I - Combat Mechanics Pt.1
Health And StaggerSin Affinity
E.G.O
Sanity
Passive And Support Passive
Skills
Health is the determining factor of the amount of damage you can take. It gets reduced when you are attacked and hit by enemies or allies. Once it reaches 0 the unit dies.
Besides health every Sinner/Enemy have a Stagger Threshold, after taking a certain amount of damage, and reaches the Stagger Threshold the Sinner/Enemy is Staggered. The Staggered gets his Type Resistances to Fatal, loses the turn it is going to attack and the next turn and more subsequent damage taken is increased, the higher the Thresholds achieved; higher the damage taken.
Depending on how many Stagger Thresholds a unit can get Stagger, Stagger+ and Stagger++.
Type Resistance Staggered
Sinners/Enemies have an attack that has a specific color. If said color matches the resistance the damage taken is increased or reduced depending on the :
LCB Sinner Don Quixote Righteous Retribution requires 3 Lust skills selected
When a Sinner uses an attack the said color becomes a resource, resources are used to activate s or can be used for skills.
LCB Sinner Don Quixote Support after owning 5 Lust resources
s skills (excluding the Sinner's base) changes the of the Sinner that used it:
Don Quixote Sin Resistance
Sin Resistance after using Wishing Cairn
is a special skill every Sinner can use, they can be classified as ZAYIN > TETH > HE > WAW > ALEPH. The higher the rank, the stronger the and more expensive the cost of and Sin Resource.
Every Sinner have a base ZAYIN , these s cannot corrode;
Additional s obtained throught Extract (Gacha) or Dispense can corrode;
s able to corrode can also be Overclock to instantly use the corrode version; Overclock can be used holding down the . It costs the 1.5x of the and Sin resources.
s have a passive same as Identities, but can only be activated after being used once during battle:
Awakening will activate next turn.
Corrosion (with or without overclock) will activate same turn.
Corrosion s have a drawback of hitting random targets, meaning you have no control on it, sometimes they can Indiscriminate and attack your allies, overclocking and meeting the requirements, eliminates the Indiscriminate to avoid friendly fire.
Points (SP) works similarly as health, can be seen under the sprite, around the portrait or selecting said character, shown by a circle at the right side of the character, determines the morale during the fight, always starts at 0 (exceptions apply) and can go to -45 or +45, The higher the sanity the probability is higher to hits heads while the lower the sanity the probability to hits tails is higher and higher the chance the said character to corrode their EGO (if there is one able to).
A corrosion of the the Sin resources are spent doing so, being possible to run in negative values, and then setting the SP back to 0.
Every Sinner have a Panic Effect, reaching -45 sanity puts your Sinner into their Panic State.
Every Enemy that have most of the time has a Low Morale and Panic effect.
Sinners/Enemies have certain conditions to gain , these conditions varies depending on the Enemy or Identity the Sinner is using:
Sinners/Enemies have certain conditions to lose , these conditions varies depending on the Enemy or Identity the Sinner is using:
Every Sinner/Identity have a Passive and a Support Passive.
A Passive is applied to a Sinner currently deployed most of the time affecting themselves unless conditions are different.
A Support Passive is applied to a Sinner not deployed or in the reserve in case of Chain Battles
The Support Passive affects only one Sinner deployed that meets the requirements of the Support Passive, if more Sinners met the requirements, it will follow the deployment order. (see further in the guide).
LCB Sinner Yi Sang Receiving LCB Sinner Don Quixote Support Support Passive
Every Sinner have at least three (3) Offensive and one (1) Defense Skill (Block/Counter/Evade).
Called Skill 1, Skill 2, Skill 3. These skills follows a common pattern present in every Identity
Skill 1 has three (3) copies available;
Skill 2 has two (2) copies available;
Skill 3 has only one (1) copy available. Defense Skill is always available and can be used pressing the character portrait once and discards the skill on the bottom after use.
Defense Skill has three (3) types:
Block - Reduces damage taken
Evade - Avoids taking damage
Counter - Attacks after receiving damage Every Skill has a type of damage (Slash/Pierce/Blunt) and ;
Sinners/Enemies have a Type Resistance and , these are strength/weakness are applied to both:
[2.0] Fatal
[1.5] Weak
[1.0] Normal
[0.75] Endure
[0.5] Ineffective These resistances affects the final damage dealt/taken.
I - Combat Mechanics Pt.2
SkillAttack WeightResonance (Reson) And Absolute Resonance (A-Reson)
Offense And Defense Level
s have a Base Power and a Plus (+) or Minus (-) that increases or decreases after every Coin Flip (Heads or Tails),
Example:
Molar Boatworks Fixer Ishmael 3 Risky Judgement is a with 3 Base Power and has three (3) coins; each heads increases the base power by +5.
Assuming all coins were heads, the final damage is going to be 18.
During an attack depending on the Sinner/Identity each coin have a condition applied besides damage.
