Unite and Fight/June 2026/Preparation

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Event Preparation Omega Grids Optimus Grids

Fire Favored
Wind Bosses
10:00 UTC, June 21, 202619:00 JST, June 21, 2026 - 14:59 UTC, June 28, 202623:59 JST, June 28, 2026

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


Colossus Grids:
Core Weapons

Agni Grids:
Notable Farmable Weapons

Which raids should I host daily?

Standard Raids

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 meaningfully in these raids, they are still very likely to succeed.

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 requred 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, 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

Extinction Blade Mk II
Mk II Forged
1
1

Unforged
1
  • Primarily used in Optimus grids as a defensive option. Also provides Crit which synergizes with other Optimus gridpieces.

Mortality Bow Mk II
Mk II Forged
1
0 - 1

Unforged
1
  • Can be used in Omega grids for its mixture of offensive and defensive modifiers.
    • Attack provides a large amount of raw damage.
    • Special provides a mixture of different damage caps.
    • Defense provides strong defensive benefits.
  • This weapon is generally not used in developed Optimus grids.

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 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 maximum skill level increases to Lvl 25. The charge attack is also upgraded to unworldly damage which may be useful in teams that use the Dark Opus as a main weapon, e.g. Fighter Origin.

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.

In Nightmare Lvl 250 setups, upgraded Draconic weapons can be used in the additional slots in Party Set Extra teams, allowing for more gridbuilding options.

For players that have obtained 5★ Doombringer Sword, 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. These weapons can be equipped in the additional slots in Party Set Extra teams and they 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.

Doombringer Sword may also be useful for the Dispel effect on its Charge Attack for Fighter Origin 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.

Tien

Overview
  • Tien is a powerful offensive character that excels in dealing both normal attack and skill damage. She is likely to be a strong option for Full Auto setups and may also be used in certain manual teams. However, she is unable to Dispel which is typically very useful against Nightmare raids.
Level Breakpoints
 Lvl 100
  • Has access to her The Final OrderGain 180% Assassin's Aim (Break) (1 time)ATK is boosted against a foe in break mode
    Strength: 180%Multiplier: AssassinDuration: 1 turn 2/3 effectiveness when used with Charge Attack
    and 20% ATK UpATK is boosted
    Strength: 20%Multiplier: NormalDuration: 1 turn
    .
    At level 75:
    Assassin's Aim (Break) (1 time)ATK is boosted against a foe in break mode
    Multiplier: AssassinDuration: 1 turn 2/3 effectiveness when used with Charge Attack
    increased to 280%.
    At level 85:
    Also 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
    , Break Boosted (Time)Break mode time is extended
    , and Break Boosted (DMG)DMG needed to switch to normal mode is boosted
    on a foe.
    + Stardust10-hit, 80% Fire damage to a foe (Damage cap: ~81,000 per hit~810,000 total; Does not include Peacemaker.).
    At level 95:
    Also inflict Scattered StardustMultiattack rate is lowered / Skill DMG taken is supplemented (Specs boosted while in break / Can't be removed)
    Strength: 20% DA / 20% TA Down / 10,000 Skill DMG Taken
    (While in Break: 100% DA / 100% TA Down / 50,000 Skill DMG Taken)Base Accuracy: 100%Duration: IndefiniteLocal status effect
    .
    Gain 30% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
    Strength: 30%Duration: 2 turns
    and Guaranteed TAGuaranteed triple attack regardless of Triple Attack Lowered debuffs
    Duration: 2 turns
    .
    combo which can be useful for some normal attack burst teams.

 Lvl 130
  • Becomes a strong option for Full Auto setups.
    • Able to reset 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.
      's cooldown on charge attacks. This skill will also debuff the foe.
  • Gains an Extended Mastery Perk that prevents skill damage from consuming her Assassin's Aim effect.

 Lvl 150
  • Further improves her potency in Full Auto Setups.
  • 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 used a second time each turn its used.
  • Can use 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.
    earlier and recast, allowing for even more burst damage.
  • 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.

Fraux

Overview
  • Fraux is a strong Full Auto character that has seen usage both in and out of Guild War. She is typically used for her reliable Dispels and healing that she provides to the team.
Level Breakpoints
 Lvl 80
  • An okay option for Full Auto teams with her Domain fully unlocked.

 Lvl 100
  • With SplendorGain a ShieldNext ATK received will be ineffective for a fixed amount
    Strength: 50% of caster's max HP (Max: 15,000)Duration: Indefinite
    worth 50% of caster's max HP (Max: 15,000) and SplendorIndominus activates upon normal attacks (Can't be removed / Can't be extended)
    Duration: 3 turns
    .
    (Can only be used after  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.)
    activates.)
    , Fraux is a strong option for higher Nightmare 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 - a welcome addition to many teams.

