Unite and Fight/January 2025/Preparation

From Granblue Fantasy Wiki
Jump to navigation Jump to search
Event Preparation Omega Grids Optimus Grids

Water Favored
Fire Bosses
10:00 UTC, January 22, 202519:00 JST, January 22, 2025 - 14:59 UTC, January 29, 202523:59 JST, January 29, 2025

This page contains frequently asked questions regarding preparation for the next Water-favored Unite and Fight event. It is assumed that Players are at least rank 151 and above and that they have completed Sierokarte's Knickknack Academy.

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 following raids 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. In particular, the Revans Raids listed above have a higher population than usual due to the weapons and materials required to Mk II Forge a weapon.

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 costs a large amount of materials. For this reason, only weapons that are Attack or Special awakened are recommended to Mk II. The additional stats Defense brings is generally not necessary.

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
0 - 1

Unforged
2
  • Water's best charge attack oriented weapon. The CA 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 for unboostedGrid setups that do not utilize summon aura boost like Leviathan Omega and Varuna setups.
  • A Mk IISpecial awakened copy is generally only used in Optimus grids.
  • Defense awakened copies can be used for higher Nightmare difficulties.
  • Up to 6 copies may be used for very niche setups which require high multiattack rate.

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.

Which New World Foundation weapon should I uncap?

Uncapping a New World Foundation Weapon is a necessary step in Uncapping Evokers. Make sure to consider the strength of an Evoker before deciding which weapon to uncap. Check #Evoker Recruitment and Uncapping for more details on the characters themselves.

All New World Foundation Weapons at 5★ provide an EX ATK modifier, 5% DMG Cap and an additional effect unique to each weapon.

Weapon Unique Skill Notes

Rise of Justice
 
Empress-Justice's VirtueMassive boost to Water allies' ATKModifier: EX. Water allies restore 10% HP upon casting buff-removing skills (Healing cap: 3000).
  • Provides healing whenever a Dispel skill is used.
  • Although bringing characters that Dispel is often necessary in Unite and Fight, since this weapon only heals one character as opposed to the entire party, it seldom sees usage.

Reflection of The Moon
 
High Priestess-Moon's BewitchingMassive boost to Water allies' ATKModifier: EX. Boost to attack specs of Water allies with Full MoonATK and DEF are gradually boosted (Can't be removed)
.
  • An extremely potent weapon when used alongside Haaselia.
  • With how prevalent the Evoker was in the last iteration, it is expected that this weapon will be used in many setups from Nightmare Lvl 100 and upwards.

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.

The most significant upgrade is at Lvl 250. Water manual burst setups are very likely to use the Dark Opus as a main weapon with Chain of Falsehood. With the final Transcendence upgrade, the Charge Attack damage from the weapon will be greatly increased.

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 most notably bring a large amount of defensive utility which will be helpful in higher Nightmare difficulty Full Auto setups.

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.

The following table will discuss Anre and Feower's Transcedence breakpoints and their potential usecases in Unite and Fight.

Character Transcedence Breakpoint(s) Notes

Anre
Lvl 150
  • Anre seldom sees use in Unite and Fight teams due to his overly defensive nature and his skill being less useful in Full Auto.
  • 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
    .
    . For these teams, the upgrades that he receives at Lvl 150 will provide the most damage:
    • The counterattacks from  Indestructible ShieldCap Fire damage taken at 10,000 per hit.
      At level 150:
      Now cap Fire damage taken at 5,000 per hit.
      Counter upon taking damage (2 hits).
      will also be boosted by Fleeting SparkATK is boosted by Fleeting Spark (Can't be removed)
      Strength: 280%Multiplier: AssassinDuration: 1 turn
      .
    • Gains an Extended Mastery Perk that amplifies Normal Attack Damage by 10%.

Feower
Lvl 110
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.
  • 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.

The following table will discuss Maria Theresa and Haaselia's potential usecases in Unite and Fight.

Character Level Notes

Maria Theresa
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.
  • Provides a semi-consistent source of Dispel as Abraxas2-hit, 300% Water damage to a foe (Damage cap: ~315,000 per hit~630,000 total) and remove 1 buff.'s cooldown is reset upon Charge Attacks.
  • 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
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.
    • Will play an extremely important part to many setups from Nightmare Lvl 100 and above.

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

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
  • High value single-click skills

Manual 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
    • 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

Manual Burst classes:

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

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.

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. Remember to retreat the fight to preserve quest attempts.

Testing Nightmare Lvl 95
20%
Get the boss down to 20.45% HP.
Here's a tip:
Check boss HP with a Bookmarklet!

Nightmare Lvl 100 setups can be tested in the following raid. Try it out in a Trial Co-Op room if you wish to preserve daily raid hosts.

Testing Nightmare Lvl 100
49%
Get the boss down to 49.34% HP.
Here's a tip:
Check boss HP with a Bookmarklet!

Nightmare Lvl 150 setups can be tested in various raids. Try it out in a Trial Co-Op room if you wish to preserve daily raid hosts.

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
38%
Get the boss down to 37.77% HP.
(Note: This quest has 18 DEF, while NM Lvl 150 has 25 DEF.)
Here's a tip:
Check boss HP with a Bookmarklet!
Testing Nightmare Lvl 150
49%
Get the boss down to 49.34% HP.
(Note: This quest has 15 DEF, while NM Lvl 150 has 25 DEF.)
Here's a tip:
Check boss HP with a Bookmarklet!

FAQ

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