Anime Vanguards modes shape how you build and use your team. Story and Legend stages handle core progression, while Raids, Dungeons, Portals, and Rifts focus on harder farming. Sandbox, endurance modes, and competitive queues each ask for a different kind of planning.
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modeGroup
Core progression
Story Mode
The main campaign route for clearing themed stages, earning basic resources, and preparing a team for harder modes.
- Status
- Current
- Type
- Campaign
- Unlock
- No separate mode gate listed
- Players
- -
- Structure
- Act-based wave runs
- Rewards
- Gems; Gold; Stage drops; Account progression
- Rotation/reset
- Permanent mode; stage content changes with game updates.
- Group
- Core progression
- Purpose
- Main campaign progression
- Access
- Select Story Mode from the lobby stage selector.
- Variants
- Themed stages; Six acts; Normal; Nightmare
- Difficulty
- Normal and Nightmare
- Restrictions
- Uses the selected stage's map and enemy roster.
- Special rules
- Each stage has its own map and rewards; later progression follows campaign clears.
Legend Stages
Harder versions of selected campaign stages that add stronger enemies, modifiers, and exclusive progression rewards.
- Status
- Current
- Type
- Advanced campaign
- Unlock
- Story progression required
- Players
- -
- Structure
- Act-based wave runs
- Rewards
- Evolution materials; Rare stage drops; Progression rewards
- Rotation/reset
- Permanent mode; available stages follow game updates.
- Group
- Core progression
- Purpose
- Advanced campaign farming and challenge progression
- Access
- Open Legend Stages from the stage selector after the relevant Story progression.
- Variants
- Selected Story stages; Harder variants; Stage modifiers
- Difficulty
- Harder than Story
- Restrictions
- Stronger enemies and stage modifiers can change the normal campaign approach.
- Special rules
- Legend variants use exclusive reward paths and increase the value of advanced farming.
Raids
Endgame co-op encounters built around multi-wave clears, raid currencies, and exclusive upgrade materials.
- Status
- Current
- Type
- Co-op progression
- Unlock
- Endgame access; exact account gate varies by implementation
- Players
- -
- Structure
- 20 waves
- Rewards
- Raid currencies; Evolution materials; Trait rerolls; Exclusive drops
- Rotation/reset
- Stage pool and reward focus can change with game updates.
- Group
- Core progression
- Purpose
- Endgame co-op farming and upgrade progression
- Access
- Enter Raids from the Raid area in the lobby.
- Variants
- Named raid stages; Boss encounters
- Difficulty
- Endgame
- Restrictions
- Harder waves and boss encounters require a developed team.
- Special rules
- Raid currencies can be exchanged for evolution materials, trait rerolls, and other upgrade resources.
Dungeons
Multi-wave dungeon runs that use modifier cards to change combat and offer specialized drops beyond standard stages.
- Status
- Current
- Type
- Multi-wave challenge
- Unlock
- Endgame access; exact gate varies by dungeon
- Players
- Up to 4 players
- Structure
- 30 waves for the documented base Dungeon; named variants can use floors.
- Rewards
- Secret units; Evolution materials; Dungeon resources
- Rotation/reset
- Named dungeon content and reward tables may be update-specific.
- Group
- Core progression
- Purpose
- Modifier-driven farming and specialized dungeon rewards
- Access
- Enter Dungeons from the Dungeon area in the lobby.
- Variants
- Base Dungeon; Named dungeon variants; Modifier-card runs
- Difficulty
- Scaling
- Restrictions
- Modifier cards can buff units, strengthen enemies, or otherwise change the run.
- Special rules
- Run modifiers alter the combat route, so team planning depends on the selected cards.
Boss Rush / Boss Events
Rotating boss encounters that turn weekly clears into a focused source of tokens, trophies, and boss-specific rewards.
- Status
- Current
- Type
- Boss challenge
- Unlock
- Endgame or event access, depending on the active boss
- Players
- Solo or multiplayer
- Structure
- Boss-heavy waves; documented runs use 30 waves.
