Bloxodes

All 16 Gamemodes in Anime Vanguards

Updated on (1 day ago)

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

7 items
Story Mode

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

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

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

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.
ImageNameDescriptionStatusTypeUnlockPlayersStructureRewardsRotation/resetGroupPurposeAccessVariantsDifficultyRestrictionsSpecial rules
Story Mode
Story ModeThe main campaign route for clearing themed stages, earning basic resources, and preparing a team for harder modes.CurrentCampaignNo separate mode gate listed-Act-based wave runsGems; Gold; Stage drops; Account progressionPermanent mode; stage content changes with game updates.Core progressionMain campaign progressionSelect Story Mode from the lobby stage selector.Themed stages; Six acts; Normal; NightmareNormal and NightmareUses the selected stage's map and enemy roster.Each stage has its own map and rewards; later progression follows campaign clears.
Legend Stages
Legend StagesHarder versions of selected campaign stages that add stronger enemies, modifiers, and exclusive progression rewards.CurrentAdvanced campaignStory progression required-Act-based wave runsEvolution materials; Rare stage drops; Progression rewardsPermanent mode; available stages follow game updates.Core progressionAdvanced campaign farming and challenge progressionOpen Legend Stages from the stage selector after the relevant Story progression.Selected Story stages; Harder variants; Stage modifiersHarder than StoryStronger enemies and stage modifiers can change the normal campaign approach.Legend variants use exclusive reward paths and increase the value of advanced farming.
Raids
RaidsEndgame co-op encounters built around multi-wave clears, raid currencies, and exclusive upgrade materials.CurrentCo-op progressionEndgame access; exact account gate varies by implementation-20 wavesRaid currencies; Evolution materials; Trait rerolls; Exclusive dropsStage pool and reward focus can change with game updates.Core progressionEndgame co-op farming and upgrade progressionEnter Raids from the Raid area in the lobby.Named raid stages; Boss encountersEndgameHarder waves and boss encounters require a developed team.Raid currencies can be exchanged for evolution materials, trait rerolls, and other upgrade resources.
Dungeons
DungeonsMulti-wave dungeon runs that use modifier cards to change combat and offer specialized drops beyond standard stages.CurrentMulti-wave challengeEndgame access; exact gate varies by dungeonUp to 4 players30 waves for the documented base Dungeon; named variants can use floors.Secret units; Evolution materials; Dungeon resourcesNamed dungeon content and reward tables may be update-specific.Core progressionModifier-driven farming and specialized dungeon rewardsEnter Dungeons from the Dungeon area in the lobby.Base Dungeon; Named dungeon variants; Modifier-card runsScalingModifier 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 EventsRotating boss encounters that turn weekly clears into a focused source of tokens, trophies, and boss-specific rewards.CurrentBoss challengeEndgame or event access, depending on the active bossSolo or multiplayerBoss-heavy waves; documented runs use 30 waves.Boss tokens; Trophies; Unit drops; Cosmetics; Progression resourcesWeekly boss rotationCore progressionBoss farming and rotating event progressionOpen the active Boss Rush or Boss Event from the lobby.Rotating boss encounters; Boss Rush variantsHighTraits can be disabled in Boss Rush variants.The boss roster and reward shop rotate separately from the durable mode family.
PortalsTiered encounters with element-themed enemy pools, escalating difficulty, and exclusive drops for coordinated teams.CurrentTiered encounterPortal access after progression; exact gate varies by portal-20 wavesExclusive drops; Familiars; MaterialsPortal pool and reward focus can change with game updates.Core progressionTiered farming for exclusive drops and materialsEnter Portals from the Portals area in the lobby.Tiered portals; Element-themed portalsTier-scaledEnemy elements and portal-specific rules can shape the required team.Higher tiers increase challenge and change the quality of the reward pool.
RiftsCo-op encounters centered on global tasks, rare rewards, and a larger party format than ordinary stage runs.CurrentCo-op encounterProgression access; exact gate varies by RiftUp to 6 playersEncounter waves; exact count varies by Rift.Rift shards; Rare units; Materials; Update rewardsEncounter pool and reward focus rotate with updates.Core progressionCo-op rare-drop farming and update progressionEnter Rifts from the Rift area in the lobby.Rift encounters; Update-specific Rift stagesHighRift-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

