Unite and Fight/January 2026/Preparation

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Event Preparation Omega Grids Optimus Grids

Earth Favored
Water Bosses
10:00 UTC, January 21, 202619:00 JST, January 21, 2026 - 14:59 UTC, January 28, 202623:59 JST, January 28, 2026

This page contains information on what to prepare in regards to the next Earth-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:


Yggdrasil Grids:
Core Weapons

Titan 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 are especially popular due to the weapons and materials required to Mk II Forge a weapon.

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 due to the significant cost to both forge and awaken a Mk II weapon, extra caution should be taken when upgrading a weapon.

Weapon Copies Notes

Fang of the Dragonslayer Mk II
Mk II Forged
3 - 4
0 - 1

Unforged
1
0 - 1
  • Earth's best raw damage weapon, often used in shorter fights where you can burst the boss.
  • Having one Mk II forged and one unforged will still satisfy the condition for Caim's  The Hanged Man ReversedWhen Sub Ally:
    When all equipped weapons are different, 20% boost to Earth allies' ATKMultiplier: Perpetuity, 50% boost to DEF, and 10% boost to damage cap.
    At level 95:
    Also supplement Earth allies' damage (Damage cap: 20,000).
    At level 110:
    Skill upgrades to:
    When Sub Ally:
    Boost to Earth allies' ATKMultiplier: Perpetuity, DEF, and damage cap. Supplemental Damage effect to Earth allies.
    (Boost to specs based on the number of different weapons equipped.)
    as they possess different weapon IDs.
  • This weapon will likely not be used for longer fights due to the 5% turn damage it inflicts.

Claw of the Dragonslayer Mk II
Mk II Forged
1
0 - 1

Unforged
0 - 2
  • Generally used as a filler grid piece. Weapon Awakening gives it the versatility needed to adapt to what your setup needs.

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 and Pendulum of Sagacity. Both 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 burst setups.

Draconic Weapon Provenance

Upon reforging Draconic Weapons into their Provenance forms, they can be equipped alongside Dark Opus Weapons. When equipped with Abyss Teluma, Draconic Weapons will most notably bring a large amount of defensive utility which will be helpful in higher Nightmare difficulty Full Auto setups. However, these are unlikely to be used as a grid piece if you have a 5★ Destroyer Weapon.

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.

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

Character Level Breakpoint(s) Notes

Threo
Lvl 130
  • A strong offensive character that can be used in both Manual and Full Auto setups.
  • At lvl 130, Ground ZeroSacrifice 99% of caster's current HP to deal plain damage to all foes (Damage cap: ~820,000).
    Damage dealt is based on HP consumed.
    Gain Shield (3000)Next ATK received will be ineffective for a fixed amount
    Strength: 3000Duration: Indefinite
    .
    At level 95:
    Damage cap increased to ~1,230,000.
    Also inflict 25% Earth DEF DownDEF is lowered for earth DMG
    Strength: 25%Base Accuracy: ≥100%Duration: 180 seconds
    .
    At level 130:
    Damage increased and damage cap increased to ~2,040,000.
    Shield endurance increased to Shield (15,000)Next ATK received will be ineffective for a fixed amount
    Strength: 15,000Duration: Indefinite
    .
    (When HP is below 25%: Also gain Triple StrikeAttacks 3 times each turn
    Duration: 1 turn
    .)
    is upgraded and she gains access to her lvl 130 Extended Mastery Support skill.
Lvl 150
  • Improves her durability so that she can remain under 25% HP more consistently.
  • She can recast Three-Tiger's BlessingGain Instant ChargeInstantly sets Charge Bar to 100%
    Unaffected by Charge Bar Gain status effects.
    No effect when afflicted with Shorted debuffs or when Charge Bar is above 100%.
    , AutoignitionCharge bar will be boosted to 100% at the end of the turn (Can't be removed)
    Duration: 3 turns
    , and Tiger's BlessingATK is boosted by Three-Tiger's Blessing / Maximum amount of DMG that can be dealt per C.A. to foes who cap C.A. DMG is boosted (Can't be removed)
    Multiplier: AssassinDuration: 1 turn
    .
    End cooldown for other skills.
    (Can't recast.)
    At level 150:
    Can now be recast.
    which will allow her to use her other skills more frequently.