- Rewards
- Boss tokens; Trophies; Unit drops; Cosmetics; Progression resources
- Rotation/reset
- Weekly boss rotation
- Group
- Core progression
- Purpose
- Boss farming and rotating event progression
- Access
- Open the active Boss Rush or Boss Event from the lobby.
- Variants
- Rotating boss encounters; Boss Rush variants
- Difficulty
- High
- Restrictions
- Traits can be disabled in Boss Rush variants.
- Special rules
- The boss roster and reward shop rotate separately from the durable mode family.
Portals
Tiered encounters with element-themed enemy pools, escalating difficulty, and exclusive drops for coordinated teams.
- Status
- Current
- Type
- Tiered encounter
- Unlock
- Portal access after progression; exact gate varies by portal
- Players
- -
- Structure
- 20 waves
- Rewards
- Exclusive drops; Familiars; Materials
- Rotation/reset
- Portal pool and reward focus can change with game updates.
- Group
- Core progression
- Purpose
- Tiered farming for exclusive drops and materials
- Access
- Enter Portals from the Portals area in the lobby.
- Variants
- Tiered portals; Element-themed portals
- Difficulty
- Tier-scaled
- Restrictions
- Enemy elements and portal-specific rules can shape the required team.
- Special rules
- Higher tiers increase challenge and change the quality of the reward pool.
Rifts
Co-op encounters centered on global tasks, rare rewards, and a larger party format than ordinary stage runs.
- Status
- Current
- Type
- Co-op encounter
- Unlock
- Progression access; exact gate varies by Rift
- Players
- Up to 6 players
- Structure
- Encounter waves; exact count varies by Rift.
- Rewards
- Rift shards; Rare units; Materials; Update rewards
- Rotation/reset
- Encounter pool and reward focus rotate with updates.
- Group
- Core progression
- Purpose
- Co-op rare-drop farming and update progression
- Access
- Enter Rifts from the Rift area in the lobby.
- Variants
- Rift encounters; Update-specific Rift stages
- Difficulty
- High
- Restrictions
- Rift-specific enemies and reward windows can change the team plan.
- Special rules
- Global tasks can affect how quickly Rifts appear and how the encounter is pursued.
| Image | Name | Description | Status | Type | Unlock | Players | Structure | Rewards | Rotation/reset | Group | Purpose | Access | Variants | Difficulty | Restrictions | Special rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Story Mode | Story Mode | The main campaign route for clearing themed stages, earning basic resources, and preparing a team for harder modes. | Current | Campaign | No separate mode gate listed | - | Act-based wave runs | Gems; Gold; Stage drops; Account progression | Permanent mode; stage content changes with game updates. | Core progression | Main campaign progression | Select Story Mode from the lobby stage selector. | Themed stages; Six acts; Normal; Nightmare | Normal and Nightmare | Uses the selected stage's map and enemy roster. | Each stage has its own map and rewards; later progression follows campaign clears. |
Legend Stages | Legend Stages | Harder versions of selected campaign stages that add stronger enemies, modifiers, and exclusive progression rewards. | Current | Advanced campaign | Story progression required | - | Act-based wave runs | Evolution materials; Rare stage drops; Progression rewards | Permanent mode; available stages follow game updates. | Core progression | Advanced campaign farming and challenge progression | Open Legend Stages from the stage selector after the relevant Story progression. | Selected Story stages; Harder variants; Stage modifiers | Harder than Story | Stronger enemies and stage modifiers can change the normal campaign approach. | Legend variants use exclusive reward paths and increase the value of advanced farming. |
Raids | Raids | Endgame co-op encounters built around multi-wave clears, raid currencies, and exclusive upgrade materials. | Current | Co-op progression | Endgame access; exact account gate varies by implementation | - | 20 waves | Raid currencies; Evolution materials; Trait rerolls; Exclusive drops | Stage pool and reward focus can change with game updates. | Core progression | Endgame co-op farming and upgrade progression | Enter Raids from the Raid area in the lobby. | Named raid stages; Boss encounters | Endgame | Harder waves and boss encounters require a developed team. | Raid currencies can be exchanged for evolution materials, trait rerolls, and other upgrade resources. |
