NM200 becomes available on the second round of Finals for GW. For stronger players, this will have the second highest honors/hour ratio of any raid. Typical setups with take 50-90s on manual or 4-12m on FA with current character and grid strength.
Information
HP: 877,800,000
Defense: 25
Honors: 20,296,142
Host Cost: 30x Bait Chunks
JP Name: 200HELL
Notation
For GW, setups are commonly abrieviated based on the number of buttons that are used (B), the number of summons used (S), and the number of turns it takes (T). For example, a setup that says 3T 25B5S means it takes 3 turns and uses 25 buttons and 5 summons.
For FA setups, they are instead notated by the time it takes to defeat them. This can vary depending on ping and for longer raids variances in RNG.
Manual Setups
Characters
Fire contains both a strong mix of very powerful attackers and supports. On top of that, it has a very strong standard grid providing most of the buffs you would want. As a result, it tends to lean very heavily on attackers to make the most of those grid buffs. Support units still see plenty of use as they are often strong enough to be useful. Alanaan is an insane buffer but at this level will see limited use due to wanting to avoid killing a character and swapping him in especially for 1 turn setups.
On top of that, Fire has access to Percival (Grand) and his super strong skill 3 Koenig Dekret900% 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.). This provides teamwide instant strike with bonus damage. It is essential to fire burst as it provides so much damage for a single press.
Attackers
Support
Percy
Theorycrafted Setups
This section will go over some theoretical Full Auto setups. Due the FA relying heavily on boss mechanics, they may require slight or significant changes for the real fight. EIther way, they offer a good starting point for potential setups.
Lancer Origin10-hit Elemental damage to a foe (Damage cap: ~70,000 per hit). Inflict Spiral Rupture 5 (5T).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.)
Lancer Origin3-hit Elemental damage to all foes (Damage cap: ~200,000 per hit). Spear: Gain Bonus Superior Elemental DMG (30%, 3T). All allies gain Triple Attack Rate Boosted (1 time) (100%). Axe: Inflict Element ATK Lowered (20%, 180s), Double Attack Rate Lowered (50%, 180s), and Triple Attack Rate Lowered (50%, 180s) on all foes. Level 50: No longer requires Spear or Axe.
Lancer OriginSpear: All allies gain Boundless Spear (1 times). Axe: All allies gain Boundless Axe (1 times). (Can only be used when Mythical Lancer lvl is 5.)
Percival (Grand)S3900% 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.)
Lancer Origin3-hit Elemental damage to all foes (Damage cap: ~200,000 per hit). Spear: Gain Bonus Superior Elemental DMG (30%, 3T). All allies gain Triple Attack Rate Boosted (1 time) (100%). Axe: Inflict Element ATK Lowered (20%, 180s), Double Attack Rate Lowered (50%, 180s), and Triple Attack Rate Lowered (50%, 180s) on all foes. Level 50: No longer requires Spear or Axe.
Turn 3
Percival (Grand)S2Inflict Grovel 1 (Accuracy: g, 1T) and Petrified 3 (Accuracy: 200%, 3T) on a foe.
Lancer OriginSpear: All allies gain Boundless Spear (1 times). Axe: All allies gain Boundless Axe (1 times). (Can only be used when Mythical Lancer lvl is 5.)
Percival (Grand)S3900% 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.)
Halluel and MalluelS38-hit Plain damage to a foe based on 10% of foe’s current HP (Damage cap: 222,222 per hit). Remove buffs based on number of foe’s debuffs (Max: 5).Inflict Everbane (20% / 1% of Max HP, Accuracy: g).
Lancer Origin3-hit Elemental damage to all foes (Damage cap: ~200,000 per hit). Spear: Gain Bonus Superior Elemental DMG (30%, 3T). All allies gain Triple Attack Rate Boosted (1 time) (100%). Axe: Inflict Element ATK Lowered (20%, 180s), Double Attack Rate Lowered (50%, 180s), and Triple Attack Rate Lowered (50%, 180s) on all foes. Level 50: No longer requires Spear or Axe.