Eahta

Lvl 110
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.

The following table will discuss Caim and Lobelia's potential use cases in Unite and Fight.

Character Level Breakpoint(s) Notes

Caim
Lvl 80
Lvl 100
  • Further improves  The Hanged Man ReversedWhen Sub Ally:
    When all equipped weapons are different, 20% boost to Earth allies' ATKMultiplier: Perpetuity, 50% boost to DEF, and 10% boost to damage cap.
    At level 95:
    Also supplement Earth allies' damage (Damage cap: 20,000).
    At level 110:
    Skill upgrades to:
    When Sub Ally:
    Boost to Earth allies' ATKMultiplier: Perpetuity, DEF, and damage cap. Supplemental Damage effect to Earth allies.
    (Boost to specs based on the number of different weapons equipped.)
    .
  • His Secret HandsSkill effect changes based on the card selected.
    (Can only be used after  The Fool UprightWhen Switching to Main Ally:
    Caim's SpadeATK is boosted based on Spade Rank / Elemental DMG will be treated as the element superior to the target (Can't be removed)
    Multiplier: PerpetuityDuration: Indefinite
    , HeartHealing specs are boosted based on Heart Rank / Damage dealt by one-foe attacks is partially absorbed to HP (Can't be removed)
    Duration: Indefinite
    , DiamondDEF is boosted based on Diamond Rank / Elemental DMG from foes turns into water DMG (Can't be removed)
    Duration: Indefinite
    , and ClubDebuff success rate is boosted based on Club Rank / Deals bonus earth DMG for one-foe attacks (Can't be removed)
    Duration: Indefinite
    ranks all rise by a random number (Max: 4).
    (Can't be reactivated.)
    At level 95:
    Now affects all Earth allies.
    activates.)
    has been used for niche manual setups in past guild wars.

Lobelia
Lvl 80
  • Provides skill specs as a sub ally through  The Tower ReversedWhen Sub Ally:
    Earth allies gain 6% Skill DMG Cap Up (Stackable / Max: 30%)Maximum amount of skill DMG that can be dealt per hit is boosted (Stackable / Can't be removed)
    Strength: 6% (Max: 30%)Duration: Indefinite
    upon casting a skill.
    At level 95:
    Earth allies also gain Supplemental Skill DMG (Stackable / Max: 50,000)Skill DMG dealt is supplemented (Stackable / Can't be removed)
    Strength: 10,000 (Max: 50,000)Duration: Indefinite
    upon casting a skill.
    .
  • Can be used for certain Full Auto setups that sacrifice a unit to activate  The Magician UprightWhen Switching to Main Ally:
    Lobelia gains 10 Magic CrestMagic is amplified (Can't be removed)
    Duration: Indefinite
    .
    (Can't be reactivated.)
    At level 95:
    Lobelia also gains 10% Amplify Skill DMGSkill DMG dealt is amplified
    Strength: 10%Multiplier: SeraphicDuration: 5 turns
    .
    (Can't be reactivated.)
    . Lobelia will be able to use Warbringer900% Earth damage to all foes (Damage cap: ~1,120,000).
    3-turn cut to Earth allies' skill cooldowns.
    (Consumes 5 Magic CrestMagic is amplified (Can't be removed)
    .)
    At level 75:
    Damage increased to 1000%
    immediately for 2 turns which can be useful for other characters in the team.
Lvl 100*
  • Further improves  The Tower ReversedWhen Sub Ally:
    Earth allies gain 6% Skill DMG Cap Up (Stackable / Max: 30%)Maximum amount of skill DMG that can be dealt per hit is boosted (Stackable / Can't be removed)
    Strength: 6% (Max: 30%)Duration: Indefinite
    upon casting a skill.
    At level 95:
    Earth allies also gain Supplemental Skill DMG (Stackable / Max: 50,000)Skill DMG dealt is supplemented (Stackable / Can't be removed)
    Strength: 10,000 (Max: 50,000)Duration: Indefinite
    upon casting a skill.
    .
  • Provides more damage with Partition d'Air200% Earth damage to a foe (Damage cap: ~200,000 per hit).
    Inflict Supplemental DMG (30,000)DMG taken is supplemented
    Strength: 30,000Duration: 3 turnsLocal status effect
    .
    (Can only be used after  The Magician UprightWhen Switching to Main Ally:
    Lobelia gains 10 Magic CrestMagic is amplified (Can't be removed)
    Duration: Indefinite
    .
    (Can't be reactivated.)
    At level 95:
    Lobelia also gains 10% Amplify Skill DMGSkill DMG dealt is amplified
    Strength: 10%Multiplier: SeraphicDuration: 5 turns
    .
    (Can't be reactivated.)
    activates.
    Hit number increases based on number of Magic CrestMagic is amplified (Can't be removed)
    [Max: 11 hits].)
    when using him in the Full Auto setups described above.