Dungeons | Dungeons | Multi-wave dungeon runs that use modifier cards to change combat and offer specialized drops beyond standard stages. | Current | Multi-wave challenge | Endgame access; exact gate varies by dungeon | Up to 4 players | 30 waves for the documented base Dungeon; named variants can use floors. | Secret units; Evolution materials; Dungeon resources | Named dungeon content and reward tables may be update-specific. | Core progression | Modifier-driven farming and specialized dungeon rewards | Enter Dungeons from the Dungeon area in the lobby. | Base Dungeon; Named dungeon variants; Modifier-card runs | Scaling | Modifier cards can buff units, strengthen enemies, or otherwise change the run. | Run modifiers alter the combat route, so team planning depends on the selected cards. |
| Boss Rush / Boss Events | Rotating boss encounters that turn weekly clears into a focused source of tokens, trophies, and boss-specific rewards. | Current | Boss challenge | Endgame or event access, depending on the active boss | Solo or multiplayer | Boss-heavy waves; documented runs use 30 waves. | Boss tokens; Trophies; Unit drops; Cosmetics; Progression resources | Weekly boss rotation | Core progression | Boss farming and rotating event progression | Open the active Boss Rush or Boss Event from the lobby. | Rotating boss encounters; Boss Rush variants | High | Traits can be disabled in Boss Rush variants. | The boss roster and reward shop rotate separately from the durable mode family. | |
| Portals | Tiered encounters with element-themed enemy pools, escalating difficulty, and exclusive drops for coordinated teams. | Current | Tiered encounter | Portal access after progression; exact gate varies by portal | - | 20 waves | Exclusive drops; Familiars; Materials | Portal pool and reward focus can change with game updates. | Core progression | Tiered farming for exclusive drops and materials | Enter Portals from the Portals area in the lobby. | Tiered portals; Element-themed portals | Tier-scaled | Enemy elements and portal-specific rules can shape the required team. | Higher tiers increase challenge and change the quality of the reward pool. | |
| Rifts | Co-op encounters centered on global tasks, rare rewards, and a larger party format than ordinary stage runs. | Current | Co-op encounter | Progression access; exact gate varies by Rift | Up to 6 players | Encounter waves; exact count varies by Rift. | Rift shards; Rare units; Materials; Update rewards | Encounter pool and reward focus rotate with updates. | Core progression | Co-op rare-drop farming and update progression | Enter Rifts from the Rift area in the lobby. | Rift encounters; Update-specific Rift stages | High | Rift-specific enemies and reward windows can change the team plan. | Global tasks can affect how quickly Rifts appear and how the encounter is pursued. |
modeGroup
Specialized and endurance
Challenge Mode
Rotating Story and Legend runs with extra modifiers for repeatable challenge rewards on regular, daily, and weekly schedules.
- Status
- Current
- Type
- Rotating challenge
- Unlock
- No separate account gate listed
- Players
- -
- Structure
- Story or Legend stages with added modifiers
- Rewards
- Trait Rerolls; Challenge materials; Gems; Other slot-specific rewards
- Rotation/reset
- Regular slots refresh every 30 minutes; daily slots every 24 hours; weekly slots every 7 days.
- Group
- Specialized and endurance
- Purpose
- Modifier-based farming and repeatable challenge rewards
- Access
- Open Challenge Mode from the lobby stage area.
- Variants
- Regular challenges; Daily challenges; Weekly challenges; Story or Legend stages
- Difficulty
- Variable by challenge
- Restrictions
- Challenge modifiers can restrict units or alter enemies.
- Special rules
- Regular, daily, and weekly slots use different refresh cadences; a completion cap can apply.
