Unite and Fight/April 2026/Preparation

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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.

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

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 Diaspora, the host should aim to reach Gamma Resistance (Analysis)Analyzation of charge attack DMG has progressed (Can't be removed / Max: 100%)
before requesting backup. Details on why and example teams can be found on the following pages:

Lyria
Host your raids everyday!
Even if you aren't strong enough to do them, with Unite & Fight approaching, many people will join to help out!

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
Mk II Forged
2
1

Unforged
1 - 2
  • Water's best charge attack oriented weapon. The C.A. supplemental bonus can be fully capped with two copies of the weapon.
  • A Mk IIAttack awakened copy can also be a decent filler option for players when raw attack is needed.
  • A Mk IISpecial awakened copy can be useful in providing various different types of Damage caps. It is used more prominently in Optimus grids.
  • Defense awakened copies can be a solid defensive gridpiece for higher Nightmare difficulties

Lagrange Mk II
Mk II Forged
1

Unforged
1
  • Primarily used in teams that fulfill the 280% aura requirement.
  • Weapon Awakening makes this weapon a very flexible grid slot depending on what type of boost is needed.
  • Typically sees more usage in Omega setups.
Vyrn
Yikes, Mk IIs are really expensive!
Let's just prefarm the necessary materials and wait till we're sure before upgrading anything.

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 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 Inferno Teluma, Draconic Weapons will bring a large amount of defensive utility which will be helpful in higher Nightmare difficulty Full Auto setups. For players that have obtained 5★ Doombringer Edge, Salvation Teluma can be used instead.

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.

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 Fleeting SparkGain SubstituteReceives foe attack in place of an ally
(Excludes all-foe all-ally attacks)
Duration: 1 turn
and Dodge-and-Counter (3 times)Dodges and counters normal attacks
Duration: 3 turnsCounter attacks grant 5% charge bar per hit.
.
At level 95:
Also gain Fleeting SparkATK is boosted by Fleeting Spark (Can't be removed)
Strength: 280%Multiplier: AssassinDuration: 1 turn
.
and in longer setups that leverage his defensive skills.

Character Uncap Breakpoint(s) Notes
Lvl 100
  • Spiral Spear1000% Water damage to a foe in Overdrive (Damage cap: ~1,160,000).
    Inflict Mode Bar CutCut to foe's mode bar
    .
    At level 55:
    Damage increased to 1100%.
    At level 85:
    No longer requires a foe in Overdrive for increased damage.
    Damage cap increased to ~1,345,000.
    Also inflict 25% ATK DownATK is lowered
    Strength: 25%Base Accuracy: 100%Duration: 2 turnsLocal status effect
    .
    (Auto-activates when targeted by a foe.)
    auto-activates when targeted by a foe which can be an option for EX+ teams.
  • May be used for short Normal Attack burst rotations that utilize the 1T Assassin (Buff) provided through Fleeting SparkGain SubstituteReceives foe attack in place of an ally
    (Excludes all-foe all-ally attacks)
    Duration: 1 turn
    and Dodge-and-Counter (3 times)Dodges and counters normal attacks
    Duration: 3 turnsCounter attacks grant 5% charge bar per hit.
    .
    At level 95:
    Also gain Fleeting SparkATK is boosted by Fleeting Spark (Can't be removed)
    Strength: 280%Multiplier: AssassinDuration: 1 turn
    .
    .
Lvl 110
  • Can be used in Full Auto for his defensive utility and debuff removal with his  Radiance Bonus AbilityUpon using charge attack: Restore Water allies' HP (Healing cap: 1000) and remove 1 debuff..
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, Carnage4-hit Water damage to random foes (Damage cap: ~155,000 per hit).
Inflict GravityMax charge diamonds are increased
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, Four-Sky's SorrowEnd cooldown for Feower's damage skills.
Gain Holy HasteDebuff success rate is boosted / Remove 1 buff from foe upon using a damage skill / Ends cooldown for damage skills at end of turn (Can't be removed / Can't be extended)
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
  • Carnage4-hit Water damage to random foes (Damage cap: ~155,000 per hit).
    Inflict GravityMax charge diamonds are increased
    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 when a foe uses a special attack making it a reliable source of dispel.
Lvl 150
  • Further increases his potency in Full Auto setups.
  •  Poignant EdgeUpon taking damage: 1-turn cut to damage skill cooldowns.
    At level 150:
    Gammadion Cross2-hit, 300% Water damage to a foe (Damage cap: ~313,000 per hit).
    Inflict 1 random debuff.
    At level 55:
    Effect enhanced.
    At level 85:
    Also inflict 30% ATK DownATK is lowered
    Strength: 30%Base Accuracy: 100%Duration: 180 secondsStacking: Single
    and 30% DEF DownDEF is lowered
    Strength: 30%Base Accuracy: 100%Duration: 180 secondsStacking: Single
    .
    Now inflict 2 random debuffs.
    can be cast a second time during each turn it is used.
    Upon taking damage:
    4-hit Water damage to a foe at end of turn (Damage cap: ~165,000 per hit).
    Inflict ATK Down (Stackable)ATK is lowered (Stackable)
    Duration: 180 seconds
    and DEF Down (Stackable)DEF is lowered (Stackable)
    Duration: 180 seconds
    .
    will provide further skill damage and debuffs.
  • Can recast Four-Sky's SorrowEnd cooldown for Feower's damage skills.
    Gain Holy HasteDebuff success rate is boosted / Remove 1 buff from foe upon using a damage skill / Ends cooldown for damage skills at end of turn (Can't be removed / Can't be extended)
    Duration: 3 turns
    .
    (Can't recast.)
    At level 150:
    Can now be recast.
    , allowing for even more skill damage, debuffs and dispels.
  • Gains an Extended Mastery Perk that supplements Skill Damage by 50,000.

