Gameplay · 15 min
Irisalis Build in Aniimo: Best Team, Held Item and Skill Rotation for Holo-Battle Interlink, With menaceFT
menaceFT tested five Irisalis squads against Alpha Minespine in Holo-Battle Interlink, four runs each, and Leafy, Somniwing and Turbo won every time. His build, the held item tiers, the Awakening spread, the rotation step by step, why Melloblum and Pomawk miss, and his case for Sparkling Cubes on Alphas, with the averages worked out and the client’s own text checked against his commentary.
Video by
menaceFT
The Irisalis build, the squad test sheet, the rotation, the Interlink advice and every in-game screenshot on this page come from menaceFT’s video of 3 October 2026
The best Irisalis build in Aniimo, by menaceFT’s tests against Alpha Minespine in Holo-Battle Interlink, is Irisalis holding the Floral Rainbow Feather with ATK and REGEN maxed in Capability Awakening, in a squad with Leafy, Somniwing and Turbo, played with dashes instead of basic attacks. That squad averaged 7.22 million damage over four runs on his own test sheet, against 5.45 million for the same core with Glacy in Turbo’s seat.
menaceFT published the guide on 3 October 2026 under a deliberately blunt title, “Every Irisalis Guide Is Wrong”. His claim is about method as much as about the build: an Irisalis set-up should be judged where damage is timed and printed, which is Interlink, and not on overworld Alphas a starter squad already beats. Below are his build, his test sheet with the averages worked out, the skill text read off his screen, and every point where the client says something slightly different from his commentary. Her base stats and kit are on the Irisalis Aniidex page, and other squads on our Irisalis team page.
What is the best Irisalis build in Aniimo?
Floral Rainbow Feather at +15 with its pact active, Capability Awakening on ATK 20, REGEN 20 and BREAK 15, Star-up 5, and a Leafy, Somniwing and Turbo squad. That is menaceFT’s build as it appears on his account, and it is the one behind the Best DPS card he opens the video with.
| Slot | menaceFT’s pick | If you are short |
|---|---|---|
| Held item | Floral Rainbow Feather +15, pact active | Ferocious Fang, never Fission Needles |
| Capability Awakening | ATK 20, REGEN 20, BREAK 15, HP 5, P.DEF 5, M.DEF 5 (31 of 35) | Stop ATK and REGEN at 19 |
| Star-up | At least 5 | 6 costs Phenomena Crystals |
| Squad | Leafy, Somniwing, Turbo | Glacy for Turbo while learning the boss |
| Skill use | Clone skill, then dashes | Basic attacks only to refill EP |
| Interlink buff | Crushing Momentum | Primary Attacker Rune with AI teammates |
Why Interlink? It is the weekly four-player Alpha raid added in the September update, open from Thursday 04:00 to Monday 03:59 UTC+8, with three routes a cycle and a Star Rank per route, as our Holo-Battle Interlink page sets out. Each fight runs on a timer and ends on a damage total, and matchmaking puts you with other players, so a weak build costs strangers stars as well. menaceFT’s counter-example is Magmarex: Fire hits Grass for 1.6, yet his Irisalis flattens it in the overworld, which proves little about damage.
One nuance he does not raise. Minespine is Earth, and Grass hits Earth for 1.6 on our Grass element chart, so this week’s boss suits Irisalis too. That does not weaken his comparison: every squad on his sheet carries the same Irisalis into the same fight, so the gaps between them are real.
How do Irisalis’s clones work, and why dash instead of basic attacking?
Irisalis deals most of her damage through Iris Clones, and her dash, Whirling Blossom Rain, makes every clone fire at once, so menaceFT spends almost all of her EP on dashes and almost none of her time on basic attacks. The dash costs 20 EP for 60 Might, fires homing bolts of its own, and triggers the clone beams instantly. A basic attack string, in his words, takes “like 5 seconds” to do the same.