Sandbox
A testing space for experimenting with units, enemies, stats, and money without normal campaign pressure.
- Status
- Current
- Type
- Testing
- Unlock
- No separate progression gate listed
- Players
- -
- Structure
- Configurable waves and enemy spawns
- Rewards
- No normal progression rewards
- Rotation/reset
- Permanent utility mode; testing controls may change with updates.
- Group
- Specialized and endurance
- Purpose
- Team testing and strategy experimentation
- Access
- Choose Sandbox from the stage selector.
- Variants
- Story maps; Configurable test setups
- Difficulty
- Custom
- Restrictions
- Sandbox runs do not provide normal account progression rewards.
- Special rules
- Players can use units, spawn enemies, adjust stats, and use unlimited in-run money to test setups.
Odyssey
An escalating run mode with route choices, cards, powers, and mastery goals that reward adapting between encounters.
- Status
- Current
- Type
- Roguelike progression
- Unlock
- Endgame progression
- Players
- -
- Structure
- Room-based escalating run
- Rewards
- Trait Rerolls; Memoria Shards; Mode resources
- Rotation/reset
- Some objectives and rewards can change with updates.
- Group
- Specialized and endurance
- Purpose
- Long-form run progression and mastery objectives
- Access
- Open Odyssey from the lobby mode selector.
- Variants
- Mode-specific routes; Run choices; Mastery objectives
- Difficulty
- Scaling
- Restrictions
- Run-specific powers, cards, and modifiers change what a team can do.
- Special rules
- Reworked routes use longer challenge paths, card storage or loadouts, and modifier choices between encounters.
Infinite Mode
An endless version of an unlocked stage where surviving more waves increases the endurance challenge and reward potential.
- Status
- Current
- Type
- Endurance
- Unlock
- Complete every Normal act for the relevant Story stage
- Players
- -
- Structure
- Endless waves
- Rewards
- Gems; Gold; Experience; Mode-specific drops
- Rotation/reset
- Stage availability follows unlocked Story stages.
- Group
- Specialized and endurance
- Purpose
- Endless survival, score chasing, and wave-scaled farming
- Access
- Choose the Infinite option for an unlocked stage.
- Variants
- Stage-specific Infinite versions; Endless runs
- Difficulty
- Scaling enemy difficulty
- Restrictions
- There is no fixed final wave; the run continues until the defense fails or the player stops.
- Special rules
- Reward and challenge progress scale with the waves reached.
Elemental Towers
Permanent element-locked towers where matching units climb floors for repeatable rewards and a distinct team-building challenge.
- Status
- Current
- Type
- Element-restricted endurance
- Unlock
- Player Level 30
- Players
- -
- Structure
- 20 waves per floor; reward loop noted after Floor 50
- Rewards
- Gems; Trait Rerolls; Stat Chips; Element-specific materials
- Rotation/reset
- Permanent mode; reward depth and tower details can change with updates.
- Group
- Specialized and endurance
- Purpose
- Element-focused endurance progression and reward farming
- Access
- Enter from the Elemental Towers area near the Dungeon in the Raid area.
- Variants
- One tower per element; Omni Tower exception
- Difficulty
- Endurance with element restrictions
- Restrictions
- Only matching-element units can be placed; farm units are exempt and the Omni Tower is unrestricted.
- Special rules
- Each tower has its own reward path, and co-op does not increase enemy scaling.
