Unite and Fight/April 2026/Preparation
| Event | Preparation | Omega Grids | Optimus Grids |
Water Favored
Fire Bosses
10:00 UTC, April 6, 202619:00 JST, April 6, 2026 - 14:59 UTC, April 13, 202623:59 JST, April 13, 2026
This page contains information on what to prepare in regards to the next Water-favored Unite and Fight event, along with answers to frequently asked questions about the event.
Weapon-Related
How many of [x] weapon should I farm?
The specific number of weapon copies and Awakening needed can be found in the following sections on the Advanced Grid pages:
Leviathan Grids: Core Weapons |
Varuna Grids: Notable Farmable Weapons |
Which raids should I host daily?
It is recommended that players daily host the raids below for their weapon drops and various other useful materials. Even if the host is not able to contribute in these raids, they are still very likely to succeed.
Standard Raids
Leviathan Mare Omega (Raid)
Tefnut (Raid)
Wamdus (Solo Quest)
Wamdus (Raid)
Mortality Verboten: Nihuyvintae (Raid)
Even though the Odious weapons and summons are not currently used in Optimus grids, players should still host the raids for future material usage.
Revans Raids
The following Revans raids are recommended to host. These will be more popular than usual due to the weapons and materials required to Mk II Forge a weapon.
When hosting 

before requesting backup. Details on why and example teams can be found on the following pages:
How many Revans Mk II weapons should I farm?
Forging a Mk II Revans weapon requires a large amount of materials. For this reason, Attack or Special awakening should be prioritized over Defense as the defensive gains are relatively minor.
A Mk II weapon is a strict upgrade over its Mk I counterpart. However, fully upgrading a Mk II weapon requires over five times the materials needed over its Mk I version. As such, extra caution should be taken when upgrading a weapon.
| Weapon | Copies | Notes |
|---|---|---|
Schrodinger Mk II |
|
|
Lagrange Mk II |
|
|
Dark Opus Transcendence
Dark Opus Weapons gain small benefits on each step of its Transcendence process. For further details, check Advanced Grids#Dark Opus Transcendence.
- At Lvl 210, Dark Opus Weapons can be equipped with
Pendulum of Extremity,
Pendulum of Sagacity and
Pendulum of Supremacy. All pendulums are likely to be used in Guild War setups.
- At Lvl 230, Dark Opus Weapons gain an aura-boostable general damage amplification modifier.
- At Lvl 250, the charge attack is upgraded to unworldly damage. This is particularly noteworthy for
Chain of Falsehood setups.
Draconic Weapon Provenance
Upon reforging Draconic Weapons into their Provenance forms, they can be equipped alongside Dark Opus Weapons. When equipped with 


Destroyer Weapons
Destroyer Weapons are an incredibly potent addition to grids for the offensive and defensive benefits they provide. The weapons gain sizeable upgrades on each uncap.
- At 3★, the weapon only provides MC with Bonus Destruction DMG on normal attacks and charge attacks. It is unlikely to be used on this step.
- At 4★, the weapon now provides teamwide Bonus Destruction DMG on N.A. and C.A. Additionally, an Anklet can be equipped, however it will only affect MC. At this step, the weapon can be an upgrade in certain team setups.
- At 5★, the Bonus Destruction DMG value is increased and the Anklet now affects the entire team. At this step, this weapon is best-in-slot for all team setups. The anklet effect combines the Ultima Weapon's
Gauph Key Tria and the Draconic Weapon's defensive capabilities, while also providing more offensive benefits alongside these effects.
Character-Related
Eternal Recruitment, Uncapping and Transcending
Check out Umikin's FAQ page for an idea of how each of the Eternals work and where they sit in the general recruitment priority.
Anre
Overview
With his 2025 rebalance, Lvl 150 Anre has become an incredibly strong option for solos in high difficulty raids for his tank-and-counter playstyle. It is up in the air whether this will be a viable strategy for Guild War, however if it is relevant, it will likely be limited to Nightmare Lvl 250.
Historically, Lvl 150 Anre has also seen use in Full Auto, both in short setups that utilize 

(Excludes all-foe all-ally attacks)
Duration: 1 turn and 
Duration: 3 turnsCounter attacks grant 5% charge bar per hit..
At level 95:
Also gain 
Strength: 280%Multiplier: AssassinDuration: 1 turn . and in longer setups that leverage his defensive skills.
| Character | Uncap Breakpoint(s) | Notes |
|---|---|---|
| Lvl 100 |
| |
| Lvl 110 |
| |
| Lvl 150 |
Further improves his offensive and defensive capabilities. Notably he gains:
|
Feower
Overview
Feower is typically used in Full Auto setups when many debuffs and dispels are desired. His main form of damage is through his constant use of skills which is futher improved the more he is transcended.
