Wind Unite and Fight 2024
How to Farm
GW consists of 7 rounds.
The first two are colloquially refered to as meat farming. For most players, this round consists of farming out Extreme or Extreme+ to get host mats for the raids of Finals. In the first round, Preliminaries, all honor is counted to both crew and individual honors. In the second, Interlude, honors only count towards individuals. Farming preliminaries is a lot more important for this reason where interlude can often be skipped unless ranking. NM90 is also available these days. They will typically be the go to route for farming Celestial weapons as they are the fastest node that drops them and the rates at all Nightmare fights are about the same.
The bulk of GW is the four rounds of Finals. In this stage, teams go head to head to see who can get more honors during the round period. These rounds introduce Nightmare raids which uses the meat farmed during the previous rounds. Day 1 introduces NM95 and NM100, Day 2 brings NM150 and Day 3 provides the final fights of NM200 and NM250. While the best players will aim for the highest level every day, the general rule for all players is to farm whatever stage nets you the most honors per hour. So for example, if your best NM200 takes more than 3.25 times longer than NM150, it would be better to run NM150. The other main meta concern of this round is meat usage. It is helpful to both set meat usage goals and limits for each round so that you can both meet your individual goals as well as retain meat for the later rounds with a much higher honors/meat ratio.
The final round is Final Rally, a rematch against the GW boss with your whole crew. The fight is generally not notable in terms of diffculty and can easily be FA’d or refresh spammed.
Notable Wind Changes This Year
Like with the prior UnF, the biggest change presently is for Tiamat grids. The new farmable weapons include Omega Wind’s exalto weapon Tiamat Bolt Aura, a farmable bloodshed weapon Tiamat Arc Aura, and a tempering and garrison weapon Tiamat Edge Aura. All three are quite good with the Exalto obviously being the strongest. Arcs are strong for Spartan burst setups to help enable enmity. Edges are great for FA or skill mash.
Zephyrus has seen no major grid changes. It has seen some slight adjustments due to the release of World weapons and Celestials. There has been one Grand release in Swan. Swan is not an essential weapon. It is more than likely going to be a good mainhand for NM250 FA but outside that it will be unused.
When it comes to characters, there are three notable releases I want to cover.
Galleon (Summer) will serve multiple varying roles throughout UnF. When to comes to OTK, she is the strongest 0B normal attacker thanks to her passive 100% TA, 60% normal amp, and 50% bonus damage. If you need to add 1 button to your OTK, she also carries the strongest 1B option with her skill 1 Adoring Kiss granting MC 30% perp ATK, 100% TA, 30% normal AMP, 100% 1 hit bonus damage, and 50% 1 hit assassin. This buff will also make her great for any burst setup where MC is a primary damage dealer like setups that utilize Rhomphaia. Lastly, she is a great FA character thanks to her strong passive, strong teamwide defensive buffs including 100% DEF up, 100k dmg mitigation, and dispel cancel, as well as dispelling at the end of a turn when an ally doesn’t attack. If running Estarriola or Lich (Halloween), that dispel will be every or almost every turn.
Noire’s main feature is her passive which grants GTA, 50% bonus damage, 2 hit flurry on her second hit of a normal attack, and 3 hit flurry on her third hit of a normal attack when the enemy is at 50% or less HP. This also occurs whenever she has a buff from her skill 1 Edge of Depravity . That skill 1 also inflicts a variant of Terror on the enemy precenting special attacks for 2 turns. With this one skill, she replaces Grimnir for burst setups thanks to both outdamaging him as well as providing a more reliable Terror source over Raphael call. Her passive also provides unique enmity to party based on how low her HP is. This is basically free with how much Wind leans into enmity already. She can also further push her damage with Jammed, 100/20 crit, Keen, 30% damage amp, and a two turns of double strike from her skill 3 Abyssal Surge . She is also excellent for OTK since as long as the boss is below 50% before her attacks, her passive will activate. In total, she will be widely used from OTK to Spartan bursts as well as NM150 and below FA.
