Unite and Fight/November 2025/Preparation

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Event Preparation Omega Grids Optimus Grids

Wind Favored
Earth Bosses
10:00 UTC, November 21, 202519:00 JST, November 21, 2025 - 14:59 UTC, November 29, 202523:59 JST, November 29, 2025

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


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.

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
0 - 3
0 - 1

Unforged
0 - 2
  • A strong option for Omega charge attack teams. You will generally use 3 - 4 copies in a grid due to how the weapon skill functions.
    • C.A. teams are usually most effective in Nightmare Lvl 250 due to the 13.1m damage hard cap. If you feel that you will use a C.A. team for NM250, this weapon will be very useful.
  • Can be used as a source of Triple Attack for EX+ setups.

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

Unforged
0 - 1
  • Generally used as a filler grid piece. Weapon Awakening gives it the versatility needed to adapt to what your setup needs.

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 you have not reforged Draconic Rod into Prayer of Grand Gales, this weapon can be a substitute as it can also be used alongside the Dark Opus Weapon.
  • If you possess Prayer of Grand Gales, this weapon is strictly worse in terms of defensive potential.

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. These teams are likely to be heavily utilized across the event.

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 Level 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 100
  • A strong support unit that provides a range of offensive and defensive buffs, alongside a consistent source of Dispel.
Lvl 130
  • Further enhances Niyon's capabilities.
    • 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
      .
      is upgraded significantly.
    • 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.
      is able to 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
      through her Extended Mastery Support skill.
    •  Melody for Another10% boost to ATKMultiplier: Perpetuity, 30% boost to DEF, 20% boost to double attack rate, and 10% boost to triple attack rate for all Wind allies.
      At level 150:
      Also for all Wind allies, 10% boost to damage cap and buffs can't be removed.
      provides further team bonuses by Niyon simply being in the main party.
Lvl 150
  • Very likely to be used across wide range of setups in both Full Auto and manual burst rotations.
    •  Melody for Another10% boost to ATKMultiplier: Perpetuity, 30% boost to DEF, 20% boost to double attack rate, and 10% boost to triple attack rate for all Wind allies.
      At level 150:
      Also for all Wind allies, 10% boost to damage cap and buffs can't be removed.
      is further improved to provide permanent 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.
    • Nine-Realm's SecurityAll Wind allies gain 100% TA UpTriple attack rate is boosted
      Strength: 100%Duration: 4 turns
      and 50% Bonus Wind DMGDeals bonus wind DMG for one-foe one-ally attacks
      Strength: 50%Duration: 4 turns
      .
      Inflict Serene FantasiaElemental DMG dealt by foes is reduced to 0 (Can't be removed / Can't be extended)
      Base Accuracy: Guaranteed to land if the foe does not have 100% debuff resistance (10,000% base accuracy)Duration: 1 turn Local status effect
      on all foes.
      (Can't recast.)
      At level 150:
      Can now be recast.
      will be available earlier and also be recastable.

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 use cases in Unite and Fight.

Character Level Breakpoint(s) Notes

Estarriola
Lvl 80
  • Can be used for OTK and Full Auto setups if Dispel is needed frequently.
  • With full Domain Bonuses unlocked, he 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.
Lvl 100
  • When used as a sub ally, he provides various useful buffs for Charge Attack setups.
  • 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 teams.
  • Frequently used alongside classes/characters 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, such as Daur da Blao and Catura.

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

Are there any Artifacts I should try and get?

Artifact Stat Character (s) Notes
Upon casting first-slot skill: Cut first-slot skill's cooldown by 1 turn and consume a percentage of current HP
  • With this artifact stat, Catura can cast Cowlick LiftCaster and MC gain Charge Bar +100%Instantly boosts Charge Bar by 100%
    Strength: 100%
    .
    Restore caster and MC's HP (Healing cap: 12021This already takes the 20% healing specs boost into account).
    (From 2nd cast onward:
    Also remove all debuffs from caster and MC.
    From 3rd cast onward:
    Caster and MC also gain C.A. Reactivation (1 time)Charge attack reactivates (1 time)
    Duration: Indefinite
    .)
    At level 90:
    Now grants all effects on 1st cast.
    When HP is full after casting:
    Caster and MC also gain RevitalizeRecover HP each turn. Boost to charge bar if HP is full.
    Strength: 10% of max HP (Healing cap: 1000) or 10% charge barDuration: 3 turns
    .
    every second turn which will heavily increase the team's damage output, especially when paired with Katzelia's Final Movement: AscensionGain 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)
    Duration: Indefinite
    .
    (Can only be used after  The Emperor UprightWhen Switching to Main Ally:
    All Wind allies gain Recurring AnthemHealing skill's healing amount and healing cap are boosted / Charge bar is boosted on every turn (Can't be removed)
    Strength: 50% Healing Up / 20% Healing Cap Up / 10% boost to charge bar at end of turnDuration: Indefinite
    .
    (Can't be reactivated.)
    At level 95:
    All Wind allies also gain Charge Bar +50%Instantly boosts Charge Bar by 50%
    Strength: 50%
    .
    (Can't be reactivated.)
    activates.
    Can't be reactivated.)
    .
Max HP boost for a 70% hit to DEF Any unit that is sacrificed.
  • Can be used to facilitate sacrifices, mainly to enable evoker swaps, such as Katzelia.
Start battle with 20% of HP consumed

Testing Setups

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

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

Remember to turn off the Seal of the Soaring Archer Wonder.
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. Make sure to retreat the fight to preserve quest attempts.

Remember to turn off the Seal of the Soaring Archer Wonder.
Testing Nightmare Lvl 95
33%
Get the boss down to 33.04% 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 Soaring Archer Wonder.
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.

Remember to turn off the Seal of the Soaring Archer Wonder.
Testing Nightmare Lvl 150
73%
Get the boss down to 73.4% HP.
(Note: This quest has effectively 24 Defense at battle start with Arbos EssentiaBased on lvl: ATK is boosted / DMG taken is cut / Chance of gaining 2 random buffs at end of turn (Can't be removed / Max: 10 / After being inflicted with debuffs 6 times within 1 turn: Lvl is lowered by 1 / Debuff count is reset)
, while NM Lvl 150 has 25 DEF.)
Here's a tip:
Check boss HP with a Bookmarklet!
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!

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 Soaring Archer Wonder.
Testing Nightmare Lvl 200
47%
Get the boss down to 46.8% HP.
(Note: This quest has effectively 24 Defense at battle start with Arbos EssentiaBased on lvl: ATK is boosted / DMG taken is cut / Chance of gaining 2 random buffs at end of turn (Can't be removed / Max: 10 / After being inflicted with debuffs 6 times within 1 turn: Lvl is lowered by 1 / Debuff count is reset)
, while NM Lvl 200 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 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