Unite and Fight/November 2024/Preparation

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Event Preparation Omega Grids Optimus Grids

Wind Favored
Earth Bosses
10:00 UTC, November 7, 202419:00 JST, November 7, 2024 - 14:59 UTC, November 14, 202423:59 JST, November 14, 2024

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


Tiamat Grids:
Core Weapons

Zephyrus 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.

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 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

Sette di Spade Mk II
Mk II Forged
3 - 4
0 - 1

Unforged
2 - 3
  • A strong option for charge attack teams. You will generally use 3 - 4 copies in a grid due to how the weapon skill functions.
  • A Mk IIAttack awakened copy can be a decent filler option for players when raw attack is needed for unboostedGrid setups that do not utilize summon aura boost like Tiamat Omega and Zephyrus setups.

Spada di Vento Mk II
Mk II Forged
1
0 - 2

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.
  • Mk IISpecial awakened copies may be used in very specific setups, especially if the teams damage is split across many different damage types.
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

Theater of Temperance
 
Hermit-Temperance's AccordWhen main weapon: Massive boost to Wind allies' ATKModifier: EX.
At end of turn: Wind allies who didn't attack gain 100% Sharp ATK Up (1 time)ATK is sharply boosted
Strength: 100%Multiplier: AssassinDuration: 1 turn
.

Melody of Judgement
 
Emperor-Judgement's AwakeningWhen main weapon: Massive boost to Wind allies' ATKModifier: EX.
Wind allies take 1% DMGBased on max HP every turn.
30% Earth DMG reduction.
  • Provides a strong defensive effect at the cost of 1% DMGBased on max HP every turn. Can be used in higher Nightmare difficulty Full Auto teams.
  • If the player has not reforged their Draconic Rod into Prayer of Grand Gales, this weapon can be a strong substitute as it can also be used alongside the Dark Opus Weapon.

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. Wind 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 Crag Teluma, Draconic Weapons will most notably bring a large amount of defensive utility which will be helpful in higher Nightmare difficulty Full Auto setups.

Melody of Judgement can be used if the player has not yet acquired Prayer of Grand Gales. However, the Draconic Weapon can be seen as almost a strict upgrade as it brings a larger Majesty weapon skill and it will also not deal turn-based DMG to the team.

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 Seofon and Niyon's Transcedence breakpoints and their potential usecases in Unite and Fight.

Character Transcedence Breakpoint(s) Notes

Seofon
Lvl 110
  • Can be used in Charge Attack based OTK teams.
  • May also see limited usage in Charge Attack setups for higher Nightmare difficulties.

Niyon
Lvl 130
  • Becomes a strong team buffer.
    • Niyon's DefenduRaise all foes' TuneHP is lowered on every turn based on Tune lvl (Max: 10 / Can't be removed)
      Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 180 seconds
      lvl by 1 (Max: 10).
      All Wind allies gain 30% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
      Strength: 30% chance of dealing 30% more damage.Duration: 3 turns
      .
      At level 85:
      All Wind allies also gain Shield (2000)Next ATK received will be ineffective for a fixed amount
      Strength: 2000Duration: 3 turns
      .
      At level 130:
      Buff increased to 100% / 30% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG
      Strength: 100% chance of dealing 30% more damage.Duration: 3 turns
      .
      Shield endurance increased to Shield (3000)Next ATK received will be ineffective for a fixed amount
      Strength: 3000Duration: 3 turns
      .
      All Wind allies also gain KeenSupplemental DMG to critical hits
      Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3 turns
      and 10% DMG AmplifiedDMG for normal attacks and counterattacks is amplified
      Strength: 10%Multiplier: SeraphicDuration: 3 turns
      .
      gains a significant upgrade.
    • Gains an Extended Mastery Support Skill, upgrading her Ninna NannaInflict ComatoseCan't attack and takes big DMG
      (Chance to end upon taking DMG)
      Base Accuracy: 75%Duration: 4-6 turns20% chance to end upon taking damageTakes 50% more damage
      Local status effect
      and Despondent DescantATK and accuracy are lowered / 1 buff is removed at end of turn (Can't be removed)
      Base Accuracy: 100%Duration: 6 turnsLocal status effect
      on all foes.
      to also inflict 25% ATK DownATK is lowered
      Strength: 25%Base Accuracy: 100%Duration: 4-6 turnsLocal status effect
      and 25% DEF DownDEF is lowered
      Strength: 25%Base Accuracy: 100%Duration: 4-6 turnsLocal status effect
      when cast.
  • Faces competition against other strong buffers such as Ewiyar (Grand).
Lvl 150
  • Passively provides Damage Cap and Dispel Cancel.
    • It is relatively common for Unite and Fight bosses to frequently dispel buffs from party members. Niyon's permanent Dispel Cancel will negate this effect.
  • Lvl 150 Niyon is likely to see usage in both Full Auto and manual burst rotations.