The clones come from her signature skill, Irisalis Shadow: Magical, Clone and Damage tags, Might 90, 40 EP, BREAK 100%, a 3 s cooldown. Its enhanced text on his screen reads: “After Iris Shot hits a target, summons 1 Iris Clone. The clone immediately fires a Floral Gleam Beam at the target and summons 1 additional clone. All clones last 30s. Casting the skill again resets the clones.” The ultimate, Florae Descent, leaves one more clone that lasts 30 s and coexists with the other two, so three is the ceiling.
Two positioning rules follow. Dashing through the boss adds no damage, but staying close makes the homing bolts land sooner and more reliably. And the clones have a limited range: when the boss walks away from them, the beams miss, so recast the clones next to it rather than dashing into thin air.
The meter above the skill bar is the Dance meter from her trait, Bloom Cluster: in the game’s data files, each clone hit gives 1 Dance Power, and at 9 the next skill costs 50% less EP and heals nearby allies for 8% of her max HP. menaceFT explains the fill as the clones beaming on the last hit of a basic attack string. The trait text counts any clone hit, and dashes trigger beams faster, so his advice to dash rather than basic attack holds either way.
What is the best held item for Irisalis?
The Floral Rainbow Feather, her bonded held item from the Irisalis event, and the reason is its Tier 2 effect as much as its headline. At +15 it reads Damage Amp 20.0%, and its Core Effect is “Summoned clones deal 30% additional damage.”
The two tiers, word for word: Tier 1 (10/10) “Immediately gains 5 Energy and 5 Ultimate Points for every clone summoned.” Tier 2 (15/15) “Gains 8% Damage Amp and 8% Crit Rate for each clone on the battlefield, stacking up to 3 times.” Then the pact line: “When [Irisalis] is equipped with this Held Item, their signature skill: [Irisalis Shadow] will be enhanced.” menaceFT credits the feather with the two-clone cast, and that is right in practice, but the mechanism is the pact: the enhanced Irisalis Shadow is the one-extra-clone boost our Core Skills guide describes, switched on by a contract, which our pact held item guide prices at 10 Mark of the Strong on a +15 Legendary.
That buff icon is his best trick. Above the EP bar sits a sword icon with a number beside it, and because the stack is one per clone on the field, the number is a live clone counter. Keep it at 2 at minimum, and at 3 after the ultimate. The mistake he sees most: casting the ultimate after the skill clones have expired, leaving one clone and, in his estimate, “more than 50% less” damage than the build can do.
The feather costs 30 Irisalis Petals in the Legendary Journey event shop once you have crafted her pod, as our transmog and petals guide shows; the chapter dates are on the Walking with Irisalis event page. Without it, menaceFT’s fallback is the Ferocious Fang, which is also the item the game’s data files recommend for Irisalis. He calls the popular Fission Needles wrong for her: its core effect gives each basic attack a 50% chance to deal double damage, and this build barely basic attacks.
How should you spend Irisalis’s Capability Awakening points?
Max ATK, max REGEN, put what is left into BREAK, and leave HP, P.DEF and M.DEF at their base 5. The panel caps a spread at 35 points (“Awakened 0/35”), and menaceFT’s overlay adds that the limit rises to 43 at Star Up 6.
ATK first, because she is the damage (how ATK and BREAK feed the numbers is in our Aniimo damage formula guide). REGEN second, because her clone costs 40 EP and every dash 20. BREAK third, and his reason is squad-specific: Turbo’s Nimbi Burst raises BREAK efficiency, but Turbo spends almost no time on the field, so Irisalis does the breaking. He also says the last awakening step on a stat costs four of the rare crystals, very probably Starcryst Essence, so stopping ATK and REGEN at 19 is the economical choice.