In Guild War, he will likely be a strong option for Full Auto for his reliable dispels. With his Lvl 90 upgrade, 
Inflict 
Base Accuracy: 100%Duration: 180 seconds on all foes.
At level 75:
Damage increased.
At level 95:
Number of hits increased to 6.
Also removes 1 buff from all foes.'s cooldown is reset whenever a foe uses a special attack. At Lvl 150, 
Gain 
Duration: 3 turns.
(Can't recast.)
At level 150:
Can now be recast. can be recast which allows both of Feower's damage skills to dispel.
Feower is less likely to be impactful in manual setups.
| Character | Transcedence Breakpoint(s) | Notes |
|---|---|---|
| Lvl 100 |
| |
| Lvl 150 |
|
Evoker Recruitment and Uncapping
Check out Umikin's FAQ page for an idea of how each of the Evokers work and where they sit in the general recruitment priority.
Maria Theresa
Overview
Maria Theresa has historically seen very little frontline usage both in and out of Guild War. She is mainly used in Full Auto setups for her backline passive that interacts with skills that Dispel the enemy.
| Character | Level | Notes |
|---|---|---|
| Lvl 80 |
| |
| Lvl 100 |
|
Haaselia
Overview
5★ Haaselia is an incredibly strong character for many different types of teams. With her 4th skill 

Duration: Indefinite.
(Can't be recast.
Can only be used after 
Haaselia gains 
Duration: Indefinite.
(Can't be reactivated.)
At level 95:
All Water allies gain 
Multiplier: NormalDuration: 3 turns.
(Can't be reactivated.) activates.) she is able to play a pivotal part in Normal Attack and Charge Attack teams for both manual and Full Auto. She has also seen heavy usage in high difficulty raids outside of Guild War.
Haaselia also passively provides ATK, DEF and Supplemental DMG as a sub ally, a welcome addition to all setups.
Haaselia is likely to continue being a strong character for Guild War, however her reliance on button presses and Charge Attacks to upkeep her 
buff may result in her being excluded in some setups.
| Character | Level | Notes |
|---|---|---|
| Lvl 80 |
| |
| Lvl 100* *With 4th skill |
|
Characters to Level Up and EMP
The following is a curated list of characters obtained from the Premium Draw that are likely to see usage in the upcoming Unite and Fight.
| Criteria | Examples |
|---|---|
|
Skill Damage One-Turn-Kill (OTK) characters:
|
|
|
Charge Attack One-Turn-Kill (OTK) characters:
|
|
|
Normal Attack One-Turn-Kill (OTK) characters:
|
|
|
Normal Attack burst characters:
|
|
|
Charge Attack characters:
|
|
|
Full Auto characters:
|
Classes to Unlock and Master
The following is a curated list of MC Classes that are likely to see usage in the upcoming Unite and Fight. It is recommended to fully unlock Ultimate Masteries for the classes listed if available.
| Criteria | Examples |
|---|---|
|
Charge Attack OTK classes:
|
|
|
Normal Attack OTK classes:
|
Primarily used with |
|
Manual Burst classes:
|
Primarily used with |
|
Full Auto classes:
|
Primarily used with |
Team Setups
Team setups can be found in the following sections on the Advanced Grid pages. More will be added as Guild War approaches.
Leviathan Grids: Unite and Fight Setups |
Varuna Grids: Unite and Fight Setups |
Testing Setups
Horde setups can be tested in Trial Battles. This dummy boss has the same stats as the U&F battle.
Extreme+ setups can be tested in Trial Battles. This dummy boss has the same stats as the U&F Extreme+ boss.
| Testing Extreme+ (Water Favored) | ||
| Defeat the Trial Lignoid in one turn with as few buttons as possible! | ||
| ||
Nightmare Lvl 90 setups can be tested in the solo quest version of Wilnas. Remember to retreat the fight to preserve quest attempts.
| Remember to turn off the |
| Testing Nightmare Lvl 90 | ||
70%
|
Get the boss down to 69.70% HP. (Note: This quest has 15 DEF, while NM Lvl 90 has 14 DEF.) |
|
| ||
Nightmare Lvl 95 setups can be tested in the solo quest version of Wilnas or Cherub Proud+. Remember to retreat the fight to preserve quest attempts.
