Light Favored
Dark Bosses
10:00 UTC, April 7, 202519:00 JST, April 7, 2025 - 14:59 UTC, April 14, 202523:59 JST, April 14, 2025
This page contains frequently asked questions regarding preparation for the next Light-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.
Weapon-Related
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:
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.


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!
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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, 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
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Copies
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Notes
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  Symmetria Mk II
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Mk II Forged
- 0 - 1
- 0 - 1
Unforged
- 0 - 1
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- For Omega grids, this weapon will not see much usage as the weapon skills are designed for Optimus setups.
- For Optimus grids, this weapon can be used alongside
Radiant Rinne for skill damage-focused teams.
- Currently it often sees use in endgame raids such as Dark Rapture Zero and Hexachromatic Hierarch. For Unite and Fight, it may be used in Full Auto teams for higher difficulty Nightmare raids.
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  Concordia Mk II
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Mk II Forged
- 1 - 2
- 0 - 1
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- A strong raw ATK grid option for both Omega and Optimus teams with Attack awakening. Typically saw use in unboostedGrid setups that do not utilize summon aura boost like
Luminiera Omega and Zeus setups.
- A Special awakened copy may be utilized for teams that need extra grid Cap Up options.
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Yikes, Mk IIs are really expensive! Let's just prefarm the necessary materials and wait till we're sure before upgrading anything.
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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
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Unique Skill
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Notes
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 Shooting of The Star
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Chariot-Star's WishMassive boost to Light allies' ATKModifier: EX. 20% Bonus Light DMG effect to Light allies with DivinityTriple attack rate is boosted / DMG taken is boosted .
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- Provides Passive Side-A Bonus Light DMG (echoes) to allies with
DivinityATK and triple attack rate boosted .
- This effect most notably does not stack with:
- The weapon may see use in certain teams that do not utilize other Passive Side A effects.
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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 manual and Full Auto 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, particularly for players without
Nehan and
Mugen (Halloween).
Draconic Weapon Provenance
Upon reforging Draconic Weapons into their Provenance forms, they can be equipped alongside Dark Opus Weapons. When equipped with
Malice Teluma, Draconic Weapons will most notably bring a large amount of defensive utility which will be helpful in higher Nightmare difficulty Full Auto setups.
Character-Related
Eternal Recruitment, Uncapping and Transcending
Character
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Level Breakpoint(s)
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Notes
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Tweyen
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Lvl 100
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Notable upgrades:
MerculightGain Dodge All (1 time)Takes no DMG or debuffs while in effect for a set period Duration: Indefinite and ATK UpATK is boosted Duration: 3 turns. At level 55: Buff increased to 50% ATK UpATK is boosted Strength: 50%Multiplier: PerpetuityDuration: 3 turns. At level 85: Also gain 30% Skill DMG Cap UpMaximum amount of skill DMG that can be dealt per hit is boosted Strength: 30%Duration: 3 turns, 20% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks Strength: 20%Duration: 2 turns, and Flurry (3-hit)Normal attacks deal 3-hit DMG to random foes Duration: 2 turns.
Dark HuntressNormal attacks hit all foes. At level 90: Boost to ATKMultiplier: Normal as number of foes decrease. Raise UltrasightBased on lvl: Bonus Light DMG effect / Light DMG to a foe after normal attacks (Max: 10 / Can't be removed) Duration: Indefinite lvl by 1 for every 20 hits of damage dealt to a foe (Max: Lvl 10). (Based on UltrasightBased on lvl: Bonus Light DMG effect / Light DMG to a foe after normal attacks (Max: 10 / Can't be removed) lvl: 3% Bonus Light DMG effect [Max: 30%]. Multi-hit, 100% Light damage to a foe after normal attacks [Damage cap: ~60,000 per hit / Max: 5 hits].)
Can be used in more budget Full Auto teams for lower Nightmare difficulties.