Characters to Level Up and EMP

The following is a curated list of characters 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 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
  • Ways to provide charge bar or charge bar gain
  • 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
    • Veil, Debuff removal and Healing
    • 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
  • Ways to guarantee Triple Attack
  • Ways to deal additional skill damage

Manual Burst classes:

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

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

Testing Setups

Horde setups can be tested in Trial Battles. This dummy boss has the same stats as the U&F battle.

Testing Horde (Earth 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+ (Earth 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 Wamdus. Make sure to retreat the fight to preserve quest attempts.

Remember to turn off the Seal of the Judicious Divine Wonder.
Testing Nightmare Lvl 90
73%
Get the boss down to 72.56% 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 Wamdus. Make sure to retreat the fight to preserve quest attempts.

Remember to turn off the Seal of the Judicious Divine Wonder.
Testing Nightmare Lvl 95
28%
Get the boss down to 27.97% HP.
Here's a tip:
Check boss HP with a Bookmarklet!

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

Remember to turn off the Seal of the Judicious Divine Wonder.
Testing Nightmare Lvl 100
31%
Get the boss down to 31.25% HP.
Here's a tip:
Check boss HP with a Bookmarklet!
Testing Nightmare Lvl 100
53%
Get the boss down to 53.43% 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.

Remember to turn off the Seal of the Judicious Divine Wonder.
Testing Nightmare Lvl 150
71%
Get the boss down to 71.46% HP.
(Note: This quest has effectively 24 Defense at battle start with Mare EssentiaBased on lvl: ATK is boosted / DMG taken is cut / Chance to remove 2 buffs upon normal attacks (Can't be removed / Max: 10 / After allies use charge attacks 3 times or DMG skills 6 times within 1 turn: Lvl is lowered by 1 / Usage count is reset for that type)
, while NM Lvl 150 has 25 DEF.)
Here's a tip:
Check boss HP with a Bookmarklet!
Testing Nightmare Lvl 150
37%
Get the boss down to 36.92% HP.
(Note: This quest has 18 DEF, while NM Lvl 150 has 25 DEF.)
Here's a tip:
Check boss HP with a Bookmarklet!

Nightmare Lvl 200 setups can be tested in following raid. Try it out in a Trial Co-Op room if you wish to preserve daily raid hosts.

Remember to turn off the Seal of the Judicious Divine Wonder.
Testing Nightmare Lvl 200
13%
Get the boss down to 13.26% HP.
(Note: This quest has effectively 24 Defense at battle start with Mare EssentiaBased on lvl: ATK is boosted / DMG taken is cut / Chance to remove 2 buffs upon normal attacks (Can't be removed / Max: 10 / After allies use charge attacks 3 times or DMG skills 6 times within 1 turn: Lvl is lowered by 1 / Usage count is reset for that type)
, while NM Lvl 150 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