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
  • May see use in Full Auto setups for higher Nightmare Lvl fights as a 'cleanup' character.
    •  The Empress UprightWhen Switching to Main Ally:
      All Water allies gain Righteous IndignationBoost to DMG dealt against foes with Unrighteousness effect / Deals bonus water DMG for one-foe attacks against foes with Unrighteousness effect (Can't be removed)
      Strength: 20% ATK Up / 20% Bonus Water DMGMultiplier: PerpetuityDuration: Indefinite
      .
      (Can't be reactivated.)
      At level 95:
      Set Water allies' HP to full and remove all debuffs.
      All Water allies also gain Devotion to JusticeCritical hit rate, DEF, multiattack rate, and DMG cap are boosted (Can't be removed)
      Duration: 5 turns
      .
      (Can't be reactivated.)
      will fully heal the party and remove all debuffs.
  • Her 4th skill Harvest's ShieldAll allies gain DMG Mitigation (10,000)DMG taken is lowered by a fixed amount
    Strength: 10,000Duration: 1 turn
    .
    All foes gain DMG Mitigation (100,000)DMG taken is lowered by a fixed amount
    Strength: 100,000Duration: 3 turnsLocal status effect
    .
    End cooldown for Abraxas2-hit, 300% Water damage to a foe (Damage cap: ~315,000 per hit~630,000 total) and remove 1 buff..
    Caster gains Virtue's SwordNext Abraxas activates twice (Can't be removed)
    Duration: Indefinite
    . (Next Abraxas2-hit, 300% Water damage to a foe (Damage cap: ~315,000 per hit~630,000 total) and remove 1 buff. activates twice upon cast.)
    (Can only be used after  The Empress UprightWhen Switching to Main Ally:
    All Water allies gain Righteous IndignationBoost to DMG dealt against foes with Unrighteousness effect / Deals bonus water DMG for one-foe attacks against foes with Unrighteousness effect (Can't be removed)
    Strength: 20% ATK Up / 20% Bonus Water DMGMultiplier: PerpetuityDuration: Indefinite
    .
    (Can't be reactivated.)
    At level 95:
    Set Water allies' HP to full and remove all debuffs.
    All Water allies also gain Devotion to JusticeCritical hit rate, DEF, multiattack rate, and DMG cap are boosted (Can't be removed)
    Duration: 5 turns
    .
    (Can't be reactivated.)
    activates.)
    is unlikely to be very relevant. It may be situationally useful if certain turns line up with certain Enemy Special Attacks

Haaselia

Overview

5★ Haaselia is an incredibly strong character for many different types of teams. With her 4th skill Lunatic VendettaGain Beams of LunacyWater DMG to a foe upon an ally's multiattacks (Hit number increases based on the moon phase) / Charge attack reactivates (Can't be removed)
Duration: Indefinite
.
(Can't be recast.
Can only be used after  The High Priestess UprightWhen Switching to Main Ally:
Haaselia gains TorahCan recast each skill within a turn (Can't be removed)
Duration: Indefinite
.
(Can't be reactivated.)
At level 95:
All Water allies gain Full MoonATK and DEF are gradually boosted (Can't be removed)
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 Full MoonChanges to New Moon in 1 turn
buff may result in her being excluded in some setups.