Alanaan

Overview
  • 5★ Alanaan with Days of RedemptionAll Fire allies gain Flurry (2-hit)Normal attacks deal 2-hit DMG to random foes
    Duration: 1 turn
    and 100% / 20% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
    Strength: 100% chance of dealing 20% more damage.Duration: 4 turns
    .
    Activate Renatian CreedAll allies gain 100% TA UpTriple attack rate is boosted
    Strength: 100%Duration: 4 turns
    and 30% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
    Strength: 30%Duration: 4 turnsStacking: A
    .
    Inflict ShortedCharge bar is frozen
    Duration: 4 turns
    on all allies.
    (Consumes 100% of all allies' charge bar.)
    .
    (Can only be used after  The Hierophant UprightWhen Switching to Main Ally:
    All Fire allies gain Blessed RadianceDEF is boosted / Damage dealt by one-foe attacks is partially absorbed to HP (Can't be removed)
    Strength: 50% DEF Up / 25% of damage dealt (Healing cap: 800)Duration: Indefinite
    .
    (Can't be reactivated.)
    At level 95:
    Blessed RadianceDEF is boosted / Damage dealt by one-foe attacks is partially absorbed to HP (Can't be removed)
    Strength: 50% DEF Up / 25% of damage dealt (Healing cap: 800)Duration: Indefinite
    upgraded to Blessed Radiance+DEF is boosted / Damage dealt by one-foe attacks is partially absorbed to HP (Can't be removed)
    Strength: 100% DEF Up / 25% of damage dealt (Healing cap: 1600)Duration: Indefinite
    .
    Also activate Sun-Touched ParadiseBathe the battlefield in the blazing heat of the sun.
    (Sun-Touched ParadiseCan deal critical hits regardless of element / ATK is boosted / DEF is lowered
    Strength: 20% ATK Up / 25% DEF DownMultiplier: UniqueDuration: 8 turnsField effect
    Local status effect
    to the field.)
    .
    (Can't be reactivated.)
    activates.)
    unlocked is a powerful normal attack burst character. However since he needs to be brought in from the backline, he tends to be used in less optimized teams or only when the large amount of firepower he brings is necessary.
Level Breakpoints
 Lvl 80
  • Unlikely to be used as a main ally.
  • 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 with Days of RedemptionAll Fire allies gain Flurry (2-hit)Normal attacks deal 2-hit DMG to random foes
    Duration: 1 turn
    and 100% / 20% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
    Strength: 100% chance of dealing 20% more damage.Duration: 4 turns
    .
    Activate Renatian CreedAll allies gain 100% TA UpTriple attack rate is boosted
    Strength: 100%Duration: 4 turns
    and 30% Bonus Fire DMGDeals bonus fire DMG for one-foe one-ally attacks
    Strength: 30%Duration: 4 turnsStacking: A
    .
    Inflict ShortedCharge bar is frozen
    Duration: 4 turns
    on all allies.
    (Consumes 100% of all allies' charge bar.)
    .
    (Can only be used after  The Hierophant UprightWhen Switching to Main Ally:
    All Fire allies gain Blessed RadianceDEF is boosted / Damage dealt by one-foe attacks is partially absorbed to HP (Can't be removed)
    Strength: 50% DEF Up / 25% of damage dealt (Healing cap: 800)Duration: Indefinite
    .
    (Can't be reactivated.)
    At level 95:
    Blessed RadianceDEF is boosted / Damage dealt by one-foe attacks is partially absorbed to HP (Can't be removed)
    Strength: 50% DEF Up / 25% of damage dealt (Healing cap: 800)Duration: Indefinite
    upgraded to Blessed Radiance+DEF is boosted / Damage dealt by one-foe attacks is partially absorbed to HP (Can't be removed)
    Strength: 100% DEF Up / 25% of damage dealt (Healing cap: 1600)Duration: Indefinite
    .
    Also activate Sun-Touched ParadiseBathe the battlefield in the blazing heat of the sun.
    (Sun-Touched ParadiseCan deal critical hits regardless of element / ATK is boosted / DEF is lowered
    Strength: 20% ATK Up / 25% DEF DownMultiplier: UniqueDuration: 8 turnsField effect
    Local status effect
    to the field.)
    .
    (Can't be reactivated.)
    activates.)
    unlocked.
  • He needs to be brought in from the backline which places certain limitations on the team. Common ways to do this include:
  • Alanaan can also be used for shorter 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. Some of the classes may require their Ultimate Mastery to be effective so make sure to check the Class Assessment sections found on the respective Class page for more information.

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 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

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

Testing Horde (Fire 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+ (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 150 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.

Remember to turn off the Seal of the Blazing Bodhisattva Wonder.
Testing Nightmare Lvl 150
70%
Get the boss down to 69.92% HP.
(Note: This raid effectively has 24 DEF at battle start, 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 the 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 Blazing Bodhisattva Wonder.
Testing Nightmare Lvl 200
9%
Get the boss down to 8.59% HP.
(Note: This raid effectively has 24 DEF at battle start, 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