Example:
Molar Boatworks Fixer Ishmael 3 Risky Judgement has 3 coins and each coin (regardless of heads or tails) is going to apply the effects each time the coin is flipped.
Assuming all coins still intact:
(I) First coin will apply 5 Sinking Count;
(II) Second coin will apply 3 Sinking Potency if the conditions are met (5 Tremor Count on self) one Fragile next turn;
(III) Third coin will apply 3 Sinking Potency if the conditions are met (5 Tremor Count on self) 2 Fragile next turn.
Molar Ishmael requires 10 Tremor Count on self to take full benefit of the , the end result being 6 Sinking Potency, 5 Sinking Count, 3 Fragile.
Minus coin skills, most of the time have a higher Base Power that can be decreased every heads flip, making the skill weaker instead of making it stronger.
Conditions that can increase the Final Damage:
Coin Power - Increases the Power of each Coin;
Attack Power Up - Increases the Final Power;
Offense Level Up - Increases Offense Level.
(Atk Weight) represented by a yellow square, shows how many targets is going to hit. The more squares more targets a single is going to hit.
Resonance can happen when the Player chains 2 or 3 more skills of the same Sin, chaining separate skills counts only as Resonance while a sequence of three or more counts as Absolute Resonance
Absolute Resonating skills increase the Base Offense of said skills to 3+ or more. However it is not ideal to always chase it.
Other benefits Resonance and Absolute Resonance can give:
s that mentions Resonance and Absolute Resonance
Activate Identities Res passive/support passive
Breaking a Resonance chain and making another at the same time only considers an Absolute Resonance the chain that has 3 Sins of the same color.
Always read the skills descriptions to know better your Sinner/Identity and take advantage of it.
Offense and Defense are stats every Sinner/Enemy have that scales with his level and affects Clashing and Damage of s.
Every Sinner/Enemy have a different modifier to each skill, it can go positive or negative.
II - How Clash Works
ClashHigher Base Power Enemy Will Always Lose A ClashUnwinnableHigher Base Power Against The Clashing Skill
Speed
A clash happens when two sides Ally and Enemy is using a Skill,
Before starting the clash multiple informations are displayed at once and here is the description of each one:
At the top a big text shows the following situations:
Dominating
Favored
Neutral
Struggling
Hopeless These texts are a preview of the probability the Player is going to win the clash, these previews cannot be 100% trusted, clashing against enemies that has minus coins.this preview is inaccurate
Due to minus coins having a and each coin flip having a chance of decreasing the base power, the preview concludes the . But in reality after losing all coins and having one (1) or two (2) left. Most of the time during the clash the Enemy will maintain its base power and it will turn into an situation until the clashing Sinner loses. To avoid this scenario it is recommended to clash with a skill that has a higher Base Power against the ing Skill.
The percentage (%) showed at the top of each skills tells the player how much damage is going to inflict after winning the clash, this preview calculates the Type Resistance and Sin Affinity, it can go either positive or negative, it has no relation to clash outside of the damage after the clash.
The fraction shows the minimum (top) and maximum (bottom) the skill can roll.
The minimum and maximum has two different meanings, during the clash and after clash, Offense matters during the clash; Offense, Defense, Type Resistance and Sin Affinity matters after the clash, since its the damage being dealt.
The minimum and maximum are calculated with the probability of not hitting all heads and hitting all heads, and conditions at the same time, for accuracy its mandatory to put all these conditions in motion.
Offense and Defense Level, the highest are highlighted to preview who got the most advantage,
Here is an example of a clash happening against a Skill with 3 coins and a Skill with 2 coins:
LCB Sinner Yi Sang Skill 3 Enjamb vs. Crooked Veteran Sweep
Yi Sang has a 6 Base Power and 3 Coins of +1 each; Crooked Veteran has a 2 Base Power and 2 Coins of +2 each.
Yi Sang rolls 2 Heads and 1 Tail (+2 instead of +3); Crooked Veteran rolls 2 Heads (+4). Yi Sang has the highest number and wins the clash:
Another happens due to Crooked Veteran having more Coins, since the lose of a Coin the Skill can only roll 4 now. Second clash happens and Yi Sang wins again ending the clash due to lack of coins.
Yi Sang gains Sanity due to winning a clash before attack and now has a higher chance to roll more heads due to Sanity higher than 0, The Enemy is going to take the damage of all the 3 coins and the 3rd coin is going to give him 1 Fragile next turn due to being a part of the Skill 3 condition.
The Player can also lose coins, each coin loss means less the damage is going to be dealt to the Enemy (assuming the clash was won in the end) and loss of the negative effects inflicted if there is one.
Not every attack is going to be a clash, against staggered targets, that lost their turn and cannot attack, instead of a clash initiates an one-sided attack or unopposed attack, no clash is going to happen and its a free damage dealt without the risk of coin loss. No sanity is gained after clash due to not having a clash, however if the enemy is killed the sanity is granted if the sanity conditions were met.
is a set number rolled between minimum and maximum, every Sinner/Identity have an unique values and can be seen at the side of the boot..