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Lvl 110
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Notable upgrades:
Stellar Termination550%Massive Light damage to a foe (Damage cap: ~2,300,000). Gain Bring the Thunder+Next use of Clincher deals DMG twice / Paralyze effect (Can't be removed) Duration: 2.5 turnsApplied during the attack phase. On the next turn, it'll have 2 turns remaining.. (Next use of Clincher300% Light damage to a foe (Damage cap: ~700,000). (Boost to damage based on number of foe's debuffs.) At level 95: Now hits all foes. Damage cap increased to ~1,200,000. At level 130: Also inflict Pinpoint PreyDEF is lowered / Boost to DMG taken (Can't be removed) Strength: 10% DEF Down / 20% of damage dealt (Damage cap: 10,000)Base Accuracy: 200%Duration: IndefiniteStacking: PermanentLocal status effect and 20% Light DEF DownDEF is lowered for light DMG Strength: 20%Duration: 180 seconds. inflicts ParalyzedCan't attack Base Accuracy: 55%Duration: 60 seconds and deals damage twice.) All Light allies gain 100% / 50% Critical Hit Rate UpAttacks made with elemental superiority have a chance to deal boosted DMG Strength: 100% chance of dealing 50% more damage.Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining. and KeenSupplemental DMG to critical hits Strength: 1% of foe's max HP (Damage cap: 50,000)Duration: 3.5 turnsApplied during the attack phase. On the next turn, it'll have 3 turns remaining.. End cooldown for Clincher300% Light damage to a foe (Damage cap: ~700,000). (Boost to damage based on number of foe's debuffs.) At level 95: Now hits all foes. Damage cap increased to ~1,200,000. At level 130: Also inflict Pinpoint PreyDEF is lowered / Boost to DMG taken (Can't be removed) Strength: 10% DEF Down / 20% of damage dealt (Damage cap: 10,000)Base Accuracy: 200%Duration: IndefiniteStacking: PermanentLocal status effect and 20% Light DEF DownDEF is lowered for light DMG Strength: 20%Duration: 180 seconds..
Becomes a much more potent skill damage dealer for longer Full Auto fights. Will also provide higher uptime on ParalyzedCan't attack if the boss is vulnerable to the status.
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Lvl 150
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Notable upgrades:
Echo-String RitesBoost to dodge rate based on attacking foe's number of debuffs. At level 150: Boost to multiattack rate based on targeted foe's number of debuffs. (Upon dodging: 2-hit, 300% Light damage to all foes [Damage cap: ~420,000 per hit]. Remove 1 buff. Inflict DelayReduce a foe's filled charge diamonds by 1 Base Accuracy: 100%.)
Two-Crown's Strife20-hit, 200% Light damage to all foes (Damage cap: ~200,000 per hit). Extend time-based debuff effects on all foes by 90 seconds. (For turn-based debuffs: Extend by 3 turns.)Base Accuracy: 100% (Can't recast.) At level 150: Can now be recast.
Lone ArcherBoost to debuff success rate as number of foes decrease. At level 150: At end of turn when a foe has 10 or more debuffs: 1-turn cut to Two-Crown's Strife20-hit, 200% Light damage to all foes (Damage cap: ~200,000 per hit). Extend time-based debuff effects on all foes by 90 seconds. (For turn-based debuffs: Extend by 3 turns.)Base Accuracy: 100% (Can't recast.) At level 150: Can now be recast.'s skill standby.
Gains reliable multiattack rate which will be helpful in increasing UltrasightBased on lvl: Bonus Light DMG effect / Light DMG to a foe after normal attacks (Max: 10 / Can't be removed) levels. Additionally, on dodge, Tweyen will Delay and Dispel the enemy, both of which are typically useful in higher Nightmare difficulties. Finally, her 4th skill, which provides a large amount of damage and an UltrasightBased on lvl: Bonus Light DMG effect / Light DMG to a foe after normal attacks (Max: 10 / Can't be removed) level, will come off standby sooner and be recastable.
