 Apr 2027
  6. 6 15 Apr – 26 May 2027
  7. 7 27 May – 7 Jul 2027
  8. 8 8 Jul – 18 Aug 2027

Weekly Omega points

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

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

Is the Holo-Battle Sim the same as the Holo-Battle Interlink?

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.

How many Holo-Battle Sim courses are there?

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.

Do I have to clear the easy difficulties first?

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.

How often do Holo-Battle Sim rewards reset?

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

What level should my team be?

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.