Water 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 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
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.
Reference
Notes
- Every character is replaceable with anyone with skill nukes like Juliet or Sturm or with a large CA like Vania and Malinda.
- Lecia (Water) or Silva can be slotted backline for more damage.
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
- 2-hit, 100% elemental damage to a foe (Damage cap: ~80,000 per hit).Inflict ATK Lowered (Stackable) (10% (40% Max), 180s) and DEF Lowered (Stackable) (10% (40% Max), 180s).Gain Charge Boost (20%).(Activates upon chain burst activation. Number of hits increased based on number of chains [Max: 10 hits].)
Reference Video
- Every character is replaceable with anyone with skill nukes like Juliet or Sturm or with a large CA like Vania and Malinda.
- Lecia (Water) or Silva can be slotted backline for more damage.
0B6C1S
Bonito allows for easy charge bar fill for all characters especially for 200 bar characters.
Rotation
- Turn 1
- Every character is replaceable with anyone with 200 bar like Mirin (Holiday), skill nukes like Juliet or Sturm, or with a large CA like Vania and Malinda.
- Lecia (Water) or Silva 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 Feower or Anre to launch a 3C without any button presses.
Notes
- Requires strong CA characters with skill nukes to replace Romeo and Zeta.
000 0B1S1C
The Agastia manatura is capable of adding over 10m skill damage to a CA. Combine this with Triple Zero’s strong call, you can easily kill the boss with the first CA.
Rotation
- Turn 1
Reference
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.
2B0C
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. Adding in some teamwide bonus damage from it easy to pull off with even basic GTA characters.
Rotation
- Turn 1
- Manadiver
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.)
- Manadiver
Convert caster’s HP to charge bar (3% charge bar for every 250 HP consumed, up to 100% charge bar).
References
Bubs Attack
Calling Beelzebub makes for an easy OTK since it takes 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.
Tag Team All allies instantly perform a normal attack without using up a turn. can also be used to reduce the lockout from actions in order to make up for the time lost from Bubs call.
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
- Manadiver
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.)
- Manadiver
Convert caster’s HP to charge bar (3% charge bar for every 250 HP consumed, up to 100% charge bar).
References
1B0C
Gabriel’s skill 2 Kitrino Nima provides 50% TA and 20% bonus damage to team both increasing damage and making it easier for everyone to TA and thus proc Gab’s large skill nuke after 4 TAs.
0B0C
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.
References
0B1C
Ferry (SSR) provides light characters with 40% bar. Using this, a light MC can CA with falsehood opus while the Water characters in party won’t CA. The key to this setup is being able to kill the boss before Ferry attacks in order to prevent 2C lockout.
References
Past Years
UnF pages for prior years.