| Remember to turn off the |
| Testing Nightmare Lvl 95 | ||
20%
|
Get the boss down to 20.45% HP. | |
| ||
| Testing Nightmare Lvl 95 | ||
67%
|
Get the boss down to 67.19% HP. (Note: This fight has 20 DEF while NM15 has 15 DEF) |
|
| ||
Nightmare Lvl 150 setups can be tested in the Nalhe Great Wall Proud+ or Cherub Proud+ Free Quest.
| Testing Nightmare Lvl 150 | ||
9%
|
Get the boss down to 9.0% HP. (Note: This boss's DEF value changes depending on form. Check here for further details.) |
|
| ||
| Testing Nightmare Lvl 150 | ||
52%
|
Get the boss down to 51.88% HP. (Note: This boss has 20 DEF while NM150 has 25 DEF.) |
|
| ||
FAQ
Nightmare Boss Quick Reference Table
| Raid | Availability | DEF | HP |
|---|---|---|---|
| NM90 | Always | 14 | 50,000,000 |
| NM95 | Always | 15 | 131,250,000 |
| NM100 | Finals Day 1 | 15 | 288,750,000 |
| NM150 | Finals Day 1 | 25 | 288,750,000 |
| NM200 | Finals Day 2 | 25 | 877,800,000 |
| NM250 | Finals Day 3 | 25 | 2,326,170,000 |
What Nightmare Difficulty should I farm?
Choosing which Nightmare Difficulty to farm will come down to what your goal is. If you want Celestial Weapons, you will want to farm Nightmare Lvl 90, whereas if you want more honors, farming the highest Nightmare difficulty available will yield the best meat/time to honor ratio.
However, if the more difficult fights are taking too long to kill or are too difficult to clear, moving to a lower difficulty may provide better results.
Use the calculator below to figure out which fight is most efficient for honor gain. Don't forget to also consider the time taken to menu in between fights.
| Raid | Honors | Minutes | Seconds | Honors per Hour |
|---|---|---|---|---|
| EX+ | 127,600 | N/A | ||
| NM90 | 310,000 | N/A | ||
| NM95 | 910,000 | N/A | ||
| NM100 | 2,650,000 | N/A | ||
| NM150 | 4,100,000 | N/A | ||
| NM200 | 20,250,000 | N/A | ||
| NM250 | 75,250,000 | N/A |
How to get Chests of Good Fortune
You can obtain a total of 60 Chests of Good Fortune per event. 10 can be obtained from the Event missions. The remaining 50 can be farmed from the following quests:
- Nightmare Lvl 95 (Host only)
- Nightmare Lvl 100 (Host only)
- Nightmare Lvl 150
- Nightmare Lvl 200
- Nightmare Lvl 250
If you are struggling to find all 50 chests, farming Nightmare Lvl 95 is recommended as it is the easiest and fastest quest to clear.
How do I farm Celestial Weapons?
Celestial Weapons drop from every Nightmare fight. Although the drop chance gradually increases per Nightmare difficulty lvl, the quickest way to get Celestial Weapons is to farm Nightmare Lvl 90 as the fights are very short.
You will want to stack as much Drop Rate Boosts as you can without significantly slowing down your setup. Further information on specific drop rates can be found in the section below.
Understanding Drop Rate Boosts
Many players will opt to run extra Drop Rate Boosts when farming Extreme+ and Nightmare Lvl 90 as it will increase the chances that a chest with Bait Chunks or Celestial Weapons will appear. It is important to note that Drop Rate Boosts cap at 300%. See Drop Rate Boosts for further information.
Key Takeaways:
- Campaign i.e. Magfest, can double or quadruple the effects of Journey Drops.
- The extra chests containing Bait Chunks are guaranteed at 167% Total Drop Rate (×1.67)[3][4]
- With Crew Buffs and Journey Drops, only a single
Kaguya (Summon) is needed to guarantee the chest.
- If Journey Drop effects are quadrupled, only 5★
Tien is needed.
- If you have Premium Pass and Journey Drop effects are doubled, only 5★
Tien is needed.
- With Crew Buffs and Journey Drops, only a single
- The extra chest containing Celestial Weapons cannot be guaranteed even if capping Drop Rate Boosts.
