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Armada Sim Battle with Trial Suits Guide

Greetings, Captain! I hope you're enjoying the Honkai Universe! Today, I will discuss the armada exclusive mode: Simp Battle. This guide focuses on challenging each boss using Trial battlesuits only, while determining the best support (friend/armada members) to pick from.

  

Table of Content

  1. Introduction

  2. Glossary

  3. Friends/Supports

  4. Emblems

  5. Bosses

  6. Conclusion

 

 

Introduction

So what is Sim-Battle? It's one of the two sources of income for the Ranger Creds currency, which are only available through armadas. You can use Ranger Creds to buy a variety of items from the Armada terminal. Fortunately, there are extra rewards when your armada reaches certain score thresholds, so being in an active armada would lower the need for a score from each member. However, if you're in a semi-active armada, you want to score as high as possible in order to hit the last reward tier, 2.5 million points. Sim battle's scoring system is the same as Memorial Arena, the less time you take, the higher your score. Time Fracture (TF) can be used to slow down the boss timer for a higher score. The boss's difficulties are set to slightly stronger than Master Tier Memorial Arena. Therefore, Sim Battle provides an ample learning environment to understand how team composition and rotation works.

 

 

Glossary

HoR - Herrscher of Reason

KMB - Knight Moonbeam                                       

HoV - Herrscher of the Void

DP - Divine Prayer

MC - Molotov Cherry

LE - Lightning Empress                                                     

BB - Blueberry Blitz

CH - Celestial Hymn

VK - Vermilion Knight: Eclipse

SN - Stygian Nymph

PI - Phantom Iron

DJ - Darkbolt Jonin

PX - Phoenix

BS - Battle Storm

HF - Hawk of the Fog (Valkyrie Accipiter Augmented)                                         

VD - Void Drifter (Valkyrie Ranger Augmented)                                                   

DK - Drive Kometa (Yamabuki Armor Augmented)                                             

TP - Twilight Paladin (Violet Executer Augmented)                                             

SA - Starlit Astrologos

 

Friends/Supports

Physical

Hov - The best physical support you can ask for, provides increased Crit Rate and Crit damage.

KMB - Second option for non-Tri-Color team, provides increased Crit Damage.

SN - Second option for Tri-Color team, provides higher Crit rate and Physical Damage.         

                              

SA - Second option for Tri-Color team that relies heavily on charged attack, provides additional Crit rate and Total Damage.


 

Elemental

LE - Great for the starting SP; the higher the rank, the better the time with defeating a boss, and provides an additional bonus to the mono-psy team. 

SK - Good for the starting SP (except for Bronya, mei, and kiana battlesuits) and provides an increased elemental damage boost.

 

Emblems

Total Damage Multiplier

Physical/Crit damage 

Elemental Damage

 

Bosses

Hellmaru

HoR PX MC - 14220 points

Support:

HoR lead for elemental and TDM damage. Start by building HoR's charge gauge (Konstructyom) and PX's passive gauge (Prajna) to 3+, AAABB, BBB, and ABB. You could skip the BBB and go directly to ABB, which inflicts a weaken debuff to trigger MC's QTE. Use weapon active -> HoR QTE. If you can time another ult-evade with HoR before you use the charged attack x4, you can, most likely, attain another second or two.

 

 



 

Herrscher of the Void

HoR PX MC - 14373

Support:

HoR lead for elemental and TDM damage. Start by building HoR's charge gauge (Konstructyom) and PX's passive gauge (Prajna) to 3+. You can get an ult-evade while attacking with HoR to get a TF. End PX's combo with ABB to trigger MC's QTE (or ult-evade with counter dash). Use weapon active -> HoR QTE. Attempt to ult-evade before having HoR's charged attack for TF.

 


 

MHT-3 Pax (Tank)

DK BB MC - 13746

Support:   

DK lead for Crit Rate and Crit Damage. Start by building up combo count with DK's charged laser. Stay close to the tank to avoid turrets being fired. Counter TF -> quick-tap to apply her crippling field -> BB QTE -> weapons skill -> MC QTE and weapon skill. The spin attack must damage the core located at the back of the tank. Ult-evade for TF when possible, and perform the Vodka Finale jump slash before MC's spice meter is filled. Perform normal attacks with MC to reduce the spice gauge.


