Wind Guild Wars

GW section will often be out of date as GW setups are typically brainstormed in the months leading up to GW.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.

Links

How to Farm

GW 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 is also available these days but will usually be ignored by everyone but the top rankers due to the small honors it provides for it’s meat cost.

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 NM95, Day 2 brings NM100 and NM150, and Day 3 provides the final fight NM200. 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

The biggest changes for Wind in the last year is the addition of two new Grands. Claíomh Solais Díon’s are a core piece in Zeph and highly valuable in magna. While their 15 skill requirement does require planning, Zeph can easily slot 3 and magna can slot 2. Piercing Galewings’s are another strong source of cap and supp provided. While the dagger voltage is limiting, the additional cap up is generally worth it especially for those without Creepy Claw. The New World Foundation weapons Theater of Temperance and Melody of Judgement both recieved ULBs that provide 5% cap up allowing for more cap up options especially for magna players.

This year also provides an alternative to Luchador finally in Spartan. The Ultimate Mastery skills Hoplite All allies gain Strength (20%-10%, 1-6T), Double Attack Rate Boosted (100%, 1-6T), Triple Attack Rate Boosted (50%, 1-6T), DMG Cap Boosted (10%, 1-6T), and DMG Amplified (10%, 1-6T).
(Extend effect duration based on number of sabre- and spear-specialty allies in party.)
and Molon Labe All allies gain Bonus DMG (20%, 3T), Jammed (30%-90%, 8T), Lethal Attack Dodged (1 times), and Shielded (3000).
(Consumes 40% of each ally’s current HP.)
both transform this defensive class into an offensive powerhouse. Paired with falsehood opus as mainhand, it provides a great way to give teamwide double strike with tons of great buffs. Luchdor, however, is not fully replaced especially with it’s own Ultimate Mastery skill Fight Song Gain Fight Song.
(Can’t be recast.)
allowing for another usage of tag team in longer bursts.

The most noteworthy character for Wind in the last year is Vania (Yukata) and what a note she is. She offers strong personal damage with up to 6 turns of 1 hit assassin in a row. strong team buffs with 50% TA, 20% echo, and 15% cap up, and as well as a great debuffer to mitage triggers and specials with end of turn delays, 100% debuff resistance, and Can’t Act. Beyond Vampy, Aliza (Summer) is another unit looking to be useful this GW. Her counters are good for OTK as well as being a potential option for NM200 mashing.

Like for most elements in the last year, Yatima makes a major impact in GW setups and is high priority for anyone playing manually. Also like most elements, the transcendance for Lucifer and Bahamut will be potentially very useful. Lucifer will be great for FA and NM200. Bahamut support also has high potential to be used for a variety of applications.

Checklist

Weapons

Recommended Magna

Recommended Gacha/GM

Spark Priority

Due to recent release of Fans, their full impact and spark priority are being determined. Presently, while the weapon is incrediblely strong, they need established zeph grid pieces to full shine so they are placed lower on the priority. But do not mistake that as for a sign for lack of strength.

Wind has some strong characters tied to their weapons which is why the sparking priority differentiates quite a bit from the barring priority, this list is built with the assumption that you had to spark for the character themselves, which means you did not pull any on their rate-up banner.

  1. 1st Evanescence
    • For Naru and not the weapon itself
  2. 1st Claíomh Solais Díon
  3. 2nd Claíomh Solais Díon
  4. 1st Piercing Galewing
  5. 1st Kaguya’s Folding Fan
  6. 2nd Piercing Galewing
  7. 2nd Kaguya’s Folding Fan

Barring Priority

Before barring anything, it is a good idea to have most if not all of the gridpieces available with bars for them.