Vane (Grand) is an all ally sub tank capable of mitigating a ton of damage for the team as well as surviving a long while thanks to having 3x Undying. With each stack of Undying that is consumed, he gains additional buffs. After survivng lethal damage once, he deals 2 hit counters when damage. After two times, he activates his skill 2 every turn for a free dispel. And after 3 he gains 20% boost heal specs and can use his skill 3 Indomitable Conviction which is a full heal and debuff removal for self and upgrades his other skills adding DMG mitigation and undying to his skill 1 and healing to his skill 2. His main downsides are even with starting with a 30% HP loss at the start, it can time for him to die 3 times to fully ramp up. Until then, his damage output isn’t great. This limits his usage to NM250 where both fights last long for him to ramp up and where his defensive nature and frequent dispels will both be valuable.
Both Tiamat Omega and Zephyrus recieved transcendances. The most important change is the increase of their main aura to 170%. This leads to a good boost to both elements, particularly Tiamat which had a lower boost than Zephyrus before. They also both gain sub auras that add a bit more ATK and DEF or HP which can help push a bit more damage in setups.
The other main summon release was Triple Zero. This grants 10% damage amp to party when main summon making it a great option for any 0B setups. Additionally, Triple Zero is especially useful this UnF since its call pairs great with Spartan setups providing MC another round of teamwide double strike via Falsehood opus CA.
Weapons
General
This first section will cover weapons that are equally useful for Omega and Optimus.
General
Summon | Priority | Notes |
---|---|---|
1 Ring of Wandergale | ★★★★★ | |
1 Spear of Renunciation | ★★★★★ | |
1 Spear of Repudiation | ★★★★★ | Only required for Zephyrus |
1 Ultima Blade | ★★★★★ | |
1 Altruism-Soul Staff | ★★★★☆ | |
1 Worldscathing Leon | ★★★★☆ | |
1 Worldvexing Angelos | ★★★★☆ | |
1 ATK Exo Pelion | ★★★★☆ | |
1 Ultima Staff | ★★★★☆ | |
1 Ultima Spear | ★★★☆☆ | |
1 Worldstorming Aetos | ★★★☆☆ | |
1 Selfless-Rift Spear | ★★★☆☆ | |
1 Melody of Judgement | ★★★☆☆ | |
2-3 ATK, 3 DEF Sette di Spade | ★★★☆☆ | For NM250 FA. Upgrade ATK copies to MKII if possible. |
1 Theater of Temperance | ★★☆☆☆ | |
1 Draconic Rod | ★★☆☆☆ | |
1 Prayer of Grand Gales | ★★☆☆☆ | |
1 Qinglong Spear Malus | ★★☆☆☆ | Generally phased out but good if you lack the better cap up sources. |
0-3 SPC Exo Pelion | ★☆☆☆☆ | Can be used for OTK if you lack access to Gateway Star Sword, Ultima Sword, Settes, or Clams |
4-6 ATK Sette di Spade Mk II | ★☆☆☆☆ | Up to 6 can be used for OTK |
0-1 Lupercalia | ★☆☆☆☆ | Very potent OTK mainhand. |
Gold Moon
Summon | Priority | Notes |
---|---|---|
0-1 Rhomphaia | ★★★☆☆ | |
0-1 Sky Piercer (Wind) | ★★☆☆☆ |
When it comes to Ultima weapons, the most useful above all is Ultima Blade due to it pairing with Wind’s main attacker Narmaya (Grand). After that, two of the more common picks would be Ultima Staff which is great for Manadiver FA and Ultima Spear which is for setups that use Rhomphaia.
Next up, for World weapons, you’ll want the typical main two of Worldscathing Leon and Worldvexing Angelos as both can match well with Wind teams. Another one to consider is Worldstorming Aetos for additional skill damage on skill damage teams. This one is lower priority than the others though.
When it comes to celestial weapons, Altruism-Soul Staff hits the most characters that Wind can use, especially for FA. The second most would be Selfless-Rift Spear especially if you are running Rhomphaia. This UnF will add the Celestial for Katana which will also be a great option since it matches Narmaya.