 


 

MR-06X Hephaestus

HoR PX MC - 14159

Support:

HoR lead for elemental and TDM damage. Start by building HoR's charge gauge (Konstructyom) and PX's passive gauge (Prajna) to 3+. Ult-evade with HoR for TF if possible. End PX's combo with ABB, which causes a weaken debuff to trigger MC's QTE (or ult-evade with counter dash). Use weapon active -> HoR QTE. Attempt to ult-evade before having HoR's charged attack for TF. Use weapon active -> HoR QTE (if available). Attempt to ult-evade before having HoR's charged attack for TF.

 


 

Homu King

KMB CH VD - 14373

Support    

 

KMB lead for increased Crit Damage. Firstly, have KMB evade before Homu appears to trigger TF. CH QTE -> drop cross -> VD QTE. Hold the basic attack button until VD is stunned. Immediately have KMB to then switch in. Hold off on dodging for another TF and do not attack until the Newton B CD is over for another round of attack. 

Since this strategy relies on Schrodinger T's activation, multiple attempts (resets) may be needed. 

 

 

KMB CH TP - 14342

Support  

KMB lead for increased Crit Damage. Begin by building TP's gauge (fervent) and combo count, and ult-evade for TF. Drop cross and enter eclipse mode once the fervent gauge is full. Switch KMB back in before Homu jerks starts eating. Hekate's Gloom's attacks will deplete Homu's shield in no time. Evade for TF and wait for TP's switch cooldown  -> weapon skill -> CH QTE -> drop cross -> TP QTE -> use TP's Ultimate and charged attack (only available when you have 100+ combo count) to finish it off and make Bronya mad.

 



Kallen

DK CH VD - 14220

Support

DK lead for Crit Rate and Crit Damage. Start with by shooting kallen in the face DK's charged laser. Then, allow the boss to attack so you can trigger DK's counter for TF -> quick-tap to apply her crippling field -> CH QTE -> drop cross ->and VD QTE. Keep using VD's combo attack until the stun gauge is full. switch in to DK, maintain the combo count with laser, and counter when the evade cooldown is finished. Keep repeating the above procedure until you win. Since this strategy relies on Schrodinger T's activation, multiple attempts (resets) might be necessary.  

 


 

Assaka

SN CH DK - 14312

Support

SN lead for Crit rate and Physical Damage. Immediately switch into CH to drop cross and impair via charged attack. Then have DK quick-tap to apply her crippling field. Make sure the target cursor is on one of the arms before you QTE into SN. Charged attack -> Ultimate -> aim for the other hand and use Charged attack -> Dodge into the boss to proc TF -> charged attack. Switch back to CH and repeat. Hold attack while Veliona (black SN) is in QTE animation to unleash a fast charged attack.

 

 


HoV DP CH - 13604

Support:

HoV lead for increased Crit rate and Crit Damage. Ult-evade with DP to trigger CH's QTE. Weapon skill -> CH QTE but dodge cancel before CH hits assaka to avoid overwriting Mjolnir's impair effect.   HoV QTE -> dodge to apply Time Lock, attack 3 times and use charged attack. Aim to break one or more hands while building sp to 125. Switch back to DP -> ult-evade -> weapon active -> CH comes in (Dodge cancel again if you QTE). Have HoV target the other hand, snap and use her ultimate. Attack a few more times or use a weapon active to finish ASSaka off.

 


 

Jizo

DK DP TP - 14312

Support:  

DK lead for additional Crit Rate and Crit Damage. Start by attacking with DP to build SP and combo count. Use ultimate when you have around 80 sp. Weapon active -> switch to DK -> tap attack to apply crippling field -> Ultimate to trigger Beethoven set effect -> TP QTE -> Ultimate -> Drop cross to build combo count. Jizo will be attacking at this point so Ult-evade for TF and maintain combo count.  Keep attacking until Jizo starts to push you away. Use charged attack to approach jizo and attack to finish.

 

 

SN CH DK- 14404

Support

SN lead for higher Crit rate and Physical Damage. Jizo has multiple opening moves, but Jumping slash is the optimal one for this strategy. Switch in DK -> counter for TF -> tap attack to apply crippling field -> CH QTE -> drop cross -> SN QTE -> charged attack -> Ultimate -> charged attack -> dodge for TF -> and charged attack. Switch in CH to drop cross and impair with charged attack. DK tap attack to apply crippling field -> SN QTE. Hold attack while SN is in QTE animation to unleash a fast charge attack. Dodge for TF -> charged attack to finish.

