Game Modes
What Invasion, Boss Raid, the Tower of Challenge, Mission Center, and Lucky Spin are, and what each one feeds back into your progression.
XP Hero launched as a straightforward campaign grinder, then roughly doubled its systems between launch and mid-2026. The side modes are not optional flavor: at least one map unlock explicitly requires Tower of Challenge progress, and the top weapon grade only comes from Boss Raid. This page explains each mode and, more usefully, what it feeds. Everything here comes from official patch notes unless marked otherwise.
Invasion
Invasion is asynchronous two-way PvP, rolled out between December 2025 and February 2026. You attack other players’ islands to steal resources and earn ranking points, and you defend your own territory from invaders arriving through portals. If someone hits you, striking back within 24 hours pays 3x revenge rewards, which is the mode’s one clear tactical rule: check your defense log before attacking strangers.
The meta-structure around it is a weekly leaderboard with season rewards, leagues with tiered weekly rewards (improved in v24.4.0), an Invasion Pass, and Invasion Coins as the mode currency. A Piggy Bank fills with coins as you play invasion battles and pays out up to 2x when full, so it rewards playing the mode consistently rather than in bursts.
Boss Raid
Boss Raid, added in the v24.x updates of May 2026, is raid battles against 6 unique bosses in a hidden area of Chapter 1, designed around using multiple owned heroes rather than just your main. Entry is gated by tickets. The six boss names are not documented in any reliable source, so this page will not pretend to list them.
What it feeds is the important part: Boss Raid is the only source of the materials that craft Eternal grade weapons, the ceiling of the S-grade system. If you care about maxing a weapon, this mode is mandatory. See the S-grade weapons cheatsheet for the full upgrade path.
Boss Raid entry tickets are also sold in packages, which means your Eternal crafting pace is one of the places where paying and not paying visibly diverge. The mode still runs fine free; it just runs slower.
Tower of Challenge
A floor-climbing challenge mode. Its documented significance is as a progression gate: the one player-documented map-unlock recipe requires clearing the tower to floor 12, so treat it as part of the campaign rather than a diversion. A Tower of Challenge Pass exists as a paid track. Floor count and the reward table are unverified, so climb it for the gates and take whatever it pays out.
Mission Center, Lucky Spin, and conveniences
The Mission Center (added in the v18 to v19 era, late 2025) holds daily and weekly missions plus consecutive login bonuses; it is the daily checklist layer. Lucky Spin is a weekend-only event with rare item rewards. The Return Portal is an instant return-to-base convenience sold as a 30-day pass. None of these have documented reward tables, but the missions and login bonuses are free income and worth clearing on any day you play.
What feeds what
The short version of the economy: the campaign feeds gold and XP, Invasion feeds Invasion Coins and ranking rewards, Boss Raid feeds Eternal weapon materials, the Tower unlocks map gates, and the Mission Center pays you for showing up. When a chapter wall stops you, the side modes are where progress keeps happening.
Related: the unlock mechanics in Chapter and map unlocks, and how the modes’ paid passes fit the wider monetization picture in Free-to-play guide.