For the two NWF weapons, neither will be essential. That said, the stronger of the two is Melody of Judgement is great for FA purposes since it comes with 30% earth damage reduction. This is on par with the draconic weapon making prioritizing Draconic Rod and Prayer of Grand Gales a bit less important than it might normally be. That said, if you can, the upgraded Draconic will be the stronger choice for NM250. If you want to tackle NM250 FA, getting one or the other is highly advised.
As for Gold Moon weapons for Wind, there are two main ones to consider. The first is the Illustrious weapon Rhomphaia. Rhompaia gives the MC GTA and three hit split autos. If allies perform 40 hits in a turn, MC will also gain a one hit assassin although a pretty weak one at only 15% assassin mod. And the last major aspect to cover is its CA provides 15% bonus damage, 100/30 crit and keen to team. While the weapon does have a lot of nice aspects, it is also undertuned in general. But with enough support, it is incrediblely viable. Last year, the fastest setups all used it in big part thanks to Kaguya’s Folding Fans improving the damage output a lot. For this UnF, it is looking a lot stronger thanks to the release of Galleon (Summer). She provides a strong set of buffs to the MC to make the most of the strong potential buffs of Rhomphaia. While the weapon will not be hard required, it is looking very strong for the fastest setups again this year.
The other is Sky Piercer (Wind). With the recent release of Sumaibito, Skypiercer has found its place again especially since it has GTA which counteracts the Sumaibito TA down passive. If Sumaibito setups find a place this UnF, this will potentially be a great mainhand choice. Though I would wait before actually getting one.
Tiamat
Next up, let us cover the weapons needed for Tiamat grids.
General
Summon | Priority | Notes |
---|---|---|
3 Tiamat Bolt Aura | ★★★★★ | |
2 Tiamat Arc Aura | ★★★★★ | |
2 Tiamat Bolt Omega | ★★★★★ | |
2 ATK Abu Simbel | ★★★★★ | |
2-4 Last Storm Harp | ★★★★☆ | |
1-2 Coruscant Crozier | ★★★★☆ | |
1-3 ATK Mandjet | ★★★★☆ | |
2 Ewiyar’s Beak | ★★★☆☆ | |
2 Tiamat Edge Aura | ★★★☆☆ | |
4 Tiamat Bolt Aura | ★★★☆☆ | |
1 DEF Spada di Vento | ★★☆☆☆ | For FA |
Premium Upgrades
Summon | Priority | Notes |
---|---|---|
1-2 Piercing Galewings | ★★★★☆ | |
1 Claíomh Solais Díon | ★★☆☆☆ | Doesn’t require being barred. |
Like most other elements at this point, the core of Omega grids are its M3 exalto weapon. In this case, that would be Tiamat Bolt Aura. Three of these will cover basically all your needs from burst to FA. A fourth and fifth can be used for Super Lucilius Keys for burst setups, but with the reliance on the Falsehood key and no alternative bonus damage source to replace it, it is unlikely those will be used. If skill mash setups return, they will likely run double aura boost further removing the need for too many Bolts.
After that, there are two main routes to go. The primary route for burst setups is an enmity configuration. For this, you will to make use of two Tiamat Arc Auras. These have the skill Bloodshed which takes 20% of HP off at battle start. This maxes at 40% with two. Combine this with the 40% HP loss from Spartan’s Molon Labe
All allies gain Bonus DMG (20%, 3T), Jammed (30%-90%, 8T), Lethal Attack Dodged (1 times), and Shielded (3000).
(Consumes 40% of each ally’s current HP.)
and 25% loss from Demonbream and you are far into enmity. This makes Tiamat Bolt Omegas a strong mod slot thanks to its enmity. Additionally, the enmity supp weapon Abu Simbel will be your main supplemental source. At such low HP, it provides 50k supp per copy making it on par with Gales. And if the cap up isn’t needed from the Gales they are stronger overall due to providing greater attack mod thanks to ATK awakening.
The other route is stamina. This can be used for burst but is less likely to see such use. Its more common for FA teams. This is a Crit setup using the big crit weapon Last Storm Harp and the medium crit weapon Coruscant Crozier. Two harps will be enough for most needs with four being for single sided setups. Spoons carry an HP component and are excellent for providing HP when needed. As for supp damage, your main choices are the farmable Mandjet or if you can Piercing Galewings. Unlike with enmity, Gales are amazing slots for FA and you should slot them if you get them.
