Anime Squadron Stages Guide: All Worlds and Rewards

Every world and act in Anime Squadron explained — unlock requirements, material drops, gem and gold rewards, difficulty spikes, and the best farming stages.

Anime Squadron Stages: The Complete Map

Anime Squadron organizes its PvE content into three modes — Story, Squadron, and Challenge — with the Story campaign spread across themed worlds like Leaf Village, GT City, and Marine Lobby. This Anime Squadron stages guide maps every world, what each one drops, when you unlock it, and which stages are worth repeating for Gems, Gold, and awakening materials. If you have ever finished a world and wondered where to grind next, this page is the answer.

The short version for farmers: Story 1-1 Hard is the community's default Gem stage, Squadron at 20/40 difficulty is the Gold workhorse, and Acts 7–8 of each world drop the awakening materials for gear crafting. Everything else in this guide explains how to get to those stages and what to do when a boss wall stops you.

Helpful resources: gem farm guide, gold farm guide, and Katakura stage walkthrough.

How Stage Progression Works

Every stage in Anime Squadron follows the same basic structure: enemies advance along a lane in waves, you deploy and upgrade units using Yen, and clearing a stage unlocks the next one while paying out first-clear rewards. Three rules govern progression:

RuleDetailPractical Impact
Sequential unlockEach world opens after clearing the previous world's actsRushing Story early unlocks more reward sources faster
Difficulty tiersCleared stages can be replayed on Hard and higher difficultiesHard versions pay more Gems and materials per run
First-clear bonusesEach new stage pays a one-time reward on top of standard dropsEarly progression is the fastest Gem income in the game

The consequence is simple but widely ignored: forward progression beats farm efficiency in the early game. Grinding a comfortable stage for hours is almost always worse than pushing one world deeper, because every new first-clear pays instantly and unlocks the next tier of material drops.

All Worlds and Acts

The Story campaign currently spans eight-plus chapters across three named worlds, with later chapters continuing the numbering. The table below shows the structure as of the latest update, including what each world is known for dropping.

World / Chapter RangeSignature DropsUnlock RequirementDifficulty Notes
Chapter 1 — Opening StoryStarter Gems, Gold, first units' materialsAvailable from the startTutorial-paced; clears with C-tier starters
Chapter 2–3 — Leaf VillageFuin Script Paper (Acts 7–8), Yen, EXPClear previous chapterModerate ramp; first real upgrade checks
Chapter 4–6 — GT CityLimitbreak Obsidian (Acts 7–8), Gems, EXPClear Leaf VillageDifficulty curve steepens; A-tier DPS expected
Chapter 7+ — Marine LobbyBeastblood Catalyst (Acts 7–8), Gold, materialsClear GT CityBoss walls begin; gear crafting becomes mandatory
Late chaptersHighest material tiers, Gem payoutsClear Marine LobbyEnd-game checks; SS-tier carries recommended

Within each chapter, acts are numbered sequentially (the community shorthand is chapter-act, like 7-3 or 8-1). Acts 7 and 8 of each world deserve special attention because they are the confirmed sources of the crafting materials used in awaken recipes — Fuin Script Paper from Leaf Village, Limitbreak Obsidian from GT City, and Beastblood Catalyst from Marine Lobby.

Community reports suggest running material Acts on the highest difficulty you can clear consistently, since drop rates appear to scale with difficulty — though this has not been officially confirmed. Either way, these are repeat stages: you will farm them many times over the course of gearing one full set.

What Each Mode Pays: Rewards Comparison

Story is only one of the three modes, and each pays a different currency mix. Knowing which mode to run when you need a specific resource saves hours per week.

ModeMain RewardsBest ForAccess
Story (all chapters)Gems, Gold, EXP, awakening materialsFirst-clear Gems, material farming, progressionUnlocks progressively
Squadron (difficulty 20/40)Gold, EXPThe most reliable active Gold farmingUnlocked through Story progression
Challenge stagesGems, Trait Rerolls, special dropsTrait Shards and high-value materialsRotating and milestone-gated
Raid Shop purchasesGems, Trait Rerolls, Gold, EXPConverting raid currency into any resourceRaid participation
30m challenges (Kakashi)Trait Rerolls, Gems, Gold, EXPMulti-resource farming in one sessionTimed challenge windows
AFK ChamberPassive Gems, Trait Rerolls, GoldIdle income between sessionsUnlocked early in the hub

Three observations from this table shape most farming plans. First, the AFK Chamber appears in every resource column — collect it daily even if you play nothing else. Second, the 30-minute Kakashi challenges are the only single activity that pays into all four resource types, making them the best "I only have 30 minutes" session. Third, Story 1-1 Hard remains a surprisingly strong Gem stage even in the late game, because its clear speed offsets its low per-run payout.

The farming meta shifts as your roster grows. The table below condenses the community's stage recommendations per phase, with estimated returns where players have reported them.

