Infinite Mode tests how long an Anime Vanguards team can scale after a normal Story clear would have ended. A successful push needs opening stability, economy with a real payback window, late damage, map coverage, support or control, and a plan for repeated bosses. Check the current map and rewards because wave milestones and rotations can change.
Build by long-run jobs
Choose exact units with Best Teams, but preserve jobs even when your roster differs.
Opening and economy
Use the cheapest reliable defense, then build economy only while the next waves remain safe. Track the wave where each economy upgrade repays itself. An upgrade that never returns its cost before defeat is not economy for that run.
Do not sell the opener automatically; its coverage or control may remain useful. However, stop feeding it upgrades once the main carry can take over. Save a buffer for a sudden elite or boss rather than spending the wallet to zero after every wave.
Place for coverage and abilities
Turns, lane overlaps, and long sight lines multiply an area shape. Place supports after identifying where most carry damage occurs. Leave room for restricted or large-footprint units. If the mode adds air, shielded, elemental, or otherwise special enemies, confirm that the team has a valid answer before the wave arrives.
Active abilities should have assigned purposes: emergency wave, boss phase, buff window, or mechanic removal. Avoid firing every ability on cooldown if their effects are needed together later. Write the intended sequence for a serious push.
Diagnose the stopping wave
Record the first failure type: early leak, swarm overflow, boss timeout, immunity, range gap, ability desynchronization, or economy delay. Also record map, update, team forms, traits, stats, Familiar, Memoria, and relevant modifiers. “Reached wave X” without conditions is not comparable evidence.
Change one factor and rerun. If the team fails at the same boss with unused cash, upgrade timing is the issue. If everything is maxed but a swarm leaks, add coverage or control. If a mechanic invalidates the carry, use a mode-specific answer rather than more raw stats.
Reward and stop rule
Check which milestones currently grant useful rewards and whether the run must end or be claimed in a particular way. Set a target before starting. A stable repeated milestone can be more efficient than a record attempt that takes much longer and often fails.
Stop when the next milestone no longer justifies the expected time or when server stability and focus decline. Secure the reward and use the result to direct the next evolution or stat investment.
Compare two Infinite attempts
Keep map, update, units, forms, traits, stats, equips, supports, and settings visible in the record. Compare the wave where pressure begins, total time, boss state, cash, and ability availability. One extra wave may be less efficient if the run takes much longer.
Use the comparison to select the next investment. An earlier opener failure points to cost or placement; a late boss points to focused output or timing; a swarm points to coverage. This turns a record run into a practical progression test.
Infinite FAQ
Are farm units mandatory?
Not universally, but long runs often reward economy. Include one only when defense survives its payback period and the extra cash finishes meaningful builds.
Is the highest-damage unit always the best carry?
No. Ramp, coverage, target rules, cost, ability uptime, and the current map all affect late-run value.