In addition to these two, a very common approach to Wind teams is to focus on skill damage. Both higher FA levels as well as NM200 relied heavily on skill damage. The most important weapons are Ewiyar’s Beak and Tiamat Edge Aura. The former is better for single sided or unboosted setups thanks to the flat 50k supp and large normal mod. The latter is better for longer FAs or double sided setups in general thanks tempering also providing boosted skill cap in addition to the supp and the garrison helping with survivability. Next is the flat skill cap weapon Daur da Blao. With special awakening, these provide 20% skill cap up per copy. They are generally better suited for OTK. That said, the weapon is also one of the best Rising Force mainhand options thanks to it dealing skill damage on CA and providing 10% bar to party.
Zephyrus
Next up let’s cover what is needed for Zephyrus. While a Grand release is likely before UnF, we have no idea what kind of impact it might have. So things may or may not change much.
Summon | Priority | Notes |
---|---|---|
2 Piercing Galewings | ★★★★★ | |
2 Claíomh Solais Díons | ★★★★★ | |
2 Kaguya’s Folding Fans | ★★★★★ | |
1 Destiny Knuckles | ★★★★★ | |
1 ATK Vortex of the Void | ★★★★☆ | |
1 SKILL Love Eternal | ★★★☆☆ | |
2 Ewiyar’s Beak | ★★★☆☆ | |
1-2 Galleon Float | ★★★☆☆ | |
0-1 Swan | ★★☆☆☆ | NM250 FA potential MH |
1 Destiny Knuckles | ★★☆☆☆ | |
3 Kaguya’s Folding Fan | ★★☆☆☆ | ★★★★★ with Rhomphaia |
1 Evening Floral Shower | ★★☆☆☆ | |
2 ATK Vortex of the Void | ★☆☆☆☆ | OTK only |
The main Zeph burst grid is similar to Tiamat very rooted in enmity. For the most basic grid, 2 Piercing Galewings, 2 Kaguya’s Folding Fan. 2 Claíomh Solais Díons, and 1 Destiny Knuckles will cover the majority of potential cases. The first three provide their own sources of cap break: Gales with cap up and supp, fans with normal amp, and clams with special cap up. Meanwhile Destiny Knuckle will start you with 20% less HP and is your strongest damage mod source.
On the other end, Vortex of the Void is finally no longer a weapon worth making fun of. With the extra 40% might and 5% cap up from ATK awakening on top of the already existing Big Stam, its become a pretty good mod slot and cap up source. This is particularly true for any FA setups since it also has medium HP and debuff resistance.
As for skill weapons for FA or any potential skill mash setups for the higher up fights, there are a few to note. The farmable skill supp weapon Ewiyar’s Beak or the gacha tempering weapon Galleon Float will be your main sources of skill damage boost. Floats are stronger for double Zeph setups, but are a low priority bar overall unless you really maximize your potential damage or have the bars to spare. Then there is also a third skill supp source. Evening Floral Shower packs 100k skill supp with garrison making this the choice for when additional defense is needed. And last one to note is a skill awakened Love Eternal which provides 25% skill cap up while also having massive and medium ATK for a notable amount of mod.
The old grid mainstay Creepy Claws has generally fallen out of favor. But it is still worth bringing up thanks to it being a fist mainhand that had teamwide bonus damage on CA. This could find its way again as a mainhand option for Sumaibito setups. It is definitely not worth barring presently, but if such setups wind up taking over it would be good be ready to bar a copy.
Characters
Burst
See more information on the Wind Character burst section.
Full Auto
See more information on the Wind Character full auto section.
OTK
See more information on the Wind Character OTK section.
Backline
Characters with useful backline passives.