His point about the “20 MAX” label: the real value is 21, because the panel adds Innate Potential 9 and Acquired 11, then a +1 from Star-up, which is why the blue ring runs past full. He takes Star-up to at least 5; 6 needs Phenomena Crystals, which are rare. One change is coming. The developers’ Dev Feedback of 1 October 2026 says version 1.1 will fix every Irisalis’s Innate Potential at ATK 10, REGEN 10 and 5 on the other four stats, with any excess paid back in Starcryst Essence, as our Dev Feedback article explains; no date was given. His 9 on ATK is the current random roll, so after the fix the same spread should read one point higher. Each Potential point is worth +4% to its stat.
What is the best team for Irisalis?
Irisalis, Leafy, Somniwing and Turbo: on menaceFT’s sheet it averaged 7,222,176 damage against Minespine with AI teammates, 31% more than the next-best squad. He ran five squads four times each and highlighted the winner in green.
| Squad (with Irisalis) | Run 1 | Run 2 | Run 3 | Run 4 | Average |
|---|---|---|---|---|---|
| Leafy, Somniwing, Turbo | 6,756,578 | 7,376,571 | 7,232,313 | 7,523,242 | 7,222,176 |
| Leafy, Somniwing, Melloblum | 5,434,232 | 5,634,342 | 5,665,645 | 5,242,452 | 5,494,168 |
| Glacy, Somniwing, Leafy | 5,728,982 | 5,231,432 | 5,534,322 | 5,313,232 | 5,451,992 |
| Glacy, Melloblum, Leafy | 3,958,583 | 3,545,342 | 4,043,221 | 3,887,585 | 3,858,683 |
| Melloblum, Leafy, Turbo | 3,473,969 | 31,323,432* | 3,534,223 | 3,452,323 | 3,486,838 (3 runs) |
The averages are ours, and anyone can redo them: the green row sums to 28,888,704, divided by four. *One cell is a typo. The second Melloblum, Leafy, Turbo run reads 31,323,432, ten times its neighbours and more than four times the best run on the sheet; it is almost certainly about 3.13 million with a stray digit. We left it out, which puts that squad at 3,486,838 over three runs; counted as roughly 3.13 million it would land near 3.40 million. Either way it is last.
Read across the rows, the sheet makes two points. Turbo is worth about 1.77 million on average over Glacy in the same seat (7.22 million against 5.45 million). And Melloblum costs damage wherever it goes: swapping Turbo for Melloblum drops the winner to 5.49 million, and the two squads with Melloblum but no Somniwing sit under 4 million.
Our own Irisalis team page leads with a different squad, Irisalis, Rookey, Glacy and Somniwing, built for safety as much as damage. menaceFT did not test it, and his closest row, Glacy with Somniwing and Leafy, averaged 5.45 million. For Interlink damage his squad is the pick; for a player who keeps dying, a Glacy squad is the safer one. You can load his four into the team builder to compare.
Why are Leafy and Somniwing both in the Irisalis squad?
Because Irisalis burns EP faster than one support refills it, and Leafy and Somniwing refill it in two different ways that stack. menaceFT calls Leafy “the core” of the squad and “very underrated”.
The card reads: “Creates a circular magic circle underfoot, restoring 3.54 Energy and 1.18 Ultimate Energy per second to Grass-type teammates within range for 12s. […] The magic circle also upgrades grass within range into Vitality Blooms, restoring 1% HP per second to Grass-type teammates within range.” The Ultimate Energy comes from the boost; the plain skill in the game’s data files has none. Irisalis is Grass, and 1% a second over 12 s is the 12% heal that lets him cut Glacy. Leafy’s build: REGEN only, stopped at 19, with a Spirited Feather, whose cooldown cut doubles to 20% above 15 REGEN.
Leafy spawns in the Mistwoods (on the map); his Alpha Leafy is at this marker.
Somniwing does the other half. Her Core Skill, Ethereal Light Wave, costs no EP, comes back every 15 s and raises the squad’s EP recovery rate for 20 s (30% on the screen read in our Somniwing guide), where Leafy adds raw EP. Her trait, Energy Full, adds 10 max EP, useful at the start of a fight when the clone costs 40. Give her a Spirited Feather too: held items swap freely, and menaceFT shares one between her and Besauce.