Lancer OriginInstantly perform a normal attack without using up a turn. (When Mythical Lancer lvl is 5: Also gain DMG Amplified (30%, 1T).)Spear: All allies gain Boundless Spear (1 times). Axe: All allies gain Boundless Axe (1 times). (Can only be used when Mythical Lancer lvl is 5.)
Percival (Grand)S3900% 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.)
Lancer Origin10-hit Elemental damage to a foe (Damage cap: ~70,000 per hit). Inflict Spiral Rupture 5 (5T).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.)
MichaelS21100% Fire damage to a foe (Damage cap: ~1,305,000). All Fire allies gain Ignis Ward 3. (Ends upon taking damage 3 times.)
Anthuria must be knocked out
Turn 2
Lancer Origin3-hit Elemental damage to all foes (Damage cap: ~200,000 per hit). Spear: Gain Bonus Superior Elemental DMG (30%, 3T). All allies gain Triple Attack Rate Boosted (1 time) (100%). Axe: Inflict Element ATK Lowered (20%, 180s), Double Attack Rate Lowered (50%, 180s), and Triple Attack Rate Lowered (50%, 180s) on all foes. Level 50: No longer requires Spear or Axe.
MichaelS3Plain damage to all foes based on 10% of their current HP (Damage cap: 999,999). Remove 1 buff. Inflict Delay (Accuracy: 100%).S1Grant another Fire ally Instant Charge and C.A. Reactivation (1 time). =>
Lancer OriginSpear: All allies gain Boundless Spear (1 times). Axe: All allies gain Boundless Axe (1 times). (Can only be used when Mythical Lancer lvl is 5.)
Lancer Origin3-hit Elemental damage to all foes (Damage cap: ~200,000 per hit). Spear: Gain Bonus Superior Elemental DMG (30%, 3T). All allies gain Triple Attack Rate Boosted (1 time) (100%). Axe: Inflict Element ATK Lowered (20%, 180s), Double Attack Rate Lowered (50%, 180s), and Triple Attack Rate Lowered (50%, 180s) on all foes. Level 50: No longer requires Spear or Axe.10-hit Elemental damage to a foe (Damage cap: ~70,000 per hit). Inflict Spiral Rupture 5 (5T).Spear: All allies gain Boundless Spear (1 times). Axe: All allies gain Boundless Axe (1 times). (Can only be used when Mythical Lancer lvl is 5.)
Percival (Grand)S3900% 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.)
Reference
Setups
Lancer Origin (52s)
Agni
Lancer Origin
Wamdus (Holiday)
Percival (Grand)
Catura (Event)
Alanaan
Michael
Main
Friend
Sub
Yatima
Belial
Beelzebub (Summer)
Versusia
The Sun (SSR)
Agni
Wilnas
Lodern
Blazing Mistral
Overrider
Crimson Scale
Nebula Gauntlets
Overrider
Crimson Scale
Nebula Gauntlets
Sennen Goji
Scythe of Repudiation
Doombringer Sword
Lancer Origin (58s)
Agni
Lancer Origin
Wamdus (Holiday)
Percival (Grand)
Anthuria (Holiday)
Alanaan
Michael
Main
Friend
Sub
Versusia
Michael
Beelzebub (Summer)
The Sun (SSR)
Cerberus (Summer)
Agni
Yatima
Belial
Crimson Scale
Overrider
Overrider
Overrider
Nebula Gauntlets
Nebula Gauntlets
Sennen Goji
Crimson Scale
Scythe of Repudiation
Doombringer Sword
Chrysaor (58s)
Lancer Origin (1m05s)
Full Auto Setups
Full auto setups are generally way more dependant on boss mechanics than manual setups and can be hard to predict ahead of time. Exact setups will not be posted until after round start.
Overview
Full auto setups are generally way more dependant on boss mechanics than manual setups and can be hard to predict ahead of time. Exact setups will not be posted until after round start.
Characters
These are characters that will be strong for FA setups. They are divided by into three characters to make identifying replacements or determining what to slot based on your needs easier.
Generally stronger characters are listed higher.
Offense
Support
Defense
Theorycrafted Setups
This section will go over some theoretical Full Auto setups. Due the FA relying heavily on boss mechanics, they may require slight or significant changes for the real fight. EIther way, they offer a good starting point for potential setups.