Orbital Breeze |
450% (Massive) Wind damage to a foe. All allies gain Earth DMG Lowered (20%, 3.5T) and Earth Switch (3.5T). |
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First Movement: Bide
|
Gain Refrain of Biding (100% DEF Up / 50% DA / 20% TA). Ends on recast. (Consumes 30% of other allies’ charge bars every turn.) Level 55: Effect enhanced. |
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Second Movement: Overwhelm
|
All Wind allies gain Charge Boost (30%), C.A. DMG Boosted (1 time) (30%), and C.A. DMG Cap Boosted (1 time) (15%). |
Third Movement: Guard
|
Grant another Wind ally Refrain of the Guardian (200% DEF Up, 1T). (Consumes 30% of caster’s charge bar.) |
Final Movement: Ascension
|
Exiled Maestro
|
Wind allies restore HP upon consuming charge bar with skills and charge attacks. |
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Judgement Reversed
|
When Sub Ally: Refresh 5% of Wind allies’ HP after each turn when not debuffed (Healing cap: 350). 30% boost to Wind allies’ ATK (Damage_Formula/Detailed_Damage_Formula#Perpetuity_boosts|Perpetuity modifier) when debuffed. |
- 30% free perpetuity attack.
- Essential to burst setups thanks to Belial (Summer).
- Also easy for FA with Ewiyar.
Sky-Rending Shot
|
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Hail of Bolts
|
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Azure Tornado
|
- 10% boost to Omega weapon skills.
Flinkbein: Treat |
450% (Massive) Wind damage to a foe. Restore Vane’s HP (Healing cap: 2000). End cooldown for Waechterriese. |
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Wolf Beat
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400% Wind damage to a foe (Damage cap: ~600,000). Inflict Earth ATK Lowered (15%, Accuracy: 100%, 180s) and Wind DEF Lowered (25%, Accuracy: 100%, 180s). |
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Waechterriese
|
Gain Counters on Dodge/DMG (200%, 5 times, 3T). |
Ritterseele
|
Gain Ritterseele (5T). |
Good-Natured Prankster
|
When Vane has Counter effect: Guaranteed triple attacks and 30% Bonus Wind DMG effect. |
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Playful Pranks Only!
|
50% boost to Wind allies’ DEF. (Takes effect even when Vane is a sub ally.) |
- Free 50% DEF from the backline.
Ibormeith Solas |
Massive Wind damage to a foe. All allies gain Shield (2000, 2.5T). Seruel gains Typhoon Crest 1. |
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Noble Blade
|
400% Wind damage to a foe. Inflict ATK Down (20%, 180s), Earth ATK Lowered (10%, 180s), and Wind DEF Down (15%, 180s). |
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Glowing Alster
|
All allies gain Glowing Alster 2. (Ends upon taking damage 2 times.) |
Lucent Grace
|
All allies gain 70% Earth Cut (2T) and Typhoon Crest 1. |
Allow Me to Escort You
|
10% boost to double attack rate and 5% boost to triple attack rate for all allies when Seruel is not debuffed. |
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Crownless Protector
|
Earth damage reduction to Wind allies based on their number of Typhoon Crest. All Wind allies start battle with Veil. (Takes effect even when Seruel is a sub ally.) |
- Back veil option is good for GW setups for those without Vampy.
Twinkle Magic |
All friends gain Mirror Image (2 times). Restore all friends’ HP (Healing cap: 3000) and remove 2 debuffs ♡ |
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Soaring with Skyfarers
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All friends gain Veil and Dispel Cancel (1 times) ♪ |
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Let’s Do Our Best ♪
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All friends gain ATK Up (30%, Multiplier: Normal, 3T), DEF Up (30%, 3T), and Guaranteed TA (1T) ♪ |
Sleepy Time
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Gain Naptime (1T) ♪ (When nap ends: Fully rested [Healing cap: 3000]. End all other skills’ cooldown. Gain Instant Charge.) |
Sky Realm Adventure ☆
|
Can’t normal attack and Into Hiding (Won’t be targeted by a foe’s one-ally attack if there is another ally available to target.) effect. At end of turn: 50% chance to restore all friends’ HP (Healing cap: 1000) and remove 1 debuff ♡ |
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We’ll Help Too ♪
|
30% boost C.A. damage and 5% boost to C.A. damage cap for Wind friends ☆ (Takes effect even when Cinnamoroll and Pompompurin is a sub ally ♪) |
- 30% CA damage and 5% CA cap is great for ougi OTK.
