Unite and Fight/September 2025/Preparation

From Granblue Fantasy Wiki
Jump to navigation Jump to search
Event Preparation Omega Grids Optimus Grids

Dark Favored
Light Bosses
10:00 UTC, September 7, 202519:00 JST, September 7, 2025 - 14:59 UTC, September 14, 202523:59 JST, September 14, 2025

This page contains frequently asked questions regarding preparation for the next Dark-favored Unite and Fight 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:


Celeste Grids:
Core Weapons

Hades 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

Forbidden Agastia Mk II
Mk II Forged
2 - 4
0 - 1

Unforged
0 - 1
  • This weapon, designed for Omega setups, is a huge raw damage option in grids. It will primarily see usage in burst setups, where the Bloodshed modifier will not be too detrimental.
  • In niche cases, adding a 5th copy may be useful to reach 100% critical hit rate on signle-sided aura boost setups.
  • A defense copy has been seen in the past for certain Full Auto teams for a more balanced approach.

Forsaken Agastia 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.

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

Pain of Death
 
Lovers-Death's DemiseMassive boost to Dark allies' ATKModifier: EX. All Dark allies gain 15% ATK Up (Stackable / Max: 45%)ATK is boosted (Stackable / Can't be removed)
Strength: 15% (Max: 45%)Multiplier: Unique StackableDuration: Indefinite
and 15% DEF Up (Stackable / Max: 45%)DEF is boosted (Stackable / Can't be removed)
Strength: 15% (Max: 45%)Duration: Indefinite
when an ally is knocked out.
  • This weapon tends to not see much usage due to lack of grid space.
  • The unique skill of this weapon can be easily activated through summoning Death (SSR) however this is generally not enough to justify its place in the grid.

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 that don't utilize Ereshkigal.

Draconic Weapon Provenance

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

Character Level Breakpoint(s) Notes

Seox
Lvl 100
  • A strong offensive character. Can be used for EX+, Full Auto and burst setups.
Lvl 110
Lvl 130
  • Gains access to his Transcendence Extended Mastery Support Skill that raises Heavenly HowlATK, DMG cap, and triple attack rate are boosted (Can't be removed)
    at battle start. Alongside,  Heavenly Howl of KarmGuaranteed double attacks.
    Boost to ATKMultiplier: Perpetuity, damage cap, and triple attack rate based on Heavenly HowlATK, DMG cap, and triple attack rate are boosted (Can't be removed)
    Multiplier: Perpetuity
    lvl.
    (Starts battle with Heavenly HowlATK, DMG cap, and triple attack rate are boosted (Can't be removed)
    Multiplier: PerpetuityDuration: Indefinite
    lvl 3.
    Heavenly HowlATK, DMG cap, and triple attack rate are boosted (Can't be removed)
    Multiplier: PerpetuityDuration: Indefinite
    lvl rises by 1 every turn and lowers by 2 upon taking damage [Max: 6].)
    , he will now begin with max stacks.
  • This is particularly useful for the passive stats that Heavenly HowlATK, DMG cap, and triple attack rate are boosted (Can't be removed)
    provides, but will also improve ThunderflashGain Full Hostility100% chance to be targeted by one-ally attacks
    Duration: 1 turn Full hostility has the same properties as Substitute, but has lower targeting priority than Substitute
    and Dodge-and-Counter (3 times)Dodges and counters normal attacks
    Strength: 500%Duration: 1 turn Counter attacks grant 5% charge bar per hit.
    .
    At level 85:
    Counter upgraded to Dodge/Tank-and-Counter (6 times)Counters upon dodging one-ally attacks or taking DMG
    Strength: 500%Duration: 3 turnsCounter attacks grant 5% charge bar per hit.
    .
    At level 130:
    When Heavenly HowlATK, DMG cap, and triple attack rate are boosted (Can't be removed)
    Multiplier: Perpetuity
    lvl is 6:
    Also gain Double StrikeAttacks twice each turn (Can't be removed)
    Duration: 1 turn
    .
    to grant Double StrikeAttacks twice each turn
    .
Lvl 150

At level 150, all aspects of the character will improve. Most notably:

  • Seox will deal additional skill damage when dodging.
  • Six-Ruin's EnlightenmentGain Dodge AllTakes no DMG or debuffs while in effect (Can't be removed)
    Duration: 4 turns
    and Double StrikeAttacks twice each turn (Can't be removed)
    Duration: 4 turns
    .
    (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 Nier's potential use case in Unite and Fight.

Character Level Notes

Nier
Lvl 80

Used in burst setups for the following reasons:

Lvl 100
  • While other aspects of Nier are improved upon uncapping to 5★, the most significant upgrade comes from unlocking her fourth skill, Eternal VowGain Eternal VowATK is boosted / DEF is boosted / Debuff resistance is boosted / 6-hit dark DMG to foe after normal attacks / Eternal Vow effect to dark MC when knocked out (Can't be removed)
    Multiplier: PerpetuityDuration: Indefinite
    .
    (Love's RedemptionLowers by 2 each turn (Starts at 13) / Nier will be knocked out when 0 / DMG taken is lowered while in effect
    Duration: Indefinite
    lowers by 4. Can't be recast.
    Can only be used after  The Lovers UprightWhen Switching to Main Ally:
    All Dark allies gain ThirstingRecovers once from a knockout while in effect / Partially absorbs DMG to recover HP (Can't be removed)
    Strength: 15% DMG AbsorptionDuration: Indefinite
    .
    (Can't be reactivated.)
    At level 95:
    Also remove all debuffs from Dark allies.
    (Can't be reactivated.)
    activates.)
    .
  • This skill has been used for skill damage-focused Full Auto and manual teams.

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
  • 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

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.


Celeste Grids:
Unite and Fight Setups

Hades 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+ (Dark 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 Lu Woh.

Remember to turn off the Seal of the Calamitous Demon Wonder.
Testing Nightmare Lvl 90
74%
Get the boss down to 73.96% 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 Calamitous Demon Wonder.
Testing Nightmare Lvl 100
52%
Get the boss down to 51.88% HP.
(Note: This raid's hardcap is 13m while NM100 has a 6.6m hardcap.)
Here's a tip:
Check boss HP with a Bookmarklet!
Testing Nightmare Lvl 100
40%
Get the boss down to 39.84% HP.
(Note: This raid has 20 DEF, while NM Lvl 100 has 15 DEF.)
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 Calamitous Demon Wonder.
Testing Nightmare Lvl 150
73%
Get the boss down to 72.96% HP.
(Note: At battle start, this raid effectively has 24 DEF, while NM Lvl 150 has 25 DEF.)
Here's a tip:
Check boss HP with a Bookmarklet!
Testing Nightmare Lvl 150
40%
Get the boss down to 39.84% HP.
(Note: This raid has 20 DEF, 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 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