Unite and Fight/June 2025/Preparation

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Event Preparation Omega Grids Optimus Grids

Fire Favored
Wind Bosses
10:00 UTC, June 21, 202519:00 JST, June 21, 2025 - 14:59 UTC, June 28, 202523:59 JST, June 28, 2025

This page contains frequently asked questions regarding preparation for the next Fire-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:


Colossus Grids:
Core Weapons

Agni 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.

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. While the additional stats Defense brings is nice for tougher Nightmare difficulties, they are generally a lower priority than other awakening types.

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

Extinction Blade Mk II
Mk II Forged
1 - 2
1

Unforged
0 - 1
  • For Omega grids, this weapon with Attack awakening can be used as a raw damage option in grids. It will mainly compete against Colossus Cane Ira and Nilakantha.
  • For Optimus grids, this weapon is generally used with Special and Defense awakenings for Cap Up options and defensive utility respectively.

Mortality Bow Mk II
Mk II Forged
0 - 1
0 - 1
  • For Omega grids, an Attack copy can be a consideration as a raw damage option. It provides less raw than Extinction Blade Mk II but will instead provide Normal Attack and Skill DMG cap up.
  • This weapon is generally not used in developed Optimus grids.

Should I uncap the New World Foundation weapon?

Uncapping a New World Foundation Weapon is a necessary step in Uncapping Evokers. The information below will discuss the weapon's potential usecases as a grid weapon. 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

Kiss of The Devil
 
Strength-Devil's SeductionMassive boost to Fire allies' ATKModifier: EX. Supplement DMG to Fire allies against foes with Red HeatHP is lowered on every turn
(Damage cap: 50,000).

Heat of The Sun
 
Hierophant-Sun's BlessingMassive boost to Fire allies' ATKModifier: EX.
Drain effect to Fire allies with multistrikeDouble StrikeAttacks twice each turn

Triple StrikeAttacks 3 times each turn

Quadruple StrikeAttacks 4 times each turn
effects (Healing cap: 1900).
  • Can be used as a grid option but there tends to be better options for both Omega and Optimus setups.
  • The unique skill of this weapon is generally not utilized.

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. As a result, it may see use as a main weapon for charge attack setups and for manual burst rotations with Chain of Falsehood.

Draconic Weapon Provenance

Upon reforging Draconic Weapons into their Provenance forms, they can be equipped alongside Dark Opus Weapons. When equipped with Tempest 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 Tien's Transcedence breakpoints and their potential usecases in Unite and Fight.

Character Level Breakpoint(s) Notes

Tien
Lvl 150

Notable upgrades:

  •  PeacemakerAmplifyMultiplier: Seraphic damage against Wind foes by 20%.
    At level 150:
    At the end of each turn Tien deals damage to a foe 10 or more times:
    1-turn cut to Ten-Wolf's TriumphAll Fire allies gain 30% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
    Strength: 30%Duration: 2 turns
    , Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 2 turns
    , 280% Assassin's Aim (Break) (1 time)ATK is boosted against a foe in break mode
    Strength: 280%Multiplier: AssassinDuration: 1 turn
    , and 20% ATK UpATK is boosted
    Strength: 20%Duration: 1 turn
    .
    Inflict OnslaughtTakes effects that activate against foes in break
    Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 3 turnsLocal status effect
    on all foes.
    (Can't recast.)
    At level 150:
    Can now be recast.
    's skill standby.
  •  Last HopeIncrease the Bounty lvl cap to Bounty lvl 10Item drop rate is boosted
    .
    At level 150:
    Intense Bullet450% Fire damage to a foe (Damage cap: ~635,000).
    Raise BountyItem drop rate is boosted
    lvl by 2.
    At level 55:
    Now raises BountyItem drop rate is boosted
    lvl by 3.
    At level 130:
    Now deals 10-hit, 150% Fire damage to random foes (Damage cap: ~49,000 per hit).
    Now raises BountyItem drop rate is boosted
    lvl by 3 on all foes.
    Also inflict 2 random debuffs on all foes.
    can be cast a second time during each turn it is used.
    Supplement Tien's damage dealt based on BountyItem drop rate is boosted
    lvl (Max: 100,000).
  • Ten-Wolf's TriumphAll Fire allies gain 30% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
    Strength: 30%Duration: 2 turns
    , Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 2 turns
    , 280% Assassin's Aim (Break) (1 time)ATK is boosted against a foe in break mode
    Strength: 280%Multiplier: AssassinDuration: 1 turn
    , and 20% ATK UpATK is boosted
    Strength: 20%Duration: 1 turn
    .
    Inflict OnslaughtTakes effects that activate against foes in break
    Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 3 turnsLocal status effect
    on all foes.
    (Can't recast.)
    At level 150:
    Can now be recast.

