GW section will often be out of date as GW setups are typically brainstormed in the months leading up to GW. Setups will typically be methods from the prior GW with minor updates for new content. Additionally, since GW bosses differ every run final setups won’t be known until GW actually begins.
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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
For GW, setups are commonly abrieviated based on both the number of buttons that are used (B) and the number CAs used (C). So if a setup reads 2B4C that means it uses 2 buttons and 4 CAs. Additionally, Summon calls will be abbreviated as (S).
General References
The following videos formed the basis for many setups listed below.
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.
Notes
1B4C
Having main and support Huanglong along with the crew buffs provides 90% charge to everyone. Using 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 4C with only a single button press.
Rotation
- Turn 1
Notes
0B4C
Ferry 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 is replaceable with any CA Focused character.
- Can slot a character who can’t attack or CA like Vikala (Event) to turn this into a 3C.
- Silva or Nobita can be slotted backline for more damage.
0B3C
An upgraded way to use the 90% charge from double huanglong is using the 10% charge from the Eternal Wonder on Tweyen to launch a 3C without any button presses.
Notes
1B2C
A setup that uses Vira (Grand)’s strong skill 4 Fated Cleaver Gain Instant Charge and C.A. Reactivation (1 time). for a very strong set of double CAs with skill damage.
Rotation
- Turn 1
- Vira (Grand) Gain Instant Charge and C.A. Reactivation (1 time).
Notes
- Frontline can be any strong normal attackers.
- Nobita can be slotted backline for more damage.
0B2C
0B2C requires much stronger characters and a much stronger grid that prior setups. As a result many may find the easier Normal Attack setups to be better. Additionally, if you can do 0B3C without relying on enemy action, it is better than 0B2C.
Notes
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.
3B0C
Nehan is light’s strongest buffer and he can very easily carry weaker characters and setups with his strong buffs, TA to allies, and double strike to allies.
Rotation
- Turn 1
- Nehan
All other Light allies gain Zen (Multiplier: Perpetuity, 3T).
All other Light allies gain Wolf Tonic (3T).
All other Light allies gain Double Strike (1t).
(Inflict Max HP Lowered (Stackable / Can’t be removed) (30% (90% Max)) on target allies.)
- Nehan
All other Light allies gain Zen (Multiplier: Perpetuity, 3T).
All other Light allies gain Wolf Tonic (3T).
All other Light allies gain Double Strike (1t).
Notes
- Character and grid choices are very flexible.
2B1C
Manadiver is a stronger attacker being able to perform a skill damage nuke after normal attacks. With two presses, you can give MC double strike and provide teamwide echoes both of which will make things a lot easier.
Rotation
- Turn 1
- Manadiver Fill 3 charge diamonds on all foes.All allies gain Bonus DMG (20%, 3T), Charge Boost (30%), and 1 Elemental Crest (Hellfire CrestDeluge CrestWasteland CrestTyphoon CrestAurora CrestOblivion Crest).(Crest gained based on caster’s element.)
Notes
- Character replacements can be GTA characters or ones with skill nukes.
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.
Rotation
- Turn 1
Notes
- Character replacements can be GTA characters or ones with skill nukes.
- is an ideal class due it having Overdrive Inhibitor which makes it so Bubs call doesn’t knock the fight into Overdrive and run the animation for it.
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
Notes
- Character replacements can be GTA characters or ones with skill nukes.
0B1C
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 for Kaguya support setup.
Notes
- If damage is low, run a support summon other than Kaguya.
- Sturm or Naru can be replaced with Prishe or potentially Levin Sisters.
0B0C with Yurius
A very creative method for OTK by 楊氏. This one also achieves 0B by both confirming TAing on all characters and making of Yurius (Summer)’s special nuke when 5 debuffs are landed in a turn.
Reference Video
0B1C Ura
With the 150 gm weapon Golden Fists of Ura lockout can be further reduced by cutting down the number of ally actions.
Notes
- Add Prishe, Sturm (Summer), or Narmaya (Yukata) if more damage is needed.
- Video with other Ura setups.
Tag Team Only
Using a skill with teamwide instant attack like Tag Team All allies instantly perform a normal attack without using up a turn. uses skill lockout instead of the usual lockout calculation. This makes a Tag Team Only OTK have as little lockout as you can get without a Summon Call only setup.
Reference Video
Notes
- Requires 4% TA from rings on Levin Sisters
Summon Only
The last potential option is to use only a single summon call. This floor on this is very high and it requires a couple of untixable summons.
Triple Zero
The absurd damage output of Triple Zero’s call can be amplified enough to take out EX+ by itself.
Notes
- Lowest lockout method available.
- If you can’t push enough damage replace Sakura with S.Sturm, Prische, or Y.Naru.
- Wind Reference Video
- Least Asset Variant