PhaseFarm TargetPrimary RewardEst. Gold/Hour
Early game (Ch. 1–3)Highest cleared Story stageGems from first-clears, starting Gold2,000–3,500
Mid game (Ch. 4–6)Story 4-5, 5-2, 6-1Gold and EXP at sustainable speed4,000–6,500
Late game (Ch. 7+)Story 7-3, 8-1Gold with bonus-reward boss stages7,000–10,000
Gem focus (any phase)Story 1-1 HardFast Gem resetsVaries with clear speed
Material focus (mid+)Leaf Village / GT City / Marine Lobby Acts 7–8Awakening crafting materialsSecondary Gold
Passive (always)AFK ChamberAll resource typesIdle

Two rules make this table work in practice. First, farm the fastest stage you can auto-clear, not the highest-yield stage that requires manual play — retries erase the yield difference. Second, re-verify after every patch: developer balance changes shift stage efficiency, and a farming spot that was optimal last update can quietly fall behind.

For deeper loops and spending discipline around these stages, the gem farm guide covers when to hold versus spend Gems, and the gold farm guide breaks down the carry-first Gold spending order.

Difficulty Curve: Where Players Hit Walls

The Story campaign is not uniformly difficult — it spikes in predictable places. Knowing where the walls are lets you prepare rosters and gear in advance instead of stalling.

Wall PointWhat Makes It HardRecommended Answer
Chapter 3 clear checksFirst stages that punish unupgraded startersInvest in one real DPS carry, add a Farm unit
Chapter 6 endEnemy HP outpaces starter DPS scalingA-tier DPS (Goki, Vegata) with crafted gear
Chapter 7 bossesShielded and high-HP targets demand sustained outputFull gear set plus Support unit; Puppeteer set helps frontline
Late-chapter bossesEnd-game HP pools and mechanicsSS-tier carry (Gometa) with Superior or Rebirth traits

Boss stages follow a consistent pattern across worlds: they introduce a mechanic the previous acts only hinted at, then check whether your roster can answer it. The Katakura-style challenge content takes this furthest — shield-break requirements, terrain hazards, and timed phases that punish autopilot play. The dedicated Katakura stage walkthrough covers that encounter in detail if it is currently blocking you.

The general boss playbook that works everywhere:

  • Scout the mechanic first. One throwaway run that ends in defeat still tells you what the boss does, which is worth more than blind retries.
  • Build one carry to the breakpoint. Boss walls are usually a single-unit DPS check in disguise — push your main carry past the wall before upgrading anyone else.
  • Add a Farm unit. Boss stages run long, and the extra Yen income funds the mid-fight upgrades that carry the late waves.
  • Save burst for the last phase. Most boss fights escalate; cooldowns spent early do less damage per second of fight time than cooldowns spent in the final window.

A Weekly Stage Routine That Compounds

Pulling the tables above into a routine, here is the weekly structure that most efficiently converts stage time into account power:

DaySessionWhy
DailyCollect AFK Chamber, redeem new codes, 1–2 material Act runsKeeps passive and code income flowing
Daily (30 min spare)Kakashi 30m challengeMulti-resource payout in one sitting
2–3× per weekGold stage loop (4-5 / 5-2 / 7-3 by phase)Funds upgrades and crafts between Gem sessions
WeeklyPush 1–2 new Story acts for first-clear GemsProgression income never dries up
WeeklyOne hard-content attempt (boss or Challenge)Tests whether your roster can advance

The routine's power is in its compounding: first-clear Gems fund banner pulls, pulls find evolution bases, material Acts gear them, and Gold stages pay for the upgrades that push one world deeper — which pays more first-clear Gems. Break the loop anywhere and the whole cycle slows down.

Frequently Asked Questions

What stages drop awakening materials in Anime Squadron?

Acts 7 and 8 of each world drop the crafting materials: Fuin Script Paper from Leaf Village, Limitbreak Obsidian from GT City, and Beastblood Catalyst from Marine Lobby. Run them on the highest difficulty you can clear consistently for the best returns.

What is the best stage for farming Gems?

Story 1-1 Hard is the community's default Gem stage thanks to its fast resets, but early-game players earn Gems faster by pushing new Story stages for first-clear bonuses. New codes are also a major Gem source — check the codes list before long farm sessions.

Where should I farm Gold?

Squadron mode at 20/40 difficulty is the most reliable active Gold source. In Story, mid-game players do well on 4-5 and 5-2, while late-game players push 7-3 and 8-1 for 7,000–10,000 Gold per hour. The AFK Chamber covers Gold passively between sessions.

How do I unlock more worlds?

Clear the final acts of the previous world — worlds unlock sequentially through Story progression. If a world is locked, the fastest route forward is upgrading one carry unit past the current boss wall rather than spreading upgrades across the roster.

Why do boss stages feel so much harder?

Boss stages introduce new mechanics — shields, terrain effects, phased fights — and check whether your roster can answer them. Scout the mechanic with one sacrifice run, build your main carry past the DPS check, and save burst cooldowns for the final phase.