Wind Unite and Fight 2024
Progression
The first goal for meat farming is being able to clear EX and EX+ in one turn. The easiest way to achieve this is with teamwide charge attacks. While there are a few ways to do this, the easier way is with Relic’s Limit burst. Although the setups below are fairly optimal for this level, they cover the basic methods to this level of OTK. For weaker grids, additional button presses for strong buffs or skills and summon calls may be needed to reach that one turn. Ultimately, the goal will be to reduce the button presses as much as possible to make meat farming faster, but having a reliable one turn kill is the highest priority.
From here on out, the way to improve OTKs is by reducing lockout, the time between turns. Different actions increase lockout with the bigest being from CA chains. The chain lockout reduces with fewer CAs with a 4 chain being significantly more than 3 chain. Using the extra 10% starting charge from the wonder for unlocking every eternal, eternals can start with 100% charge with double Huanglong and crew buffs with zero button presses. Any charge behind them will also CA unless they have reduced charge gain. This is the core to 0B3C, 0B2C, and 0B1C setups. Alternatively, chains can be avoided altogether with a single button press or a strong summon call. Due to avoiding a chain, they can be faster 2C.
In the final stages, ping plays the greatest inhibitor in going faster. While time can be shaved by further reducing actions by using tag team skills instead of attacking, no boss action, or reducing the number of characters attacking, if you don’t notice the reduced lockout on your ping, you have hit your speed limit. As a result, some people may run Kaguya as a support and/or main summon to help increase drops per run. It should be noted while this does offer a notable increase in drops, it is not notable enough to take a major speed hit for it. But if you already hit your limit it will make meat farming faster.
Lockout
Lockout, as stated before, is the time between actions the player that they are unable to perform another action. Lockout variest heavily on the type of actions performed. This also carries between battles. So with a high enough lockout and fast enough reset between battles the player will limited by this time they can’t perform an action. This is most notcible with CA chains where even with bad ping it is easy to run into lockout.
Below is a table showing how to calculate lockout for those interested in figuring their exact lockout.
Action | Lockout (seconds) | Comments |
Base Attack | 1 | Base lockout that occurs when the attack button is pressed. |
Action | 0.35 | Lockout that occurs on any action like a normal attack, skill press, or CA. For double and triple attacks, this is doubled (0.7) and tripled (1.05). |
Enemy Turn | ~1.6 | For EX+ averages to 1.6. Enemy Turn + (Enemy Action + Overdrive + Trigger) * Enemy Modifer = ~1.6 |
Counter | 0 | |
Skill Nuke | 0 | |
Passive Nuke | 0 | |
Chainburst | 0 | |
2 CAs | 5 | |
3 CAs | 7 | |
4 CAs | 9 | |
5+ CAs | 10 | |
Multistrike | 0 | Uses the lockout of the highest action performed rather than counting all actions done. Triple Strike with 9 total TAs = 3*0.35 = 1.05s instead of 3.15s. Single Attack => Triple Attack = 3*0.35 = 1.05s. |
Instant Attack | 0.35 per character that attacks | For a teamwide attack like Tag Team All allies instantly perform a normal attack without using up a turn. this will be 4*0.35 or 1.4 total lockout. This will be the same regardless of how many attacks they actually perform. |
Summon Calls | 0.35 |
Lockout (s) = 1 (Self Turn) + 0.35(Self Actions) + Chainburst + 1.6 (Enemy Action)
Additional Reference
Characters
Below is a short list of characters useful for OTK and what they provide. For more information check the OTK character section or use GBFAS to search for specific mechanics.
Notation
Charge Attacks Setups
The following setups focus primarily on using Charge Attacks to defeat the boss. CA setups have higher lockout than Normal Attack setups making them slower overall but are easier to begin with and have more available character options.
2B4C
Relic Buster provides a very easy way for full teamwide charge thanks to Limit Burst
All allies gain Charge Bar, C.A. DMG Boosted (1 time), and C.A. DMG Cap Boosted (1 time) based on number of Machine Cell.
(Consumes all Machine Cell.)
. This provides the base for the most basic form of OTK. Character selection is very flexible. Additional buttons or summon calls can be added as needed for weaker grids
Rotation
- Turn 1
- Relic Buster
All allies gain Charge Bar, C.A. DMG Boosted (1 time), and C.A. DMG Cap Boosted (1 time) based on number of Machine Cell.
(Consumes all Machine Cell.)
- Relic Buster
All allies gain Charge Bar, C.A. DMG Boosted (1 time), and C.A. DMG Cap Boosted (1 time) based on number of Machine Cell.
Reference
Notes
- Every character is replaceable with anyone with skill nukes like Petra (SSR) or with a large CA like Narmaya (Grand).
