Content
Game Modes
Where you actually spend your squad — from the 170-node story campaign to asynchronous PvP and a server-wide raid boss.
Campaign
The main PvE ladder · 8 chapters · 170 nodes
The backbone of the game: a linear story ladder of eight chapters, with each chapter's recommended level rising as you go. Each node is a set fight; clearing it unlocks the next. It costs no energy — nothing gates how often you play. Every node pays a one-time first-clear reward (gold, plus gems and evolution stones on bosses) and a repeatable drop you can sweep instantly once cleared.
Jump to World Tier 2 immediately
Clearing node 1-10 unlocks Tier 2. Every tier scales rewards faster than it scales difficulty, so moving up the moment you can clear the next tier is the best efficiency decision in the game. Higher tiers also add affixes, boss phases, enrage mechanics and Legendary gear drops. Bring a borrowed friend unit in your spare slot — it's free power.
Endless Tower
Solo climb · 100 floors · permanent leaderboard
A pure power check: a regular floor lists a recommended power of 70 × floor number, and you clear it if your squad's combined power (level + gear) reaches 70% of that — so floor N really needs 49 × N. Every 10th floor is a boss floor and doubles the requirement to 140 × N (98 × N to clear). No twitch skill — just bring enough investment.
Know your ceiling, then sweep
Add up your squad's power and you can predict exactly how far you'll climb. The walls are the boss floors every 10 — a squad that cruises floor 19 at 931 power needs 1,960 to take floor 20. Push to your ceiling, then sweep to bank the gems, and note the big 50-gem payouts land on every 5th floor, boss or not.
Labyrinth
Roguelite run · 5 depths
A short run with branching choices. At each depth you pick a node — a combat, an elite, or a rest (heal +50%) — then choose 1 of 3 buffs that stack for the rest of the run. Depth 5 is always the boss. Damage carries between fights, so a wipe ends the run.
Bank HP, stack ATK
Take a rest node whenever your squad is hurt — HP persists all run and a wipe gives nothing. Stack attack buffs so the depth-5 boss (the only payout) goes down fast.
Arena (PvP)
Asynchronous PvP · Elo ladder
Attack other players' defense squads (and skill-matched bots when the pool is thin) — the defender never plays live, so it's pure team-comp vs team-comp. Wins and losses move your Elo rating (everyone starts at 1000) up through Bronze, Silver, Gold, Platinum, Diamond and Master tiers.
| Weekly finish | Gems | Radiant stones | Arena tokens |
|---|---|---|---|
| Top 3 | 300 | 3 | 200 |
| Top 10 | 200 | 2 | 150 |
| Top 50 | 100 | 1 | 100 |
| Top 200 | 50 | — | 50 |
| Anyone who fought | 25 | — | 25 |
Radiant stones are the real prize
Set the strongest defense you can, then climb by attacking opponents near or below your rating. Because it's snapshot-based, there's no timing or reflexes — your roster does the talking. The gems are modest, but Arena is one of only a handful of sources of Radiant evolution stones, which nothing in the shop sells and which gate every 5★→6★ ascension. A top-50 finish every week is worth more than it looks.
World Boss
Co-op damage race · server-wide
A single colossal boss — the Abyssal Dragon, with a 500-million HP pool — that the entire server chips away at together over a 7-day window. Your damage accumulates across the whole fight (even in a loss), and players are ranked by total damage dealt.
| Damage rank | Gems | Gold | Radiant stones | Other |
|---|---|---|---|---|
| Top 10 | 2,000 | 100,000 | 5 | 50 raid tokens · 3 nightmare medals |
| Top 100 | 1,000 | 50,000 | 2 | 25 raid tokens · 1 nightmare medal |
| Top 500 | 500 | 20,000 | — | 10 raid tokens |
| Anyone who dealt damage | 100 | 5,000 | — | 2 raid tokens |
Just showing up pays
Any damage at all puts you on the board, and the board pays everyone on it. Between this and Arena, the two ranked modes are where Radiant evolution stones come from — there is no shop that sells them.