Summons
A list of summons that will see use this GW.
Universal Summons
Summon | Priority | Notes |
---|---|---|
Belial | ★★★★★ | 50k free supplemental damage. Will almost always be slotted. |
Beelzebub | ★★★★★ | Top tier main summon thanks to both its MC buffs and essential call for most burst setups. |
Belial (Summer) | ★★★★☆ | Summer Belial is particularlly strong in Wind since it gives the party a debuff at battle start. This activates Katzelia’s backline passive to grant the team 30% perp ATK . |
Yatima | ★★★★☆ | Sub aura let’s you call two summons in a turn. Especially important for Earth that relies a lot on summons for buffs. |
Triple Zero | ★★★★☆ | Provides 10% damage amp as main summon. Call deals a lot of damage and provides instant charge to MC which great for Spartan setups or OTK. |
Wedges of the Sky | ★★★★☆ | 20% boost to Omega weapon skills. |
Qilin | ★★★☆☆ | |
Halluel and Malluel | ★☆☆☆☆ |
Earth Specific
Summon | Priority | Notes |
---|---|---|
Tiamat Omega | ★★★★★ | Core Aura Summon for Omega. 210 sub aura is great for Omega and Optimus. |
Zephyrus | ★★★★★ | Core Aura Summon for Optimus. 210/230 sub aura is great for Omega and Optimus. |
Raphael | ★★★★★ | 5-15% damage cap sub aura. Call at prevents enemy special attacks from going off for 1-2 turns. Addiitionally, it provides a strong ATK buff at FLB. |
Demonbream | ★★★★☆ | 3 turn 20% echo summon that also grants Jammed and takes away 25% of party HP making it excellent for enmity burst. |
Ewiyar | ★★★★☆ | 20-40% boost to Optimus weapon skills. Call also provides 50k teamwide supp. |
EX/EX+
Summon | Priority | Notes |
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Huanglong | ★★★★★ | 30% bar to party on battle start when main or support summon. |
Tiamat (Summer) | ★★★☆☆ | Guarenteed Triple Attacks to team for one turn. Excellent for OTK. |
Beelzebub (Summer) | ★★☆☆☆ | 2m plain damage at end of turn. |
Elil | ★☆☆☆☆ | Can be used at FLB for Manadiver OTK setups |
Manatura
Another thing to farm for are the various Manatura that might see use.
The main three are from left to right the Leviathan Mino, the Ouroboros Mino, and the Dark Rapture Simulacrum. There are the primary three for most uses with Manadiver. All three use the same mechanic of dealing skill damage on normal attacks when MC has at least 1 crest at the cost of 30% charge bar.
Leviathan is the most basic and easiest to obtain especially since it can be traded for. It deals a 6 hit skill damage instance. And it also inflicts a debuff called Submerged with is used by the support passive to give MC 10% bonus damage.
Ouroboros is a very strong upgrade thanks to its 6 hit nuke hitting harder and support passive that provides 30k teamwide supplemental damage with an additional 5k supp per crest. The main drawback is the way to obtain it is from the Alchemy Lab where it costs a hefty 30k points. This cost is pretty significant for anyone who hasn’t extensively bar farmed before.
Lastly, the Dark Rapture Simulacrum is a side grade to the Ouroboros one. It deals a single large skill damage instance that also inflicts amplified damage taken. And its support passive provides MC with 30% perp ATK, 25/25 DATA, 10% cap, and +10 hostlity to MC at the cost of 10% HP per turn. In many cases for burst setups, this can slightly edge out over Ouroboros, but for any FA setup that lasts a significant number of turns, the HP cost can often prove to much.
Unlike the others, the Agastia Simulacrum is a very specialized one focus on setups where the MC will charge attack. The support passive grants the MC 9% (90% max) CA damage, and 3% (30%) max CA cap per buff on MC. And when MC has 12 or more buffs, it deals a massive 10 hit skill damage nuke that can easily deal over 9m damage in OTK setups. Combine this from the skill damage it inflicts on attack for over 10m additional damage after CA. Outside OTK, it is unlikely to see use this UnF. But is way more likely to be useful in Water UnF.