Quick Reference Table:
| Crew Buff | Journey Drops | Drop Rate Sources | Total Drop Rate | Base Celestial Chance | Celestial Drop Rate | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1.2 |
× | 1.1 |
× | 0.3 |
0.3 |
0.1 |
Total 1.7 |
= | 224% | × | 0.156% | = | 0.349% |
| × | 0.3 |
0.3 |
Total 1.6 |
211% | 0.329% | ||||||||
| × | 0.3 |
0.1 |
Total 1.4 |
185% | 0.289% | ||||||||
| × | 0.3 |
Total 1.3 |
172% | 0.268% | |||||||||
| × | 0.1 |
Total 1.1 |
145% | 0.226% | |||||||||
| Crew Buff | Journey Drops | Drop Rate Sources | Total Drop Rate | Base Celestial Chance | Celestial Drop Rate | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1.2 |
× | 1.15 |
× | 0.3 |
0.3 |
0.1 |
Total 1.7 |
= | 235% | × | 0.156% | = | 0.367% |
| × | 0.3 |
0.3 |
Total 1.6 |
221% | 0.345% | ||||||||
| × | 0.3 |
0.1 |
Total 1.4 |
193% | 0.301% | ||||||||
| × | 0.3 |
Total 1.3 |
179% | 0.279% | |||||||||
| × | 0.1 |
Total 1.1 |
152% | 0.237% | |||||||||
| Crew Buff | Journey Drops | Drop Rate Sources | Total Drop Rate | Base Celestial Chance | Celestial Drop Rate | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1.2 |
× | 1.2 |
× | 0.3 |
0.3 |
0.1 |
Total 1.7 |
= | 245% | × | 0.156% | = | 0.382% |
| × | 0.3 |
0.3 |
Total 1.6 |
230% | 0.359% | ||||||||
| × | 0.3 |
0.1 |
Total 1.4 |
202% | 0.314% | ||||||||
| × | 0.3 |
Total 1.3 |
187% | 0.292% | |||||||||
| × | 0.1 |
Total 1.1 |
158% | 0.247% | |||||||||
| Crew Buff | Journey Drops | Drop Rate Sources | Total Drop Rate | Base Celestial Chance | Celestial Drop Rate | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1.2 |
× | 1.3 |
× | 0.3 |
0.3 |
0.1 |
Total 1.7 |
= | 265% | × | 0.156% | = | 0.414% |
| × | 0.3 |
0.3 |
Total 1.6 |
250% | 0.389% | ||||||||
| × | 0.3 |
0.1 |
Total 1.4 |
218% | 0.341% | ||||||||
| × | 0.3 |
Total 1.3 |
203% | 0.316% | |||||||||
| × | 0.1 |
Total 1.1 |
172% | 0.268% | |||||||||
| Crew Buff | Journey Drops | Drop Rate Sources | Total Drop Rate | Base Celestial Chance | Celestial Drop Rate | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1.2 |
× | 1.4 |
× | 0.3 |
0.3 |
0.1 |
Total 1.7 |
= | 286% | × | 0.156% | = | 0.446% |
| × | 0.3 |
0.3 |
Total 1.6 |
269% | 0.420% | ||||||||
| × | 0.3 |
0.1 |
Total 1.4 |
235% | 0.367% | ||||||||
| × | 0.3 |
Total 1.3 |
218% | 0.340% | |||||||||
| × | 0.1 |
Total 1.1 |
185% | 0.289% | |||||||||
| Crew Buff | Journey Drops | Drop Rate Sources | Total Drop Rate | Base Celestial Chance | Celestial Drop Rate | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1.2 |
× | 1.6 |
× | 0.3 |
0.3 |
0.1 |
Total 1.7 |
= | 300% | × | 0.156% | = | 0.468% |
| × | 0.3 |
0.3 |
Total 1.6 |
300% | 0.468% | ||||||||
| × | 0.3 |
0.1 |
Total 1.4 |
269% | 0.420% | ||||||||
| × | 0.3 |
Total 1.3 |
250% | 0.390% | |||||||||
| × | 0.1 |
Total 1.1 |
211% | 0.329% | |||||||||
| Boost sources | Total | |
|---|---|---|
| Target | Expected | |
| % | ||
| % | ||
References
- ↑ otokuro EX+, https://x.com/otokuro2/status/1836976826071273759
- ↑ otokuro NM90, https://x.com/otokuro2/status/1835680834705314137
- ↑ 19gb96, https://x.com/19gb96/status/1853758577892291051
- ↑ 19gb96, https://x.com/19gb96/status/1830931243774468548


























































































































