  1. 1st Piercing Galewing
  2. 1st Kaguya’s Folding Fan
  3. 2nd Kaguya’s Folding Fan
  4. 2nd Piercing Galewing
  5. 1st Claíomh Solais Díon
  6. 2nd Claíomh Solais Díon

Characters

Core

  • Narmaya (Grand)
    • Best damage dealer available in wind.
    • Rings: Stamina
    • Earings: Stamina
    • Awakenings: MA
  • Vania (Yukata)
    • The next messiah of wind excellent for manual and full auto.
    • Secondary DPS, consistent dispels and delays, 100% debuff resist, the echo, 6T of assassins, and strong offensive buffs.
    • Lowers general value of S.Korwa and pushes alternative setups and meta shifts away from her former all important role.
    • Rings: Stamina/TA
    • Earings: Stamina
    • Awakenings: MA
  • Korwa (Summer)
    • Naru’s best companion for every part of GW outside OTK.
    • Rings: Stamina/TA
    • Earings: Stamina
    • Awakenings: MA
  • Niyon (130/150)
    • Strong offensive and defensive buffs, extra cap, dispel cancel. Strong priority to 150.
    • Rings: Stamina/TA
    • Earings: Stamina
    • Awakenings: MA
  • Anila (Summer)
    • Passive party wide 10% echo on TA along with a targetable 30% echo.
    • Allows minimal clicks with S.Tiamat for NM95 and could provide the potential 2T NM150s for stronger players .
    • Rings: Stamina/TA
    • Earings: Stamina
    • Awakenings: MA
  • Ewiyar (Grand)
    • Excellent option for both NM200 and FA in general due to the 30% perp ATK, 100% DEF as well as the synergy with Katze backline.
    • Rings: Stamina/TA
    • Earings: Stamina
    • Awakenings: MA
  • Aliza (Summer)
    • Excellent character for NM200 mash setups due to the insane counter damage.
    • Potential to be used in the fastest setups with rhomphaia
    • Rings: Stamina/TA
    • Earings: Stamina
    • Awakenings: MA

Skill Mash

  • Lich (Halloween)
    • One of the best FA characters available providing lots of damage each turn, debuffs, dispels, and delays.
    • Rings: Skill Cap
    • Earings: Supp
    • Awakenings: MA
  • Enyo
    • Takes time to ramp up but provides good damage once there as well as being a solid delay unit when paired with a dispel character.
    • Rings: Skill Cap
    • Earings: Supp
    • Awakenings: MA

Backline

  • Katzelia
    • Permaments backliner for Wind providing the much needed additional damage for Naru when paired with either Summer Belial or Ewiyar.
  • Seruel (Holiday)
    • Free veil when backline. More valuable than Vane as a backline option if you lack Vampy.
  • Vane (Halloween)
    • Free defense ffrom backline. Wind has a lot of defense available lowering his overall vallue, but still a solid choice especially if you have Vampy and don’t need the veil from Seruel.

EX+

  • Grimnir (Valentine)
    • Best 0B attacker overall
    • Rings: Skill Cap
    • Earings: Supp
    • Awakenings: MA
  • Aliza (Summer)
    • Full force counters provide a lot of damage.
  • Estarriola
    • Multiple large skill nukes.
    • Recommened getting his domain to level 2
  • Seofon
    • 110-120 recommended minimum.
    • Core for 2C otks due CA damage and cap passive plus damage cap on ougi .
  • Elea
    • Large skill nuke.
  • Petra (SSR)
    • Excellent reactive nuke.

Summons

Core

Very Important

  • Demonbream or Rose Queen (Summer)
    • Demonbream overall is better due to the 3T echo and synergy with Spartan and Creepy Claw setups.
  • Tiamat (Summer)
    • Strong for NM95 and OTK.
    • Lost a ton of value overall for this year.
    • Only worth using one stone on it at max.

Good to Have

  • Elil
    • Great for Manadiver OTK
    • concepts and maybe as a sub aura if you lack juice doing
    • Sub aura helps provide additional damage for Ougi Strats or Spartan setups if there is difficulty reaching cap.
  • Bahamut 250

Past Years