Example Grids
Here are a few examples of weapon configurations for this year.
Burst
First up will be an example of a burst grid. This in particular is for Spartan which uses the Falsehood chain on the Dark Opus to provide teamwide double strike. In addition, its ultimate mastery skill Molon Labe
All allies gain Bonus DMG (20%, 3T), Jammed (30%-90%, 8T), Lethal Attack Dodged (1 times), and Shielded (3000).
(Consumes 40% of each ally’s current HP.)
both provides teamwide echoes and push the team further into enmity.
Pairing this with a strong enmity mod in Tiamat Bolt Omega and strong enmity supp weapons in Abu Simbels provides excellent damage. Since Spartan already lowers HP a lot, the HP lowering weapon Tiamat Arc Aura is generally not needed and typically results in lower damage than use more raw mods. This said, they can be useful still to activate Thermopylae
5-hit, 100% elemental damage to random foes (Damage cap: ~100,000 per hit).
Gain Shield (2000).
Remove 1 debuff.
(When almost knocked out: Activates at end of turn.)
to help push out damage if needed.
Abu Simbels can be upgraded for the premium option Piercing Galewing which have the advantage of not being HP level dependant. With Twinfall-Sky Blade, they can greatly outperform the non premium grid.
For Zephyrus, its grid is made of a strong mix of of cap up components via Claíomh Solais Díons, Piercing Galewings, and Kaguya’s Folding Fans. Generally two each is the ideal. After that, you want to have strong ATK mods. Adding more cap up past the prior listed results in lower performance due to not being able to easily hit that cap. Best option for Spartan is either Incomplete Polarsector or Destiny Knuckles.
An alternative option makes use of the 150 GM weapon Rhomphaia. Generally it is pretty similar setup wise to Spartan but is faster with more mashability. Grid wise it is also pretty similar but you will lose a slot due to the weapon. The best option to replace are the Clams as they provide the lowest boost.
Full Auto
When it comes to FA, outside shorter fights that will use similar grids as the above, wind tends to lean more towards skill damage. Manadiver is a typical choice for MC class thanks to the damage output from both nukes after MC autos and teamwide echoes it provides.
For Tiamat grids, with double 170 Tiamat and Bolts, you can cap crit with just two Harps or two spoons and one harp. Because of that, they provide a high amount of damage mod to grid space. In addition, the crit pairs great with Narmaya (Grand) activating her passive teamwide bonus damage on critical hits. If you happen to have a Piercing Galewing, run that as a mainhand instead.
Below are two examples of a Zeph Manadiver grid. The first is heavily leaned towards normal attacks. Evanescence serves triple duty here. It provides a lot of large mod thanks to their crit damage and gives 40k supp total It also helps activate Narmaya (Grand) teamwide bonus damage passive.
The alt example leans more on skill damage slotting in a skill cap weapon. Here we can either use Ewiyar’s Beak or Galleon Float as our skill cap up sources. Evening Floral Shower can replace the skill damage weapon if more surviability is needed.
Last FA example will be one for NM250. Assuming NM250 FA like last year relied heavily on CA setups for Omega grids, let’s take a look at a potential grid for it. In this case, we will look at a Rising Force config. A big reason this is likely to be one of the best options is that the skill Pinch Harmonics
6-hit, 100% elemental damage to all foes (Damage cap: ~135,000 per hit) and remove 1 buff.
(When MC has 10 or more buffs:
Auto-activates upon charge attacks.)
. which automatically casts on CA at 10 buffs, dispels one buff per cast making it great to quickly peel the mountain of buffs the boss will get in the fight. Daur da Blao is best MH option for this thanks to providing the party with 10% bar. The skill damage on CA as well as skill cap it provides are also quite good. The rest of the grid is made up primarily of Sette di Spade. The exact proportion of ATK to DEF would be unknown, but 3 DEF 2 ATK is the usual standard for hard content. If the boss hits really hard, then more DEF will be slotted.
Past Years
UnF pages for prior years.