 


 

Dark Xuanyuan

SN CH DK - 14312

Support

SN lead for better Crit rate and Physical Damage. Switch in DK -> Counter TF -> tap attack to apply crippling field -> CH QTE -> drop cross -> SN QTE -> Charged attack -> Ultimate -> Charged attack -> Dodge for TF -> charged attack. Switch in CH to drop cross and impair with charged attack. DK tap attack to apply crippling field -> Counter TF -> SN QTE. Hold attack while SN is in QTE animation to unleash a fast charge attack. Dodge for TF -> charged attack to finish.
 

 


 

RPC-6626

PX MC HF - 14436

Support:

PX lead for increased TDM damage. Start PX's full combo (AAABB) when the countdown timer reduces to 1. Switch in MC and use the weapon active (Another option is to ABB with PX, which causes a weaken debuff to trigger MC QTE after the first combo). Switch in HF, wait for the boss to attack, then ult-evade into ultimate. Spam AB and ult-evade when possible. There is a rhythm to the AB spamming for HF. For A -> B you can spam as quickly as possible, but from B to the next AB, wait until HF's kick (B) motion is finished


 


 

Argent Knight Artemis (Rita)

VK PX BS - 14530

Support:   

VK lead for higher TDM and fire damage. Start PX's full combo (AAABB) when the timer approaches 1, followup with ABB to stack gauge (Prajna) to 3+. BS switch in -> Ult-evade for TF -> Weapon Active -> VK QTE -> charged attack. Hold A before QTE ends to quickly unleash charged attack. Use Ultimate and then weapon active. Lastly, finish up with a charged attack.

 


 

Benares

VK PX BS - 13920

Support:   

VK lead for increased TDM and fire damage. Switch to PX, ult-evade and counter double dash (B button + another B) benares's landing -> ABB to further increase Prajna bars -> switch in BS -> Weapon Active -> switch in VK -> charged attack x2 -> Ultimate -> charged attack x2 (or charged + ult). Switch PX in to build gauge + ABB -> BS Weapon Active -> VK charged attack -> Ultimate -> weapon active. 

 


 

Parvati

LE PI DJ - 14689

Support:   

LE lead for SP at start of round (SK provides better result but it has to be SS+). You need 100+sp at the start. LE walks forward and uses the weapon active right before Parvati appears to apply conductive debuffs. Quickly switch to PI while holding forward to Ultimate ASAP. Switch to DJ -> Ult-evade -> Ultimate -> charged attack until the Zakti gauge runs out -> ultimate to finish.


 


 

Shadow Knight

DK BB MC - 14436

Support:

DK lead for additional Crit Rate and Crit Damage. Start by building up combo count with DK's charged laser. Bait the boss to attack so you can block with DK to trigger counter TF -> tap attack to apply crippling field -> BB QTE -> Ultimate counter (only works on certain opening attack) ->  weapons skill -> MC QTE and weapon skill -> Charged spin attack -> Ult-evade for TF when possible and perform the Vodka Finale jump slash when MC's charge gauge (spice) is filled to around 55%. Ult-evade for TF then finishes with another spin and jump slash. 

 


 

Heimdall

DK MC BB - 14467

Support:  

DK lead for Crit Rate and Crit Damage. DK travels forward near the center to counter TF Heimdall's opening slash. Quick-tap apply her crippling field -> BB QTE -> Ultimate perfect counter -> weapon active -> MC QTE and weapon skill. Charged spin attack -> Ult-evade for TF when possible and perform the Vodka Finale jump slash before MC's charge gauge (spice) is around 55% to avoid fully filling her gauge. DK switch in -> Counter TF multiple times and wait until MC's Cooldown is around half -> DK Ultimate (note: DO NOT tab attack before and/or after ultimate) -> BB QTE -> Ultimate perfect counter (this will trigger weaken + MC QTE) -> weapon active -> MC QTE -> Spin and jump slash to finish.

 

Conclusion
 

This is the end of this guide! End game Honkai revolves around constant boss fights, so I hope you find this guide helpful in understanding Sim-Battles's boss mechanics, and how to properly utilize your teams and supports!  And, if you want to further your own horizons with your battlesuits, let this guide be a base to start from.  Thank you for taking the time to read this guide and to watch the supplementary videos!  If you wish to contact me for further advice (or just to say hi), my discord ID is neffr#7606. My armada's ID (NA) is 1019 and its discord link is https://discord.gg/bVBRkF4. You're welcome to come visit and chill any time!