Tien becomes a strong option for Full Auto teams with her strong personal damage and first skill providing useful permanent debuffs that are reset upon charge attacking.

Additionally, if a normal attack setup is possible for NM250, Tien's fourth skill is likely to be invaluable to the team. With her Lvl 150 upgrade, it is available on turn 6 at the earliest and can also have its cooldown reset by Qilin.

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 Fraux and Alanaan's potential use cases in Unite and Fight.

Character Level Notes

Fraux
Lvl 80
  • An option for Full Auto teams with her Domain fully unlocked.
Lvl 100
  • A strong option for NM200 and 250 Full Auto teams. She provides a large amount of sustain and dispels.
  • Ragazzo is generally used to bring her in from the backline and activate  Strength UprightWhen Switching to Main Ally:
    Gain Solid FortitudeDamage skills activate twice (Can't be removed)
    Duration: Indefinite
    . (Can't be reactivated.)
    At level 95:
    1-turn cut to all allies' skill cooldowns.
    All allies also gain Supplemental Skill DMGSkill DMG dealt is supplemented (Can't be removed)
    Strength: 30,000Duration: Indefinite
    .
    (Can't be reactivated.)
    .
  • As a sub ally, she passively provides skill specs.

Alanaan
Lvl 80
  • Provides healing specs and debuff removal as a sub ally through  The Sun ReversedWhen Sub Ally:
    20% boost to Fire allies' healing specs.
    Remove 1 debuff from a Fire ally when that ally takes turn-based damage.
    At level 95:
    Fire allies also gain 10% ATK Up (Stackable / Max: 50%)ATK is boosted (Stackable / Can't be removed)
    Strength: 10% (Max: 50%)Multiplier: Unique StackableDuration: Indefinite
    and 10% DEF Up (Stackable / Max: 50%)DEF is boosted (Stackable / Can't be removed)
    Strength: 10% (Max: 50%)Duration: Indefinite
    when they take turn-based damage.
    .
Lvl 100
  • One of the strongest Normal attack burst supports available in Fire. Saw heavy usage in the last Guild War.
  • Can also be used for faster NM100 and 150 Full Auto 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
  • Skill activations upon taking damage
  • 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

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

Team Setups

Team setups can be accessed from the tabs at the top of the page. They can also be found in the following sections on the Advanced Grid pages. More will be added as Guild War approaches.


Colossus Grids:
Unite and Fight Setups

Agni 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+ (Fire 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 against the solo quest version of Ewiyar.

Remember to turn off the Seal of the Blazing Bodhisattva Wonder.
Testing Nightmare Lvl 90
72%
Get the boss down to 72.22% 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 100 setups can be tested in the following 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 Blazing Bodhisattva Wonder.
Testing Nightmare Lvl 100
35%
Get the boss down to 35.04% HP.
(Note: This raid has 18 DEF, while NM Lvl 100 has 15 DEF.)
Here's a tip:
Check boss HP with a Bookmarklet!
Testing Nightmare Lvl 100
49%
Get the boss down to 48.9% HP.
(Note: This raid's hardcap is 13m while NM100 has a 6.6m hardcap. Additionally, take care of Dance of the Solar RingLands 2 random buffs on Ra when an ally uses a damage skill / 10% boost to all allies' charge bars (Can't be removed)
Local status effect
.)
Here's a tip:
Check boss HP with a Bookmarklet!

Nightmare Lvl 150 setups can be tested in the following 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 Blazing Bodhisattva Wonder.
Testing Nightmare Lvl 150
35%
Get the boss down to 35.04% HP.
(Note: This raid 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 48.9% HP.
(Note: This raid has 15 DEF, while NM Lvl 150 has 25 DEF.
This raid's hardcap is 13m while NM100 has a 6.6m hardcap. Additionally, take care of Dance of the Solar RingLands 2 random buffs on Ra when an ally uses a damage skill / 10% boost to all allies' charge bars (Can't be removed)
Local status effect
.)
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 Finals Day 1 15 131,250,000
NM100 Finals Day 1 15 288,750,000
NM150 Finals Day 2 25 288,750,000
NM200 Finals Day 3 25 577,500,000
NM250 Finals Day 3 25 1,530,375,000

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