| Image | Name | Description | Status | Type | Unlock | Players | Structure | Rewards | Rotation/reset | Group | Purpose | Access | Variants | Difficulty | Restrictions | Special rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Challenge Mode | Challenge Mode | Rotating Story and Legend runs with extra modifiers for repeatable challenge rewards on regular, daily, and weekly schedules. | Current | Rotating challenge | No separate account gate listed | - | Story or Legend stages with added modifiers | Trait Rerolls; Challenge materials; Gems; Other slot-specific rewards | Regular slots refresh every 30 minutes; daily slots every 24 hours; weekly slots every 7 days. | Specialized and endurance | Modifier-based farming and repeatable challenge rewards | Open Challenge Mode from the lobby stage area. | Regular challenges; Daily challenges; Weekly challenges; Story or Legend stages | Variable by challenge | Challenge modifiers can restrict units or alter enemies. | Regular, daily, and weekly slots use different refresh cadences; a completion cap can apply. |
Sandbox | Sandbox | A testing space for experimenting with units, enemies, stats, and money without normal campaign pressure. | Current | Testing | No separate progression gate listed | - | Configurable waves and enemy spawns | No normal progression rewards | Permanent utility mode; testing controls may change with updates. | Specialized and endurance | Team testing and strategy experimentation | Choose Sandbox from the stage selector. | Story maps; Configurable test setups | Custom | Sandbox runs do not provide normal account progression rewards. | Players can use units, spawn enemies, adjust stats, and use unlimited in-run money to test setups. |
| Odyssey | An escalating run mode with route choices, cards, powers, and mastery goals that reward adapting between encounters. | Current | Roguelike progression | Endgame progression | - | Room-based escalating run | Trait Rerolls; Memoria Shards; Mode resources | Some objectives and rewards can change with updates. | Specialized and endurance | Long-form run progression and mastery objectives | Open Odyssey from the lobby mode selector. | Mode-specific routes; Run choices; Mastery objectives | Scaling | Run-specific powers, cards, and modifiers change what a team can do. | Reworked routes use longer challenge paths, card storage or loadouts, and modifier choices between encounters. | |
Infinite Mode | Infinite Mode | An endless version of an unlocked stage where surviving more waves increases the endurance challenge and reward potential. | Current | Endurance | Complete every Normal act for the relevant Story stage | - | Endless waves | Gems; Gold; Experience; Mode-specific drops | Stage availability follows unlocked Story stages. | Specialized and endurance | Endless survival, score chasing, and wave-scaled farming | Choose the Infinite option for an unlocked stage. | Stage-specific Infinite versions; Endless runs | Scaling enemy difficulty | There is no fixed final wave; the run continues until the defense fails or the player stops. | Reward and challenge progress scale with the waves reached. |
| Elemental Towers | Permanent element-locked towers where matching units climb floors for repeatable rewards and a distinct team-building challenge. | Current | Element-restricted endurance | Player Level 30 | - | 20 waves per floor; reward loop noted after Floor 50 | Gems; Trait Rerolls; Stat Chips; Element-specific materials | Permanent mode; reward depth and tower details can change with updates. | Specialized and endurance | Element-focused endurance progression and reward farming | Enter from the Elemental Towers area near the Dungeon in the Raid area. | One tower per element; Omni Tower exception | Endurance with element restrictions | Only matching-element units can be placed; farm units are exempt and the Omni Tower is unrestricted. | Each tower has its own reward path, and co-op does not increase enemy scaling. |
modeGroup
Competitive
PvP
The competitive wave mode family with Assault, Defense, and Ranked variants plus trait and modifier choices.
- Status
- Current
- Type
- Competitive
- Unlock
- No separate account gate listed
- Players
- Varies by submode
- Structure
- Wave-based competitive rounds
- Rewards
- PvP rewards; Competitive shop currency
- Rotation/reset
- Ranked and seasonal reward rules can change.
- Group
- Competitive
- Purpose
- Player-versus-player defense and ranking
- Access
- Open PvP from the lobby competitive area.
- Variants
- Assault; Defense; Ranked; Traited; Traitless
- Difficulty
- Competitive
- Restrictions
- Traited and traitless variants change the available build options; a modifier is applied every five waves.
- Special rules
- Players must outlast the opposing player while adapting to the shared wave modifiers.
Gauntlets
A bracket PvP mode where players advance on score, with standard eight-player brackets and configurable custom lobbies.
- Status
- Current
- Type
- Bracket PvP
- Unlock
- Current Update 14.5 mode
- Players
- 8-player standard bracket; custom brackets support 2 to 64 players
- Structure
- Round-based scoring; a standard round lasts 24 hours.
