Light Unite and Fight 2026
How to Farm
Unite and Fight 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 and NM95 are also available these days. NM90 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. NM95 is for rankers looking to get honors faster.
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 NM100 and NM150, Day 2 brings NM200 and Day 3 provides the final fight 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 Changes This Year
Light features a few major changes
First up is the major releases of Vajra (Halloween)
and Payila (Summer)
. Both have pretty loaded kits and will likely see heavy use through UnF especially for burst players. Light’s two recent grands Bhadra
and [[[c|caeser]]] will both likely see use in FA at the higher levels. There was also the very excellent collab welfare Yoruichi Shihoin
that will likely see plenty of use by a variety of players.
Bastet
was the main summon release and it is a very strong one at that. It’s sub aura gives 5-10% NA cap and 30k-50k NA.
There were two new grand weapons dropped. White Sword of Splendor
provides big crit, 100k skill supp, and will deal an extra hit of skill damage when skill damage is dealt. It is basically combines the usual FA slots of Radiant Rinne for skill damage and Ivory Ark for crit. The other main release was Bodhicitta Hammer
. This is primarily an HL weapon but it can be good for CA on setups for NM250. It gives bonus CA damage, 10% CA amp and 50% CB amp like the supremacy key, and boost to 40% EX ATK, 25% DEF, and 7% special cap when 4 or more weapons of the same group are equipped.
Weapons
To start, we’ll cover the weapons you should have available for this UnF.
General

This first section will cover weapons that are equally useful for Omega and Optimus.
Opus and Seraphics
| Weapon | Priority | Notes |
|---|---|---|
1 Sword of Renunciation![]() | ★★★★★ | Only required for Luminiera |
1 Sword of Repudiation![]() | ★★★★★ | Only required for Zeus |
1 Harp of Everlore![]() | ★★★★★ | |
1 Ultima Gun![]() | ★★★★★ | |
1 Ultima Staff![]() | ★★★★★ | |
1 Ultima Claw![]() | ★★★★★ | |
1 Doombringer Bow![]() | ★★★★★ |
The most basic thing you should have leveled is your opus as that will be your mainstay for all grids. Level 200 is the baseline due to gaining the incredibly important 3rd skill slot. 230 is the most important transcendance level as it adds boostable damage amp to the opus. 250 is a minor upgrade to the skills but is still a strong upgrade if you can afford it.
When it comes to Ultima weapons, the most useful ones are Ultima Staff
and Ultima Gun
. The former pairs well with Wizard Origin and Manadiver. The latter great for Soldier setups. If you have Golden Fists of Ura
, Ultima Claw
is great to have.
Doombringer Bow
is an upgrade over Ultima providing a larger 30% Seraphic amp as well as bonus Destruction damage. If you can get it, it replaces Ultima is most situations. The main situations Ultima has the edge on is unboosted setups. This is because the Seraphic amp and cap up on the Destruction weapon requires 280% aura boost.
General
| Weapon | Priority | Notes |
|---|---|---|
1 Altruism-Soul Staff![]() | ★★★★★ | |
1 Twinpain-Wolf Gun![]() | ★★★★★ | |
1 Covenant-Ruin Fist![]() | ★★★★★ | |
Worldvexing Angelos![]() | ★★★★★ | |
Worldscathing Leon![]() | ★★★★★ | |
1 Draconic Blade![]() | ★★★★☆ | |
1 Radiance of Insightful Rebirth![]() | ★★★★☆ | |
1 ATK Exo Heliocentrum![]() | ★★★☆☆ | |
1 ATK Exo Aristarchus![]() | ★★★☆☆ | |
1 Shooting of The Star![]() | ★★☆☆☆ | |
1 Worldstorming Aetos![]() | ★★☆☆☆ | |
1 ATK Iron Fist of Severed Chains![]() | ★★☆☆☆ | |
1 Norden Labrys![]() | ★★☆☆☆ | |
1 DEF Royal Deliverance![]() | ★★☆☆☆ | |
1 DEF Lux in Tenebris![]() | ★★☆☆☆ |
The need for Celestials is the same as for Ultimas. As for the awakening, generally ATK is the safest.
Exo Heliocentrum
is an solid farmable mainhand for Manadiver or Wizard Origin setups. Exo Aristarchus
similarly is solid for Sumaibito teams.