Character Level Notes
Lvl 80
  • Can be used as a Charge Bar Battery for teams that consistently Charge Attack every turn. This is enabled through her third skill, Phases of the MoonAll Water allies gain 20% Water ATK UpWater ATK is boosted
    Strength: 20%Duration: 2 turns
    , Tears of LunacyBoost to ATK specs based on the moon phase
    Duration: 2 turns
    , and Charge Bar +15%Instantly boosts Charge Bar by 15%
    Strength: 15%
    .
    Moon waxes. (Progresses the current moon phase on all allies by 1 turn.)
    's cooldown being reset upon Charge Attacks.
  • Passively provides ATK and DEF as a Sub Ally through  The Moon ReversedWhen Sub Ally:
    +2% boost to Water allies' ATKMultiplier: Unique per turn passed (Max: 20% at 10 turns).
    +4% boost to Water allies' DEF per turn passed (Max: 40% at 10 turns).
    At level 95:
    +3% boost to Water allies' ATKMultiplier: Unique per turn passed (Max: 30% at 10 turns).
    +5% boost to Water allies' DEF per turn passed (Max: 50% at 10 turns).
    +1000 Supplemental DMG effect to Water allies per turn passed (Max: 10,000 at 10 turns).
    .
Lvl 100*
*With 4th skill
  • An incredibly powerful character that provides substantial offensive and defensive buffs, while also dealing large amounts of Skill and Charge Attack damage.
  • Reflection of The Moon will often be used alongside her for the additional 50% ATKUnique modifier Up and 30% DMG Cap Up allies will receive while Full MoonATK and DEF are gradually boosted (Can't be removed)
    is active.
  • Sees heavy usage in many different types of teams, such as Normal Attack Burst, Full Auto and Charge Attack setups.

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:

  • Skill activations upon enemy special attacks
  • Skill activations at the end of turn
  • Can be used for both Charge Attack and Normal Attack based OTKs

Charge Attack One-Turn-Kill (OTK) characters:

  • Skill activations upon enemy special attacks
  • Skill damage upon charge attacks
  • High charge attack damage
  • High value single-click skills

Normal Attack One-Turn-Kill (OTK) characters:

  • Strong self or team buffing passives
  • Skill damage upon normal attacks
  • Consistent ways to triple attack

Normal Attack burst characters:

  • High value skill buttons or effects that allow for quick damage

Charge Attack characters:
(Can also be used in Full Auto)

  • Charge attack buffing capabilities
  • Supportive skills that provide useful effects for dealing with U&F boss mechanics
    • Dispels and Delays
    • Auto-activation upon enemy special attacks
  • High charge attack damage

Full Auto characters:

  • Skills that can easily be activated in Full Auto
  • Supportive skills that provide useful effects for dealing with U&F boss mechanics
    • Dispels and Delays
    • Debuff Resistance and Debuff Removal
    • Auto-activation upon enemy special attacks

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:

  • Easy team charge attack activation buttons
  • Bonus DMG hits on charge attack skills

Normal Attack OTK classes:

  • Strong normal attack based self-buff passives
Primarily used with Hraesvelgr.

Manual Burst classes:

  • High value skill buttons or effects that allow for quick damage
Primarily used with Hraesvelgr.

Full Auto classes:

  • Skills that can easily be activated in Full Auto
  • Supportive skills that provide useful effects for dealing with U&F boss mechanics
Primarily used with Hraesvelgr.

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.

Testing Horde (Water Favored)
Defeat the Trial Lignoid in one turn with as few buttons as possible!

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!
Here's a tip:
Calculate your lockout here!

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 Seal of the Underworld Emperor Wonder.
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.)
Here's a tip:
Check boss HP with a Bookmarklet!

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 Seal of the Underworld Emperor Wonder.
Testing Nightmare Lvl 95
20%
Get the boss down to 20.45% HP.
Here's a tip:
Check boss HP with a Bookmarklet!
Testing Nightmare Lvl 95
67%
Get the boss down to 67.19% HP.
(Note: This fight has 20 DEF while NM15 has 15 DEF)
Here's a tip:
Check boss HP with a Bookmarklet!

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.)
Here's a tip:
Check boss HP with a Bookmarklet!
Testing Nightmare Lvl 150
52%
Get the boss down to 51.88% HP.
(Note: This boss has 20 DEF while NM150 has 25 DEF.)
Here's a tip:
Check boss HP with a Bookmarklet!

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.

Chest Info:[1][2]

Chest Appearance Rate Chance within Chest Total
Bait Chunk
(Extreme +)
60%/70%There are two different chests that can contain Bait Chunk - -
Malicious Clump
(Nightmare Lvl 90)
40% - -
(Nightmare Lvl 90) 1.72% 9.05% 0.156%

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.
  • 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