- Rewards
- Trait Rerolls; Memoria Shards; Placement rewards
- Rotation/reset
- Standard bracket timing is round-based; the reward pool can rotate weekly.
- Group
- Competitive
- Purpose
- Bracket placement and competitive score chasing
- Access
- Open Gauntlets from the PvP or competitive area.
- Variants
- Standard Gauntlets; Custom Gauntlets
- Difficulty
- Competitive
- Restrictions
- Standard brackets give three tries per round; the highest score advances.
- Special rules
- Up to five standard brackets can run at once. Custom hosts can set maps, modifiers, mutators, banned or buffed units, and elements.
Worldlines
A solo floor climb that moves from Worlds Collide into Infinite Convergence as the run passes the initial milestone floors.
- Status
- Current
- Type
- Floor climb
- Unlock
- Worldlines progression; exact account gate not listed
- Players
- Singleplayer
- Structure
- Endless floor progression
- Rewards
- Trait Rerolls; Stat Chips; Memoria resources; Floor rewards
- Rotation/reset
- Reward path resets by season or update.
- Group
- Competitive
- Purpose
- Solo endurance progression and leaderboard competition
- Access
- Open Worldlines from the competitive area.
- Variants
- Worlds Collide, Floors 1-50; Infinite Convergence, Floor 51 and higher
- Difficulty
- Scaling
- Restrictions
- Floor-specific stage challenges and reward resets shape the climb.
- Special rules
- Milestone rewards arrive during the floor climb; later floors use Infinite Convergence rules.
Tournaments
A weekly solo competition built around damage and kill objectives, resettable placement, and rotating rewards.
- Status
- Current
- Type
- Weekly competition
- Unlock
- No separate account gate listed
- Players
- Singleplayer
- Structure
- Timed scoring objective
- Rewards
- Trait Rerolls; Crowns or shop rewards; Rotating cosmetics or units where listed
- Rotation/reset
- Weekly reset
- Group
- Competitive
- Purpose
- Weekly score competition and leaderboard placement
- Access
- Open Tournaments from the competitive area.
- Variants
- Damage objective; Enemy-kill objective
- Difficulty
- Competitive
- Restrictions
- Stage and element rules can change with the tournament.
- Special rules
- Players compete for placement on leaderboards that reset on the tournament schedule.
| Image | Name | Description | Status | Type | Unlock | Players | Structure | Rewards | Rotation/reset | Group | Purpose | Access | Variants | Difficulty | Restrictions | Special rules |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| PvP | The competitive wave mode family with Assault, Defense, and Ranked variants plus trait and modifier choices. | Current | Competitive | No separate account gate listed | Varies by submode | Wave-based competitive rounds | PvP rewards; Competitive shop currency | Ranked and seasonal reward rules can change. | Competitive | Player-versus-player defense and ranking | Open PvP from the lobby competitive area. | Assault; Defense; Ranked; Traited; Traitless | Competitive | Traited and traitless variants change the available build options; a modifier is applied every five waves. | Players must outlast the opposing player while adapting to the shared wave modifiers. | |
Gauntlets | Gauntlets | A bracket PvP mode where players advance on score, with standard eight-player brackets and configurable custom lobbies. | Current | Bracket PvP | Current Update 14.5 mode | 8-player standard bracket; custom brackets support 2 to 64 players | Round-based scoring; a standard round lasts 24 hours. | Trait Rerolls; Memoria Shards; Placement rewards | Standard bracket timing is round-based; the reward pool can rotate weekly. | Competitive | Bracket placement and competitive score chasing | Open Gauntlets from the PvP or competitive area. | Standard Gauntlets; Custom Gauntlets | Competitive | Standard brackets give three tries per round; the highest score advances. | Up to five standard brackets can run at once. Custom hosts can set maps, modifiers, mutators, banned or buffed units, and elements. |
