Unite and Fight/September 2026/Preparation

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Event Preparation Omega Grids Optimus Grids

Light Favored
Dark Bosses
10:00 UTC, September 21, 202619:00 JST, September 21, 2026 - 14:59 UTC, September 28, 202623:59 JST, September 28, 2026

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


Luminiera Grids:
Core Weapons

Zeus 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

Symmetria Mk II
Mk II Forged
0 - 1
0 - 1

Unforged
0 - 1
  • A farmable source of Tempering for Optimus grids that also provides defensive boosts.
  • It directly competes with other premium options such as Radiant Rinne and White Sword of Splendor.
  • This weapon will find little to no use in Omega setups.

Concordia Mk II
Mk II Forged
1
0 - 1
  • Attack awakening has been used as a strong raw ATK options in Omega teams. Typically saw use in single-sided or unboosted setups.
  • Has seen use as a main weapon for Manadiver however it competes with Exo Heliocentrum.

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 Unite and Fight 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 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.

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 Bow, Salvation Teluma can be used if extra defense is needed.

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.

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.

Tweyen

Overview
  • Tweyen has typically been a strong option for Unite and Fight teams. She is capable of being a strong damage dealer in Normal Attack burst setups while also providing valuable utility for longer Full Auto setups.
Level Breakpoints
 Lvl 100
  • 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
    .
    is upgraded to make her a strong option for short Normal Attack Burst teams.

 Lvl 110
  • Becomes a stronger option for Full Auto setups.
    • Her charge attack is upgraded to provide KeenSupplemental DMG to critical hits
      Duration: 3.5 turnsApplied during the attack phase.
      On the next turn, it'll have 3 turns remaining.
      and it also resets 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: 30,000)Base Accuracy: 200%Duration: IndefiniteStacking: PermanentLocal status effect
      and 20% Light DEF DownDEF is lowered for light DMG
      Strength: 20%Duration: 180 seconds
      .
      's cooldown which will improve her personal damage output.

 Lvl 150
  • Further improves her potency in Full Auto Setups.
    •  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%
      .)
      is upgraded to provide multiattack rate while also providing a reactive skill nuke that Dispels and Delays whenever she dodges.
    • Can use 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.
      earlier and recast, allowing for even more damage.

Fif

Fif

Overview
  • Fif has historically been used in higher difficulty Nightmare Full Auto teams for her ability to remove debuffs from the team. Outside of Unite and Fight, she is one of the foundational components for Light teams in high difficulty raids.
Level Breakpoints
 Lvl 100
  • Begins the battle with 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
    .
    which may be useful some low button strategies.

 Lvl 150
  • Becomes an incredible sustain option for Full Auto setups.
    •  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.)
      is able to auto-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
      .
      and 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
      .
      . Typically, these effects are useful in higher difficulty Nightmare raids.

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.

Geisenborger

Overview
  • Geisenborger has been used for faster Nightmare 150 Full Auto teams in previous Unite and Fight runs. Outside of this, he is typically only used for his Sub Ally passive.
Level Breakpoints
 Lvl 80
  • Only used 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 (Stackable / Can't be removed)
    Strength: 2% (Max: 10%)Duration: Indefinite
    upon taking damage.
    .

 Lvl 100
  • With 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.)
    , he is capable of dealing a large amount of normal attack damage.
  • Has historically been used in NM150 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.

Wizard Origin is set to release sometime in July. The table below will be updated after its release!
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 Unite and Fight approaches.


Luminiera Grids:
Unite and Fight Setups

Zeus 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 (Light 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+ (Light 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 Proud version of Gilbert.
Remember to turn off Seal of the Radiant Queen.

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 95 setups can be tested against the Proud version of Gilbert.
Remember to turn off Seal of the Radiant Queen.

Testing Nightmare Lvl 95
27%
Get the boss down to 27.08% 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 Seal of the Radiant Queen.

Testing Nightmare Lvl 150
52%
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.)
Here's a tip:
Check boss HP with a Bookmarklet!
Testing Nightmare Lvl 150
42%
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.)
Here's a tip:
Check boss HP with a Bookmarklet!

FAQ

Nightmare Boss Quick Reference Table

Raid Availability DEF HP Party Set Extra Host Material
NM90 Always 14 50,000,000 - Bait Chunk ×5
NM95 Always 15 131,250,000 - Bait Chunk ×10
NM100 Finals Day 1 15 288,750,000 - Bait Chunk ×20
NM150 Finals Day 1 25 288,750,000 - Bait Chunk ×20
NM200 Finals Day 2 25 877,800,000 - Bait Chunk ×20
NM250 Finals Day 3 25 2,326,170,000 Available Malicious Clump ×20

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