5 items
Challenge Mode

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

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

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.
ImageNameDescriptionStatusTypeUnlockPlayersStructureRewardsRotation/resetGroupPurposeAccessVariantsDifficultyRestrictionsSpecial rules
Challenge Mode
Challenge ModeRotating Story and Legend runs with extra modifiers for repeatable challenge rewards on regular, daily, and weekly schedules.CurrentRotating challengeNo separate account gate listed-Story or Legend stages with added modifiersTrait Rerolls; Challenge materials; Gems; Other slot-specific rewardsRegular slots refresh every 30 minutes; daily slots every 24 hours; weekly slots every 7 days.Specialized and enduranceModifier-based farming and repeatable challenge rewardsOpen Challenge Mode from the lobby stage area.Regular challenges; Daily challenges; Weekly challenges; Story or Legend stagesVariable by challengeChallenge modifiers can restrict units or alter enemies.Regular, daily, and weekly slots use different refresh cadences; a completion cap can apply.
Sandbox
SandboxA testing space for experimenting with units, enemies, stats, and money without normal campaign pressure.CurrentTestingNo separate progression gate listed-Configurable waves and enemy spawnsNo normal progression rewardsPermanent utility mode; testing controls may change with updates.Specialized and enduranceTeam testing and strategy experimentationChoose Sandbox from the stage selector.Story maps; Configurable test setupsCustomSandbox 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.
OdysseyAn escalating run mode with route choices, cards, powers, and mastery goals that reward adapting between encounters.CurrentRoguelike progressionEndgame progression-Room-based escalating runTrait Rerolls; Memoria Shards; Mode resourcesSome objectives and rewards can change with updates.Specialized and enduranceLong-form run progression and mastery objectivesOpen Odyssey from the lobby mode selector.Mode-specific routes; Run choices; Mastery objectivesScalingRun-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 ModeAn endless version of an unlocked stage where surviving more waves increases the endurance challenge and reward potential.CurrentEnduranceComplete every Normal act for the relevant Story stage-Endless wavesGems; Gold; Experience; Mode-specific dropsStage availability follows unlocked Story stages.Specialized and enduranceEndless survival, score chasing, and wave-scaled farmingChoose the Infinite option for an unlocked stage.Stage-specific Infinite versions; Endless runsScaling enemy difficultyThere 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 TowersPermanent element-locked towers where matching units climb floors for repeatable rewards and a distinct team-building challenge.CurrentElement-restricted endurancePlayer Level 30-20 waves per floor; reward loop noted after Floor 50Gems; Trait Rerolls; Stat Chips; Element-specific materialsPermanent mode; reward depth and tower details can change with updates.Specialized and enduranceElement-focused endurance progression and reward farmingEnter from the Elemental Towers area near the Dungeon in the Raid area.One tower per element; Omni Tower exceptionEndurance with element restrictionsOnly 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

4 items

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

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

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.
ImageNameDescriptionStatusTypeUnlockPlayersStructureRewardsRotation/resetGroupPurposeAccessVariantsDifficultyRestrictionsSpecial rules
PvPThe competitive wave mode family with Assault, Defense, and Ranked variants plus trait and modifier choices.CurrentCompetitiveNo separate account gate listedVaries by submodeWave-based competitive roundsPvP rewards; Competitive shop currencyRanked and seasonal reward rules can change.CompetitivePlayer-versus-player defense and rankingOpen PvP from the lobby competitive area.Assault; Defense; Ranked; Traited; TraitlessCompetitiveTraited 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
GauntletsA bracket PvP mode where players advance on score, with standard eight-player brackets and configurable custom lobbies.CurrentBracket PvPCurrent Update 14.5 mode8-player standard bracket; custom brackets support 2 to 64 playersRound-based scoring; a standard round lasts 24 hours.Trait Rerolls; Memoria Shards; Placement rewardsStandard bracket timing is round-based; the reward pool can rotate weekly.CompetitiveBracket placement and competitive score chasingOpen Gauntlets from the PvP or competitive area.Standard Gauntlets; Custom GauntletsCompetitiveStandard 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.
WorldlinesA solo floor climb that moves from Worlds Collide into Infinite Convergence as the run passes the initial milestone floors.CurrentFloor climbWorldlines progression; exact account gate not listedSingleplayerEndless floor progressionTrait Rerolls; Stat Chips; Memoria resources; Floor rewardsReward path resets by season or update.CompetitiveSolo endurance progression and leaderboard competitionOpen Worldlines from the competitive area.Worlds Collide, Floors 1-50; Infinite Convergence, Floor 51 and higherScalingFloor-specific stage challenges and reward resets shape the climb.Milestone rewards arrive during the floor climb; later floors use Infinite Convergence rules.
Tournaments
TournamentsA weekly solo competition built around damage and kill objectives, resettable placement, and rotating rewards.CurrentWeekly competitionNo separate account gate listedSingleplayerTimed scoring objectiveTrait Rerolls; Crowns or shop rewards; Rotating cosmetics or units where listedWeekly resetCompetitiveWeekly score competition and leaderboard placementOpen Tournaments from the competitive area.Damage objective; Enemy-kill objectiveCompetitiveStage 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

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

Q.

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.

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