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 Estarriola and Katzelia's potential usecases in Unite and Fight.

Character Level Notes

Estarriola
Lvl 80
  • Can be used for OTK and Full Auto setups if Dispel is needed frequently.
  • Provides Dispel Cancel (1 time)Buffs can't be removed or shortened (1 time)
    Duration: Indefinite
    as a sub ally when a chain burst of 4 or higher occurs with full Domain Bonuses unlocked.
    • This may be useful for Full Auto if the team is able to reliably activate the effect.
    • Likely to be very useful for manual Charge Attack based teams.
Lvl 100
  • Can be used as a sub ally for Charge Attack based teams for the various buffs he provides.
  • 4th skill is not required.

Katzelia
Lvl 80
  • Sees heavy usage as a sub ally in manual burst setups. Options such as Belial (Summer) or Ewiyar (Grand) are used to activate  Judgement ReversedWhen Sub Ally:
    Refresh effect to Wind allies when not debuffed (Healing cap: 350).
    30% boost to Wind allies' ATKMultiplier: Perpetuity when debuffed.
    At level 95:
    Refresh effect upgraded to RevitalizeRecover HP each turn (Healing cap: 1000). Gain 10% Charge BoostInstantly boosts Charge Bar by 10%
    Strength: 10%
    if HP is full.
    effect (Healing cap: 1000).
    Also boost Wind allies' DEF by 30% when debuffed.
    .
Lvl 100*
*With 4th skill
  • Becomes a strong frontline character for Charge Attack based teams.
  • Frequently used alongside characters such as Catura that are able to activate Refrain of AscensionWhen a 'boost to charge bar' effect activates on a wind ally at maximum charge bar: Wind DMG to all foes / Amplify DMG taken (2 hits) (Can't be removed)
    multiple times per turn.

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

One-Turn-Kill (OTK) characters:

  • Strong self or team buffing passives
  • Skill activations upon enemy special attacks
  • High value single-click skills

Manual burst characters:

  • High value skill buttons or effects that allow for quick 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

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 secions on the Advanced Grid pages. More will be added as Guild War approaches.


Tiamat Grids:
Unite and Fight Setups

Zephyrus 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+ (Wind 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 Galleon. Remember to retreat the fight to preserve quest attempts.

Testing Nightmare Lvl 90
74%
Get the boss down to 74.49% 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 Galleon. Remember to retreat the fight to preserve quest attempts.

Testing Nightmare Lvl 95
33%
Get the boss down to 33.04% 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 various raids. Try it out in a Trial Co-Op room if you wish to preserve daily raid hosts.

Testing Nightmare Lvl 100
36%
Get the boss down to 35.83% HP.
Here's a tip:
Check boss HP with a Bookmarklet!
Testing Nightmare Lvl 100
53%
Get the boss down to 52.5% 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
43%
Get the boss down to 42.71% 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
36%
Get the boss down to 35.83% HP.
(Note: This quest has 15 DEF, while NM Lvl 150 has 25 DEF.)
Here's a tip:
Check boss HP with a Bookmarklet!
Testing Nightmare Lvl 150
53%
Get the boss down to 52.5% 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