Once the main story stops being the only thing on your plate, Guardian Tales opens up four ongoing modes that each want a different kind of team: two separate PvP ladders (Colosseum and Arena), a biweekly co-op boss gauntlet (Guild Raid), and a post-story PvE track (Expedition). None of them need your whole roster built at once — each rewards a small, focused core more than a wide one. This page is the overview; each mode also has its own full guide, linked below.
Colosseum — asynchronous PvP
Colosseum pits your Party against an AI running another player's saved defense line-up; you're matched against three opponents near your own Trophy count each time you play, and the whole mode runs in weekly seasons with rewards paid out by your final Tier.
Placement matters here in a way most of the game doesn't: you arrange your Heroes on a 4-column, 5-row board for both your attack team and a separate defense team, so a good defense layout isn't just "your best Heroes" — it's whichever placement is hardest for an attacker to punish.
Stats are rebalanced for the mode rather than pulled straight from your Hero Growth screen — your lead Hero's HP is multiplied roughly twelvefold and the rest of the Party gets a smaller boost, so raw combat stats matter less here than having a kit that controls the fight.
Full detail — the PvP Hero tier list, the stat rules, and attack/defense team building — is in the Colosseum & Arena PvP guide.
Arena — real-time PvP
Arena is a live 3-Hero-vs-3-Hero match against another player, rather than Colosseum's AI-vs-defense-line format — you pick your three and fight it out directly. It also runs on weekly seasons with its own Trophy ladder and Tier rewards.
The mode's own stat rebalancing goes further than Colosseum's: HP is roughly tripled and damage reduction is turned off entirely, so fights tend to swing on burst damage and skill timing rather than a slow grind.
Winning several matches in a row pays out bonus Trophies on top of the normal per-win amount if you're below the top brackets, so a hot streak is worth pushing through rather than stopping to bank a single win.
Guild Raid — co-op boss gauntlet
Guild Raid runs on a roughly two-week cadence and asks your whole Guild to work through a gauntlet of four fixed Level 100 bosses together, often timed around a new Hero's release (though not always).
Instead of each boss having one health bar to whittle down, a boss's health resets to full and its power increases every time your Guild clears a round against it — the goal is to rack up as many rounds of accumulated damage as possible before time runs out, not to "beat" any single boss outright.
Your Guild's total score across every member's rounds sets its rank for that Guild Raid, which in turn sets the reward tier everyone in the Guild receives — so consistent, repeatable clears from more members matter more than one player pushing an extreme personal score.
Full detail — the round/fever-boss rules, why you need 16-20 built Heroes, and every recurring boss's ailment weakness — is in the Guild Raid guide.
Expedition — the endgame PvE track
Expedition unlocks once you finish the "Trial of the Chosen One" quest in World 13, and is the game's ongoing post-story PvE content rather than a one-time clear — new Chosen One Areas are added as the game updates.
Each Area is broken into Districts, and each District further into individual Trial stages — think of it as a second campaign layered on top of the main story, aimed at accounts that have already finished it.
Trial stages can spawn Event Zones — marked areas that, once entered, summon an extra wave of tougher enemies scaled to that Area. They're optional but worth clearing for the stage if your Party can handle the extra health pool they bring.
Full detail — the Candidate Rank score gate, the Event Zone / Event Switch scoring loop, Hidden Wonder, and every known hidden stage — is in the Expedition guide.