Fire Unite and Fight 2025
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 |
| 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.
2B5C 
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
Gain 5 Machine Cell (Max: 5) and restore HP (Healing cap: 2000).
(When HP is 50% or above: Also gain Strength (45%-15%, 3T).)
Level 30:
(When HP is below 50%: Also gain Jammed (30%-90%, 3T).)
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
Notes
- Every character is replaceable with anyone with skill nukes like Elmott (SSR)
or Lancelot and Vane
.
1B4C 
Rotation
- Turn 1
- Shion
S2
300% Fire damage to a foe (Damage cap: ~350,000).
Gain Charge Bar (20%).
(Number of activations increased based on number of katana-specialty allies in party [Max: 6].) 
- Shion
Notes
- Requires 5 Katana characters in party for Shion. Replace characters with other Katana units.
0B3C 
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Reference
0B2C 
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Reference
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.
1B1S0C 
Calling The Sun (SSR)
makes for an easy OTK as it provides double strike to the first characters.
Rotation
Reference
Notes
- Every character is replaceable with any Spear proficiency or GTA character.
Sun Attack 
Calling The Sun (SSR)
makes for an easy OTK as it provides double strike to the first characters.
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1B0C 
References
1B + Percy 3 
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References
Notes
- Requires 7% TA on Naru.
0B0C 
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References
Notes
- Characters outside Percy can be replaced by any attackers with skill damage on normals or with passive buffs.
0B1C 
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References
Notes
- Characters outside Percy can be replaced by any attackers with skill damage on normals or with passive buffs.
Percy 3

The fastest setup available this year is using Koenig Dekret
900% Fire damage to all foes (Damage cap: ~1,020,000).
All Fire allies gain Fire ATK Up (100%, 1T) and Bonus Fire DMG (1 time) (30%, 1T).
All Fire allies instantly perform a normal attack without using up a turn.
(Consumes King’s Blaze after activation.)
. It is faster than a traditional 0C because free auto skills like it use skill lock. Additionally it is easier than 0B0C thanks to the large nuke, fire attack, and echoes.
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References
Notes
- Characters outside Percy can be replaced by any attackers with skill damage on normals or with passive buffs.
Orologia 
The lowest lockout method uses the single skill Transcendent Blue
11-hit Elemental damage to a foe (2600% total / Damage cap: ~4,000,000 total). MC gains Power of the Boundary[[File:status_7980_1.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (20% ATK Up)]]ATK is boosted (Can’t be removed)
Strength: 20%Multiplier: [[Damage_Formula/Detailed_Damage_Formula#Perpetuity boost|Perpetuity]]Duration: 5 turns
[[File:status_7980_2.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (30% DEF Up)]]DEF is boosted (Can’t be removed)
Strength: 30%Duration: 5 turns
[[File:status_7980_3.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (100% DA Up)]]Double attack rate is boosted (Can’t be removed)
Strength: 100%Duration: 5 turns
[[File:status_7980_5.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (50% TA Up)]]Triple attack rate is boosted (Can’t be removed)
Strength: 50%Duration: 5 turns
[[File:status_7980_4.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (10% DMG Cap Up)]]Maximum amount of DMG that can b
from Orologia
to deal a massive nuke.
Rotation
- Turn 1
- Soldier
11-hit Elemental damage to a foe (2600% total / Damage cap: ~4,000,000 total). MC gains Power of the Boundary[[File:status_7980_1.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (20% ATK Up)]]ATK is boosted (Can’t be removed)
Strength: 20%Multiplier: [[Damage_Formula/Detailed_Damage_Formula#Perpetuity boost|Perpetuity]]Duration: 5 turns
[[File:status_7980_2.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (30% DEF Up)]]DEF is boosted (Can’t be removed)
Strength: 30%Duration: 5 turns
[[File:status_7980_3.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (100% DA Up)]]Double attack rate is boosted (Can’t be removed)
Strength: 100%Duration: 5 turns
[[File:status_7980_5.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (50% TA Up)]]Triple attack rate is boosted (Can’t be removed)
Strength: 50%Duration: 5 turns
[[File:status_7980_4.png|25px|link=Status Effects]][[Status Effects|Power of the Boundary (10% DMG Cap Up)]]Maximum amount of DMG that can b
- Soldier
References
Past Years
UnF pages for prior years.







































