Draconic Blade
and its upgrade Radiance of Insightful Rebirth
will both be great defensive investments for FA especially if you wish to tackle the higher NM fights or have weaker characters in general.
With NM250 allowing Extra Slots, weapons that can go in those slots are a lot more valuable. Ultimas or Destruction weapons are an easy fill. For FA, Radiance of Insightful Rebirth
is easy slot without a destruction wepaon. Celestial weapons, world weapons, NWF weapons, Bahamut weapons, and Militis weapons are all options.
The Viking CCW Norden Labrys
is also a strong investment for OTK. This is thanks to its 3rd skill casting Banahogg
2-hit superior Elemental damage to a foe (Damage cap: ~370,000 per hit).
Inflict DEF Lowered (25%, 180s).
If main or auxiliary weapon is a sabre: Boost to number of hits (2 times).
If main or auxiliary weapon is an axe: Also inflict status DEF Down (25%, 180s).
at the end of a turn where 40 or more hits dealt. Banahogg is a very large skill damage nuke making it a lot easier to pull of an OTK.
Iron Fist of Severed Chains
is a top tier mainhand for Sumaibito. It adds 3 turns of Bonus DMG (50%)
Deals bonus DMG for one-foe one-ally attacks
to In the Face of Adversity
Gain Jammed (40%-120%, 3T), DMG Amplified (20%, Multiplier: Seraphic, 3T), and DMG Cap Boosted (20%, 3T).
(Consumes 25% of max HP.)
which is great for any multi turn setup. For single turn setups, the ATK Sharply Boosted (1 hit)
added to Ultimate Palm Strike
700% Elemental damage to a foe (Damage cap: ~635,000).
Inflict DEF Down 2 (25%, 2T) and DMG Taken Amplified 1 (30%, 6 times, 1T).
is incredibly powerful.
Thanks to Boogeyman being solid for NM250, its CCW Lux in Tenebris
is also highly reccomended. While its not the craziest weapon, it provides solid upgrades to all skills especially with reducing Bespoke Tailoring’s
Gain Unchallenged 2 (2 times), Veil, and Dispel Cancel (1 times).
(When Dark Reputation is 5: Affects all allies.)
cooldown and giving MC additional bonus damage.
Royal Deliverance
is another strong CCW investment for 100% uptime on Debuff Resistance Boosted (100%)
and Dispel Cancel
as well as Dispelling
Removes a buff from a foe.
on CA. This will make NM250 a ton easier if you lack the important characters that can dispel or prevent debuffs.
Gold Moon
| Summon | Priority | Notes |
|---|---|---|
0-1 Excalibur![]() | ★★★★☆ | |
0-1 Golden Fists of Ura![]() | ★★★★☆ | |
0-1 Futsunomitama![]() | ★★★☆☆ |
Excalibur
provides 50% bonus damage to MC on CA. This is used in Relic Buster
bursts to stack additional bonus damage on MC. In the prior years, it was used for the fastest NM200 clears and as of right now outside duos that will likely be the same.
Golden Fists of Ura
is a very strong Sumaibito mainhand thanks heavily to it packing 30% normal amp and big TA. Starting at level 110, it also gives MC sub all and undying. This pairs well with ura fist dealing a 3 hit full force counter along with an additional nuke on counters. At 230, Ura fist gets a 2 turn (3 at 250) buff that gives MC assassin end of turn, adds 2 additional counter hits, and cuts red skill CD’s by 3 turns. Last but definitely not least is a 2 turn buff at battle start for all allies giving 30% TA up and converting the third of a normal attack to 3 hit flurry along with 30% bonus damage. In past years, Ura has always been a strong contender often putting up some of the best times. The recent transcendence buffs will make it an even stronger contender.
Futsunomitama
will primarily be an FA weapon providing lots of free skill damage such as using MC skill 1, on normal attacks, and on CA. The CA also provides 15% bonus damage to the team. When attacking an enemy at level 10 thunderstruck, MC will also gain double strike. Additionally it provides strong teamwide skill buffs like skill supp and rigor. Outside FA, futsu has a niche as being great for Orologia OTK as it provides extra skill after the Orologia nuke.
Luminiera

To start, let us cover the weapons needed for Luminiera grids.