1B4C
Catura provides a very easy way to get 4 CAs from one button. With all the skill damage between Rising Force and Catura, this can easily kill with double Kaguya.
Rotation
- Turn 1
- Catura
Caster and MC gain Charge Boost (100%).
Restore caster and MC’s HP (Healing cap: 12021 (This 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).)
- Catura
Caster and MC gain Charge Boost (100%).
Reference Video
0B5C
Charlotta (Grand) provides an additional 40% charge to party allowing for an easier 0 button setup. It also removes the need for double Huanglong which means you can have a higher damage output.
Reference Video
0B4C
Charlotta (Grand) provides an additional 40% charge to party allowing for an easier 0 button setup. It also removes the need for double Huanglong which means you can have a higher damage output.
Notes
- Every character except Charlotta is replaceable with anyone with skill nukes like Elea or with a large CA like Narmaya (Grand)
0B3C
Similar to the last, Charlotta (Grand) provides an additional 40% charge to party allowing for an easier 0 button setup. If we bring in Estarriola who can’t CA, we can cut a CA and greatly reduce lockout.
References
000 0B1S1C
The Agastia manatura is capable of adding over 10m skill damage to a CA. Combine this with Triple Zero’s strong call, you can easily kill the boss with the first CA.
Rotation
- Turn 1
Reference
Notes
- Extra slots can be any passive skill or CA buffer like Sutera (SSR) or Seofon.
- If more damage is needed, like if you can’t get the Spada upgraded, run supprt Bahamut instead of Kaguya to increase Triple Zero damage.
Normal Attack Setups
The following setups used Normal Attack to defeat the boss. They are faster than CA setups since they have much lower lockout. The lockout is low enough that even pressing a button or two can be faster than most CA setups.
Bubs Attack
Calling Beelzebub is much easier than 0B2C thanks to both taking out a large chunk HP as well as the strength of the Bore debuff. Additionally, despite the call it is faster as well due to lower lock. Make sure to use a short animation skin like Rose Queen or Bellringer Angel]. Alternatively, Triple Zero can be used but make sure to turn CAs off with it.
Tag Team All allies instantly perform a normal attack without using up a turn. can also be used to reduce the lockout from actions in order to make up for the time lost from Bubs call.
Bubs Attack
Calling Beelzebub is much easier than 0B2C thanks to both taking out a large chunk HP as well as the strength of the Bore debuff. Additionally, despite the call it is faster as well due to lower lock. Make sure to use a short animation skin like Rose Queen or Bellringer Angel]. Alternatively, Triple Zero can be used but make sure to turn CAs off with it.
Tag Team All allies instantly perform a normal attack without using up a turn. can also be used to reduce the lockout from actions in order to make up for the time lost from Bubs call.
1B1C
The CA effect of the Falsehood chain provides teamwide double strike. Thus with a simple press to Full Arsenal III
or Splitting Spirit
Convert caster’s HP to charge bar (3% charge bar for every 250 HP consumed, up to 100% charge bar).
(Consumes up to 50% of current HP.)
you can have 6 rounds of ally normal attacks.
Rotation
- Turn 1
- Apsaras
Convert caster’s HP to charge bar (3% charge bar for every 250 HP consumed, up to 100% charge bar).
(Consumes up to 50% of current HP.)
- Apsaras
Convert caster’s HP to charge bar (3% charge bar for every 250 HP consumed, up to 100% charge bar).
References
1B0C
Galleon (Summer)’s skill 1 Adoring Kiss grants MC 30% perp ATK, 100% TA, 30% normal AMP, 100% 1 hit bonus damage, and 50% 1 hit assassin.
Rotation
- Turn 1
- Galleon (Summer)
- Sumaibito All allies instantly perform a normal attack without using up a turn.
References
1B + Three Round Burst
Another similar option with lower lockout is to use a 1B + self instant attack setup instead.
Rotation
- Turn 1
References
Notes
- If more damage is needed, use Tiamat Bolt Aura as maindhand and use Open Fire Deal one-foe attacks until all bullets are consumed. instead.
0B0C
At peak, you can avoid pressing any buttons for a normal attack setup. This can be pretty restrictive character wise with only a few as valid options.
0B1C
Ferry (SSR) provides light characters with 40% bar. Using this, a light MC can CA with falsehood opus while the Wind characters in party won’t CA. The key to this setup is being able to kill the boss before Ferry attacks in order to prevent 2C lockout.
References
Tag Only
The lowest lockout method available is to use All allies instantly perform a normal attack without using up a turn. only for its instant teamwide attack.
Rotation
- Turn 1
- Luchador All allies instantly perform a normal attack without using up a turn.
References
Notes
- Requires very optimal rings and/or gold rings.
Past Years
UnF pages for prior years.