What does Turbo add, and how does the 30% Nimbi Burst work?
Turbo’s Core Skill, Nimbi Burst, raises the whole squad’s damage and BREAK efficiency by 15% for 20 s, or 30% when Turbo is Shrouded in Mist, and it needs no investment at all. menaceFT rates Turbo among the game’s best supports.
menaceFT’s rule is “off the field for 20 seconds, and it’s 30%”. The trait explains why that works. Shrouded in Mist, in the game’s data files: “Gains 1 stack after being off the field for 5s or casting a basic attack. At 4 stacks, enters [Shrouded in Mist] state.” Four stacks at one per 5 s is 20 s on the bench. His rule is the trait, counted.
The timings are what make the squad easy to play: Nimbi Burst comes back every 18 s, Leafy every 20 s and Somniwing every 15 s, so the three buffs refresh at almost the same moment. The skill does not scale on Turbo’s stats, so skip her Awakening and her held item. Turbo lives in Nimbus Fields (Turbo on the map), and her Alpha is at this map marker.
Why not Melloblum or Pomawk with Irisalis?
Both lean on critical hits, and Irisalis does not crit often enough: menaceFT puts her ceiling at 39% Crit Rate, and only with three clones out. His arithmetic: a 15% base plus the feather’s 8% three times, 15 + 24 = 39. The sum is right; the 15% base is his figure, and the game’s data files we use publish no base Crit Rate.
Melloblum’s Core Skill triggers on “Grass Crit Damage”, so it fires far less on a 39% crit Irisalis, and it costs 30 EP against Nimbi Burst’s 10. menaceFT also notes that the hype is partly the recent Prismana week. He keeps Melloblum for crit squads, naming Thornblade.
One correction, offered politely. menaceFT says Melloblum’s ultimate “gives up to 84% crit rate” and might be worth it outside Interlink. His own screen shows Rose Garden giving Crit Damage, 76% on his Melloblum, which makes the case weaker: more damage per crit does little when crits are rare. His real objection stands: Irisalis already eats the ultimate bar, and every Melloblum ultimate is one fewer three-clone window. Melloblum lives in Rosetower Woods (on the map).
Pomawk fails for a related reason. Tuning needs six [Volume] stacks for +20% Crit Rate, and menaceFT counts that as six skill casts: EP spent and seconds off Irisalis, who needs field time to keep her clones up. The game’s data files soften it slightly, as Rhythm Combo adds a stack on good timing and its ultimate fills Volume at once, but that still means a bar spent away from her. Pomawk is also a Rosetower Woods catch.
Should you use a Sparkling Cube on an Alpha or a Prismana?
On an Alpha with a Core Skill worth boosting, says menaceFT, because an overworld Alpha arrives with that boost built in, while a Prismana still needs a held item contract. His Alpha Leafy is the example: a Prismana Leafy would have the same REGEN and need 10 marks for the boost.
The marks are Mark of the Strong: Breezy Plains, and a contract costs 10 on a +15 Legendary, as our pact held item guide shows; that guide makes the same Alpha argument from Cheep Tamer’s footage. menaceFT adds a second reason to hoard them: new held items will come, and 10 marks spent on today’s item for a species are gone if a better one arrives. Read the boosted Core Skill before spending: he would not boost Somniwing, whose boost only adds “restores 5 energy for herself”, nor Glacy. The Sparkling Cube guarantees the catch with Perfect Potential.
The Alpha route does not close off Prismana. The Orb’s text: “Can only be used on a Breezy Plains Aniimo you own, provided its Prismana Form has been unlocked. Changes it into its Prismana Form while retaining its Acquired Potential, mutations, and personality.” menaceFT plans to turn his Cubed Alpha Stellarys (Alpha marker) into a Prismana with one. The video stops before the result, so whether the boosted Core Skill survives is not shown. With one Orb a season, his rule is to Cube a Prismana only when that species has no Alpha. Of the Aniimo here, Melloblum, Glacy, Pomawk, Somniwing and Besauce have no overworld Alpha marker in the game’s data files.