Core
| Weapon | Priority | Notes |
|---|---|---|
4 Luminiera Bolt Credo![]() | ★★★★★ | |
2 Luminiera Saber Credo![]() | ★★★★★ | |
2-3 Pillar of Flame![]() | ★★★★☆ | |
2-3 Luminiera Sword Omega![]() | ★★★★☆ |
Like most other elements at this point, the core of Omega grids is its M3 exalto weapon. In this case, that would be Luminiera Bolt Credo
. Four of these will cover all your needs from OTK to burst to FA. 4 is also needed for Super Lucilius Keys for burst setups.
Luminiera Saber Credo
is also great as it provides big TA and small MA. This makes it great for either cutting a button from burst setups or making everyone TA in an OTK.
Pillar of Flame
are effective raw mod slots thanks to providing both big crit and medium stam. 2 are used for double Lumi setups where 3 is for single Lumi ones.
Luminiera Sword Omega
are still good mod slots and provide HP for FA setups. 3 is probably overkill now a days but M1 weapons are easy enough to get anyways.
General
| Summon | Priority | Notes |
|---|---|---|
2 Luminiera Lance Credo![]() | ★★★☆☆ | 1-2 with 1 Harmonia 0 with 2 |
2 DEF Harakhte![]() | ★★★☆☆ | Can do 1 ATK 1 DEF too |
1 Heliogabalus Militis![]() | ★★★☆☆ | |
1 SPC Symmetria![]() | ★★★☆☆ | |
2-4 Blightrifle of Knowledge Verboten![]() | ★★★☆☆ | |
1-2 Spirelance of Knowledge Verboten![]() | ★★★☆☆ | |
2 Machinahand of Knowledge Verboten![]() | ★★☆☆☆ | |
2 ATK Harakhte![]() | ★☆☆☆☆ | Only if CA based OTK |
Luminiera Lance Credo
is a hard content defensive weapon providing medium HP, medium heal cap, and medium garrison. It is an excellent for FA for the higher levels. 1 should handle most things but getting a 2nd to be safe is reccomended.
Harsiesis
and their supp will be decent slots but are replaced easily by stronger weapons. You could use about 3 of them for OTK if you lack Harmonia . If you already have two Harmonia you won’t need it.
Harakhte
and Heliogabalus Militis
are for CA based OTK and for CA setups for NM250. DEF harakhtes are prefered for NM250 while ATK are preferred for OTK. If you won’t use them for OTK, you can skip the the ATK ones
For the Odious, weapons, while they have potential, they are presently pretty niche. You can make some solid grids with it but as of right now they likely won’t see use or see use in a way that makes them stand out compared to pure Lumi grids. The upgrade to the Odious series likely won’t hit light til after UnF (that said I do hope they can come before).
A SPC Symmetria
is great for adding a bit of additional skill supp and skill cap to primarily OTK setups.
Premium Upgrades
| Weapon | Priority | Notes |
|---|---|---|
1-2 Harmonias![]() | ★★★★★ | |
1-2 Canifortis![]() | ★★★★★ |
Canifortis
iis the highest priority weapon to get thanks to its 50k normal supp and 12.5% MA and 10% NA amp. You will need to make sure to hit 280% aura boost to use it but it is a big damage increase to any NA based setup.
For premium upgrade options, Harmonia
is also high priority thanks to the unconditional 50k supp.. They are an excellent boost and its a highly reccomended to get one.
Zeus

Zeus grids will likely mostly be stable but there should be at least one new grand that will likely want 1-2 copies of their new weapon released before then.
Core
| Summon | Priority | Notes |
|---|---|---|
2-3 Efes![]() | ★★★★★ | |
2 Canifortis![]() | ★★★★★ | |
2 Harmonias![]() | ★★★★★ |
Efes
is Lights’s exalto weapon and provides damage amp on critical hits. This amp is quite potent thanks to its ability to stack with other amp sources. The main drawback is the need to crit to activate. Thankfully, light has two non grid ways to reach 100% crit. The sub aura from Mars (Summer)
provides 100% crit at 0 button presses. The other way is via Mugen (Halloween)’s
skill 2 Song of Sweetmeats
All Light allies gain Light ATK Up (30%, 5T), Critical Hit Rate Boosted (20%, 5T), DMG Cap Boosted (15%, 5T), and DMG Amplified (20%, 5T).(Inflict Max HP Lowered (Stackable / Can’t be removed) (30% (90% Max)) on target allies.)