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Fif
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Lvl 100
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Notable upgrades:
Sorcery's Prodigy80% boost to debuff resistance. At level 90: Starts battle with Magic RebirthWhile in effect: Recovers from a knockout without losing buffs (1 time / Can't be removed) Duration: 15 turns and Magic TorrentATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted Deals bonus light DMG for one-foe one-ally attacks Charge bar is boosted on every turn (Can't be removed) Multiplier: PerpetuityDuration: 15 turns. All Light allies gain Charge Bar +10%Instantly boosts Charge Bar by 10% Strength: 10% when Fif uses a skill. (Random buffs to Light allies at end of turn based on Fif's remaining HP.)
Starts the battle with Magic TorrentATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted Deals bonus light DMG for one-foe one-ally attacks Charge bar is boosted on every turn (Can't be removed) which may be useful for certain low button strategies.
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Lvl 150
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Notable upgrades:
Super-Duper Special Attack! +1350%Unworldly Light damage to a foe (Damage cap: ~3,400,000) and remove 1 buff. Inflict DelayReduce a foe's filled charge diamonds by 1 , 30% Dark ATK DownDark ATK is lowered Strength: 30%Base Accuracy: 100%Duration: 180 seconds, 100% DA DownDouble attack rate is lowered Strength: 100%Base Accuracy: 100%Duration: 180 seconds, and 20% TA DownTriple attack rate is lowered Strength: 20%Base Accuracy: 100%Duration: 180 seconds. 3-turn cut to ReincarnationGrant a Light ally Magic RebirthWhile in effect: Recovers from a knockout without losing buffs (1 time / Can't be removed) Duration: 15 turns and Magic TorrentATK is boosted / DEF is boosted / Double attack rate is boosted / Triple attack rate is boosted Deals bonus light DMG for one-foe one-ally attacks Charge bar is boosted on every turn (Can't be removed) Multiplier: PerpetuityDuration: 15 turns.'s cooldown.
Super-Special Holy MiracleReduce all allies' turn-based damage taken by 20%. At level 150: Turn-based damage reduction now affects Light allies instead. Chance to activate Blessing of LightRemove all debuffs from Light allies. At level 85: All Light allies also gain 100% Debuff Res. UpDebuff resistance is boosted Strength: 100%Duration: 3 turns. At level 130: 5-turn cut to Light allies' debuff durations. All Light allies also gain Dispel Cancel (1 time)Buffs can't be removed or shortened (1 time) Duration: Indefinite. at end of turn based on number of allies' debuffs. At end of turn when a Light ally is below 25% HP: Activate SunshineRestore 200 + 20% of Light allies' HP (Healing cap: 3000). All Light allies gain RefreshHP is restored on every turn Strength: 300 HPDuration: 3 turns. At level 95: Healing increased to 300 + 20% of Light allies' HP. Healing cap increased to 4000. RefreshHP is restored on every turn Strength: 300 HPDuration: 3 turns upgraded to RevitalizeRecover HP each turn. Boost to charge bar if HP is full. Strength: 500 HP or 10% charge barDuration: 3 turns. All Light allies also gain StrengthATK is greatly boosted based on how high HP is Strength: 20% when HP is 50% or above, 10% when at 1 HPDuration: 3 turnsStacking: Teamwide.. (Turn-based damage reduction takes effect even when Fif is a sub ally.)
Gains an Unworldly modifier on Charge Attack, greatly improving her damage output for Charge Attack oriented teams. Alongside other upgrades gained at earlier uncap levels, she becomes a potent support for these archetypes.
Gains a way to autocast SunshineRestore 200 + 20% of Light allies' HP (Healing cap: 3000). All Light allies gain RefreshHP is restored on every turn Strength: 300 HPDuration: 3 turns. At level 95: Healing increased to 300 + 20% of Light allies' HP. Healing cap increased to 4000. RefreshHP is restored on every turn Strength: 300 HPDuration: 3 turns upgraded to RevitalizeRecover HP each turn. Boost to charge bar if HP is full. Strength: 500 HP or 10% charge barDuration: 3 turns. All Light allies also gain StrengthATK is greatly boosted based on how high HP is Strength: 20% when HP is 50% or above, 10% when at 1 HPDuration: 3 turnsStacking: Teamwide. and Blessing of LightRemove all debuffs from Light allies. At level 85: All Light allies also gain 100% Debuff Res. UpDebuff resistance is boosted Strength: 100%Duration: 3 turns. At level 130: 5-turn cut to Light allies' debuff durations. All Light allies also gain Dispel Cancel (1 time)Buffs can't be removed or shortened (1 time) Duration: Indefinite. in Full Auto. While Sunshine's autocast requirements are strict, Blessing of Light will activate reliably when debuffed. If the boss inflicts powerful debuffs, Fif will provide valuable defensive utility for higher Nightmare difficulty Full Auto teams.