What is the Irisalis skill rotation?
Leafy, Somniwing, Turbo, then Irisalis: clone skill, dashes, clone skill again on a blue Dance meter, ultimate for the third clone, and the same buff order again when EP recovery fades. menaceFT starts with Leafy for her longer cooldown and her Ultimate Energy.
- Cast Leafy’s Vitality Blooms for Energy, Ultimate Energy and healing.
- Cast Somniwing’s Ethereal Light Wave for EP recovery rate.
- Cast Turbo’s Nimbi Burst last, so the 20 s buff runs longest on Irisalis.
- Swap to Irisalis and cast Irisalis Shadow for two clones.
- Dash, and recast the clone skill when the Dance meter turns blue: 90 Might against 60, and fresh 30 s clones.
- Cast the ultimate for the third clone and keep the counter at 3.
- Rebuff in the same order when EP recovery fades or the break window closes.
Three refinements. Do not rush the rebuff because the support cooldowns are back: during a break window, with EP recovery up, keep dashing. Swap to Turbo at least 2 s after her cooldown ends, so the 20 s Mist count completes. And if teammates bring Leafy too, drop Somniwing from the loop. Out of EP? Basic attack to recover, then rebuff.
How do you beat Alpha Minespine in Holo-Battle Interlink?
Carry the Trick Bomb to the arena edge, fly over its underground shock waves, and pick Crushing Momentum before the fight. The challenge details list two mechanics, Trick Bomb and Multi-Cast, and menaceFT says each boss keeps its mechanic from week to week.
With the red bomb over your head, run to the edge; dropped in the middle, “it’s going to ruin the fight for everyone”. When Minespine burrows, hold Space on Irisalis to stay airborne rather than jumping each wave. Its Tunnel mobility makes it immune to ranged attacks underground, so a death there costs no damage; that is his second reason to drop Glacy. Outside Interlink, the overworld Alpha Minespine is in Beast Fang Ridge (map marker).
| Buff | Card text | menaceFT’s call |
|---|---|---|
| Crushing Momentum | Each Break State adds 1 Vulnerability stack, +10% damage taken each, up to 4 | Best in 99% of runs |
| Primary Attacker Rune | The player who takes the rune deals 70% more, all others 20% less | Take it with AI teammates |
| Breaking Force | The Alpha starts with 80% less BREAK value | Premade squads that stack debuffs before the break |
| Overflowing Power | Starts with 300 more Ultimate Points | Avoid |
| Unstoppable Momentum | More damage for 60 s, then 15% less for all players | Avoid |
He sums Crushing Momentum up as +40% after four breaks, which matches the card at full stacks. Primary Attacker suits AI teammates because, in his words, “the AIs are so bad, it doesn’t matter anyway”. In a four-player lobby the team leader picks the buffs, so propose Crushing Momentum. menaceFT says he streams each new phase’s squads; our September 23 update article covers how the mode works.
Sources
- menaceFT, “Every Irisalis Guide Is Wrong - This Is The REAL Best Team & Build (Aniimo)” (3 October 2026), for the build, the squad test sheet, the rotation, the Interlink mechanics and the skill and item cards
- The game’s own data files, build 1.0.0.7, for the Irisalis, Leafy, Somniwing, Turbo, Melloblum, Pomawk and Minespine skills and traits, the element multipliers and the Alpha map markers
- Official notice: September 23 Update Notice, Setting Out in Pursuit of the Wind: Part I (21 September 2026), for the Holo-Battle Interlink schedule and rules
- Our Dev Feedback article (1 October 2026), for the fixed Irisalis Innate Potential coming in version 1.1
- Our pact held item guide, for the contract cost and the Alpha Core Skill boost