. For extended setups, you will need to run a crit grid for them.
Harmonias
offer 50k supp and 7% cap per party and are another major source of cap break.
Canifortis
provides 50k normal supp and 12.5% MA and 10% NA amp. You will need to make sure to hit 280% aura boost to use it but it is a big damage increase to any NA based setup.
Good to Have
| Summon | Priority | Notes |
|---|---|---|
1-2 White Sword of Splendor![]() | ★★★☆☆ | |
1-2 Radiant Rinnes![]() | ★★★☆☆ | |
1 ATK Ivory Arks![]() | ★★☆☆☆ | |
1 ATK Sacred Standard![]() | ★★☆☆☆ | |
1 Gambanteinn![]() | ★★☆☆☆ | |
1 Vacation Toolbox![]() | ★★☆☆☆ | |
2 ATK Symmetria Mk II![]() | ★★☆☆☆ | |
0-1 Equilibrium Tannenwand![]() | ★★☆☆☆ | |
0-1 Official’s Jitte![]() | ★☆☆☆☆ | |
01- SPC Symmetria Mk II![]() | ★☆☆☆☆ | |
0-1 MA Eden![]() | ★☆☆☆☆ | |
0-1 Diaitesia![]() | ★☆☆☆☆ | Booeyman MH or Street King Aux option |
White Sword of Splendor
is the present main skill boost weapon in light with 100k skill supp and big crit. Additionally, it has a skill that deals an additional hit of skil damage whenever skill damage is dealt to a foe. Radiant Rinnes
are Zeus’s boostable skill cap and skill supp weapon. Both are great for burst setups or FA thanks to the skill damage present in light.
Ivory Ark
is one of the main crit weapons for Light that isn’t the exalto. Being a big crit weapon it can easily cap up the crit from Efes. Ivory Ark will typically only be slotted for FA setups as burst setups have other ways to reach 100% crit and the second mod being small HP and debuff resistance makes it better for FA. Its also a pretty good manadiver mainhand as it provides 10% partywide bonus damage on CA.
Vacation Toolbox
is an all around solid weapon packing both Big and smal crit to help easily reach 100% crit as well as providing 20k supp on crits.
Sacred Standard
, Edens
and Gambanteinns
fall under the category of good raw damage slots combined with multi attack up.
Equilibrium Tannenwand
is a go to weapon for Light HL thanks to its medium HP, healing, and garrison as well as 400k CA supp. Its likely gonna be a great slot in NM250 FA as well.
Diaitesia
is a CA focused weapon which boosts CA damage by 10%, CA cap by 6% and special CA cap by 2% per harp in grid for up to five harps. Since both Harmonias and Rinnes are harps, its pretty easy to get this up there. Since it also provides medium HP, this will likely be slotted in for NM250 setups.
Official’s Jitte
is an excellent mainahand for Chrysaor setups. It provides crests to the teams an will deal a 1-6 hit skill nuke based on the number of crests. At 5 crests, all allies will gain 10% bar at the end of turn to help with CA looping. On top of this, it also provides 15% CA cap and medium crit to help reach 100% crit for Efes.
Imperious Fury
is Light’s Vitality weapon providing EX ATK, DEF, and Special Cap based on HP. For FA, the DEF and HP can be helpful.
Characters
Below are bunch of characters that see use in various contents. If you have any of them, try to level them beforehand and don’t forget to invest in EMPs, earrings, rings, and artifacts for the characters you’ll use.
Burst
Full Auto
OTK
Summons
A list of summons that will see use this UnF.