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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
Geisenborger's potential use cases in Unite and Fight.
Character
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Level
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Notes
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Geisenborger
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Lvl 80
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- Likely to only see use as a Sub Ally for
The Star ReversedWhen Sub Ally: Cap Dark damage taken by Light allies at 10,000 per hit. At level 95: Light allies gain 2% DMG Cap Up (Stackable / Max: 10%)Maximum amount of DMG that can be dealt per hit is boosted (Can't be removed) Strength: 2% (Max: 10%)Duration: Indefinite upon taking damage. in Full Auto setups.
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Lvl 100
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- Saw usage in the previous iteration's fastest NM150 Full Auto setups with the 4th skill,
Pray upon the StarGain 30% Bonus Light DMGDeals bonus light DMG for one-foe one-ally attacks (Can't be removed) Strength: 30%Duration: 3 turns and Double StrikeAttacks twice each turn (Can't be removed) Duration: 3 turns. (Can only be used after The Chariot UprightWhen Switching To Main Ally: Geisenborger gains Star-Spangled PummelDeals quadruple attacks and counters upon taking DMG while Divinity is in effect (Can't be removed) Strength: 200%Duration: Indefinite. (Can't be reactivated.) At level 95: Geisenborger also gains DivinityTriple attack rate is boosted / DMG taken is boosted Duration: 3 turns. (Can't be reactivated.) activates.) unlocked.
- Unlikely to be used in manual rotations.
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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.
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.
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+ (Light Favored)
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Defeat the Trial Lignoid in one turn with as few buttons as possible!
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Right click "Open link in new tab".
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Here's a tip: Calculate your lockout here! |
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Nightmare Lvl 90 setups can be tested against the Proud version of Gilbert.
Remember to turn off
Seal of the Radiant Queen.
Testing Nightmare Lvl 90
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72%
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Get the boss down to 72.22% HP. (Note: This quest has 15 DEF, while NM Lvl 90 has 14 DEF.)
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Right click "Open link in new tab".
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Nightmare Lvl 95 setups can be tested against the Proud version of Gilbert.
Remember to turn off
Seal of the Radiant Queen.
Testing Nightmare Lvl 95
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27%
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Get the boss down to 27.08% HP.
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Right click "Open link in new tab".
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Nightmare Lvl 100 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
Seal of the Radiant Queen.
Testing Nightmare Lvl 100
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52%
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Get the boss down to 51.88% HP. (Note: This raid's hardcap is 13m while NM100 has a 6.6m hardcap.)
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Right click "Open link in new tab".
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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
Seal of the Radiant Queen.
Testing Nightmare Lvl 150
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52%
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Get the boss down to 51.88% HP. (Note: This quest has 15 DEF, while NM Lvl 150 has 25 DEF. This raid's hardcap is 13m while NM100 has a 6.6m hardcap.)
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Right click "Open link in new tab".
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Testing Nightmare Lvl 150
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42%
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Get the boss down to 42.25% HP. (Note: This quest has 12 DEF, while NM Lvl 150 has 25 DEF. Testing damage against an undebuffed Avatar will be approximately the same as a fully debuffed NM150.)
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Right click "Open link in new tab".
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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
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Appearance Rate
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Chance within Chest
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Total
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Bait Chunk (Extreme +)
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60%/70%There are two different chests that can contain Bait Chunk
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-
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-
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(Nightmare Lvl 90)
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1.72%
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9.05%
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0.156%
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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 (67% Boost).[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:
References