| Worldlines | A solo floor climb that moves from Worlds Collide into Infinite Convergence as the run passes the initial milestone floors. | Current | Floor climb | Worldlines progression; exact account gate not listed | Singleplayer | Endless floor progression | Trait Rerolls; Stat Chips; Memoria resources; Floor rewards | Reward path resets by season or update. | Competitive | Solo endurance progression and leaderboard competition | Open Worldlines from the competitive area. | Worlds Collide, Floors 1-50; Infinite Convergence, Floor 51 and higher | Scaling | Floor-specific stage challenges and reward resets shape the climb. | Milestone rewards arrive during the floor climb; later floors use Infinite Convergence rules. | |
Tournaments | Tournaments | A weekly solo competition built around damage and kill objectives, resettable placement, and rotating rewards. | Current | Weekly competition | No separate account gate listed | Singleplayer | Timed scoring objective | Trait Rerolls; Crowns or shop rewards; Rotating cosmetics or units where listed | Weekly reset | Competitive | Weekly score competition and leaderboard placement | Open Tournaments from the competitive area. | Damage objective; Enemy-kill objective | Competitive | Stage and element rules can change with the tournament. | Players compete for placement on leaderboards that reset on the tournament schedule. |
Where to start
Story Mode is the safest route for building a roster, collecting basic resources, and learning how stage maps work. Move into Legend Stages after clearing the matching Story progress, then use harder modes when your team can handle their extra rules.
Raids, Dungeons, Portals, and Rifts are good targets when you need better upgrade materials or rare drops. Check the lobby requirement and the run rules first: a strong team still has a bad day when the mode restricts its best units.
Pick a mode for your goal
- Build account progress: Story Mode and Legend Stages.
- Farm upgrade materials: Raids, Portals, Boss Rush, and Rifts.
- Test a team: Sandbox, where normal progression rewards do not apply.
- Chase long runs: Infinite Mode, Odyssey, and Elemental Towers.
- Compete for score: PvP, Gauntlets, Worldlines, and Tournaments.
Rules that change your plan
Challenge modifiers can turn a familiar stage into a different puzzle. Dungeons use modifier cards, Elemental Towers limit which elements you can place, and some Boss Rush variants disable traits. Read the restriction line before choosing units or spending rerolls.
Party size matters too. Rifts support larger co-op groups, while Worldlines and Tournaments are solo-focused. Gauntlets reward the best score in a bracket, so a reliable repeatable setup usually beats a flashy build that only works once.
Rotations and resets
Challenge slots refresh on different schedules, and Boss Rush follows a weekly rotation. PvP, Gauntlets, Worldlines, and Tournaments can change their scoring or reward rules when a cycle resets. Treat named bosses, featured rewards, and event-linked details as changeable, then build your long-term plan around the mode rules that stay consistent.
FAQ
Which gamemode should I play first in Anime Vanguards?
Start with Story Mode to build your roster and learn the stage flow. Clear the matching Story progress before moving into Legend Stages or tougher endgame modes.
How do I unlock Infinite Mode?
Complete every Normal act for the Story stage you want to run. Infinite Mode then uses that stage as an endless wave challenge.
What makes Elemental Towers different?
Each tower restricts unit placement by element, so your team must match the tower rule. Farm units are exempt, and the Omni Tower does not use the normal element restriction.
Are Raids and Dungeons the same thing?
No. Raids are co-op progression runs built around waves and raid rewards, while Dungeons use modifier cards and can use floor-based variants.
Can I use one team for every mode?
Not reliably. Challenge modifiers, dungeon cards, elemental limits, trait rules, and competitive formats can all change which units work best.
Do Anime Vanguards modes keep the same rewards forever?
No. Challenge slots, Boss Rush, Gauntlets, Worldlines, and Tournaments can rotate or reset their rewards and scoring rules.
Does Sandbox give normal progression rewards?
No. Sandbox is for testing units, enemies, stats, and setups, so use a regular stage when you need account progress or farming rewards.