General
| Summon | Priority | Notes |
|---|---|---|
Belial![]() | ★★★★★ | 30k 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. |
Yatima![]() | ★★★★★ | Sub aura let’s you call two summons in a turn. Can also be used as main summon to call two summons at once. |
Orologia![]() | ★★★★★ | Large skill nuke is great for OTK or scumming burst damage. Strong buffs to MC. |
Versusia![]() | ★★★★★ | As main or sub summon, it provides lots of free damage and dispels as long as the 5/8 CAs or TAs condition is met. Call provides teamwide Wild Flurry
Hit count of normal attacks is increased by 1 (1 time)
for +1 to hit counts. |
Triple Zero![]() | ★★★★☆ | Provides 10% damage amp as main summon. Call deals a lot of damage and provides instant charge to MC which great for Manadiver setups or OTK. |
Wedges of the Sky![]() | ★★★★☆ | 30% boost to Omega weapon skills. |
Qilin![]() | ★★★★☆ | Call resets all skills. Irreplacable utility. |
Beelzebub (Summer)![]() | ★★☆☆☆ | 2m plain damage at end of turn. |
Belial (Summer)![]() | ★★☆☆☆ | 1 time counter to allies at battle start |
Halluel and Malluel![]() | ★★☆☆☆ | 10% TA to party at FLB. |
Light Specific
| Summon | Priority | Notes |
|---|---|---|
Luminiera Omega![]() | ★★★★★ | Core Aura Summon for Omega. 210 sub aura is great for Omega and Optimus. |
Zeus![]() | ★★★★★ | Core Aura Summon for Optimus. 210/230 sub aura is great for Omega and Optimus. |
The Star (SSR)![]() | ★★★★★ | 10% seraphic boost against dark enemies. |
Metatron![]() | ★★★★★ | 5-15% damage cap sub aura. |
Bastet![]() | ★★★★☆ | 5-10% NA cap and 30k-50k NA supp sub aura |
Fairy Princess![]() | ★★★★☆ | 50k supp damage sub aura when above 80% HP. |
Artemis![]() | ★★★★☆ | Call provides 35% bonus damage and 50% TA to all allies for one turn. |
Lu Woh![]() | ★★★★☆ | 20-40% sub aura boost to Optimus weapon skills. Call also provides 50k teamwide supp. |
Virtuous Huanglong![]() | ★★★★☆ | Sub aura gives 20% light ATK if [[[c|piju]]] is in the party. |
Papahlukruva![]() | ★★★☆☆ | 100% boost to Taboo weapon skills. Boost increases to 150% based on Odious weapons’ exorcision level. |
EX/EX+
Classes
The following are the most likely classes to be used during UnF. Level them ahead of time, give them EMPs, and make sure to unlock their skills.
General
Full Auto
OTK
Artifacts
Artifacts are another system of character progression offer them additional stats or abilities. They can be equipped to any character who shares the element and proficiency of the artifact. When farming for a specific element drop, farm raids of the element. The artifact which drops has a 50% chance of being the element of the raid its dropped from.
Typically the most useful artifacts are those which provide NA cap, NA supp, damage amp, skill cap, or skill supp. Any source of additional cap break can make a major difference. Typically the NA cap or supp will take priority, but some characters may prefer skill cap. For many burst characters, the NA cap for hit to skill/CA cap will be the strongest overall.
For burst setups, the best by far is the artifact which grants a random buff at battle start. At level 5, this gives all the possible random buffs. The main drawback to this artifact is that you need it at level 5 to be reliable. There is a lot of RNG involved in this and a lot of artifact level resetting and releveling. As a result, this is very much geared towards advanced players those who want to crank out every possible bit of damage to save a button.
TA artifacts are also generally pretty useful. They will be invaluable for OTK to reach 100% TA on all characters and strong for some burst setups.
Beyond these, other stats may be useful for certain characters. Like characters with dodge mechanics would like dodge rate up boosts.
The max HP up for 70% def down artifact is also one to keep an eye out for. This artifact makes killing off units a lot easier which has plenty of tactical use even in FA.
Manatura
Another thing to farm for are the various Manatura that might see use.

The present main manatura is the Hexa Manatura. This one is designed to work with Wizard Origin
. A big part of that with it the MC starts with 3 crests. With 5 crests, it deals a strong 6 hit skill nuke that inflicts def down stackables for all elements. It also raises Origination’s Halo levels for all characters. The levels give 10% (50% max) DA, 4 % TA (20% max) and 20k (100k max) supp.



Before those two, the primary three were from left to right the Leviathan Mino, the Ouroboros Mino, and the Dark Rapture Simulacrum. 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.
Past Years
UnF pages for prior years.














































































































































