On battle the Sinner that rolled the highest speed acts first and the others follows with the highest to lowest.
If two (2) or more Sinners rolled the same , the fastest will be decided on deployment order.
has different uses, on Normal Encounters units with highest speed focus the others with the lowest.
At Focused Encounters units with the highest speed can redirect attacks..
III - Team Composition
Deploying Your TeamBefore starting the battle the Player is always introduced the deployment screen, allowing to select which Sinners are going to fight and Identities.
The Deployment order has a few uses:
Support Passive priority and # deployed specified
Speed Order if there is a tie
Priority of more Skill slots on Normal Encounters and Focused Battle (in case there is less Sinners Deployed than the Stage's limit), exceptions may apply..
At the Deployment screen the Player has two (2) buttons, one to deploy and one Edit Team;
Holding at the Sinner Portrait opens a window that shows more information on the Sinner/Identity.
Edit Team has 3 tabs:
Identity: The Player can choose the Identities currently acquired.
E.G.O The Player can equip the E.G.Os currently acquired. Only one of each Risk Level can be equipped.
Support The Player can borrow an Identity with E.G.Os equipped. Need to have a friend added that is sharing Identities at the Company slot.
After selecting the Sinner/Identity and E.G.Os the Affinities at the right side shows which Sinners/Identities generates the Sin Resource and the Sin Resource used of the E.G.Os equipped.
This tab can be found going to your Manager's profile and going to Company, this tab serves to share your Sinners/Identities and E.G.Os currently acquired with your friends. Not all modes allows this feature.
IV - Focused Battles
Body Part
Attack Weight Manipulation
Focused Battles are different from Normal Battles, instead of holding the chain and dragging the skills, the Player selects the skills one by one and drags to a Enemy to start a clash or unopposed attack.
Sinners with the highest Speed than the Enemy can redirect the clash to himself, saving another Sinner from a Hopeless clash;
A Sinner that has a Speed lower than the Enemy cannot redirect the clash and will do an unopposed attack instead;
If there is multiple Sinners that has a speed higher than the Enemy, the Player can make the last Sinner in the Dashboard clash last while the fastest ones do an unopposed to kill the Enemy before he clashes with the last Sinner.
Players also can "Clash" using a Defense Skill, in this case instead of the usual clash between the two skills, an Offset happens, which cancels both defense skills and they are not used that turn.
Offset can be applied to Defense and Evade skills, Counter says Offset but it is not cancelled
Pay attention to [On Use] and [Combat Start] descriptions:
[On Use] is cancelled due to the Enemy not being able to use the skill
[Combat Start] is not cancelled due to the effect activating before being able to cancel the Defense skill. Another feature Focused Battle has are the s
s varies and depends what the has Enemy, the common being the Body.
Different from the Normal Encounter, if a enemy has multiple body parts.
The Type Resistance and Sin Affinity is going to be different or equal for each . Status Effects, Stagger Thresholds and Skills are included too.
The s and the Enemy has his own Health Bar (HP) and damaging the also deducts from the Enemy Health Bar (HP).
The Parts can be broken to deal 2x damage outside of the stagger
Conditions may apply and each part might act different, select the Enemy for more information about each , Skills and Passives it has.
s can have the following names:
Destructible - Can be broken
Indestructible - Cannot be broken
Severable - The Skill cannot be used by the Enemy and becomes untargetable after being broken
Unsevebrable - The Skill is not unusable after being broken
Selecting a Skill with more than one (1) Atk Weight when there is multiple Enemies, The Skill starts to targets Enemies randomly, to select specific enemies use the desired skill first, and use the other Sinners skills to force the skill to target other enemies
The example is going to be an E.G.O Red Eyes (Open) Ryōshū that was three (3) Atk Weight, there is no skills besides the E.G.O being used at Fairy Queen Left Arm against a Skill called Predation.
Using Blade Lineage Salsu Faust Skill on the Staggered Fairy Mass and Edgar Family Chief Butler Ryōshū Skill on the Fairy Mass with 5 Speed; And reusing the E.G.O again, now I have different results compared to the first picture.
Doing the same steps, this time adding Cinq Assoc. South Section 4 Director Sinclair Skill on the Fairy Mass with 3 Speed and Blade Lineage Salsu Yi Sang on the Fairy Queen Evade (called Respite), And reusing the E,G.O again, I have a different result compared to the previous pictures.
This same method can be used to manipulate on Identities skills that gains more Atk Weight when the conditions are applied, the E.G.O (with Atk Weight) can be used before as an indication to confirm if the results are desirable.
V - Chain Battles
Chain Battle are a different format of battle, the use of Skills is the same as Focused Battles,. however instead of being a set battle, the Player is able to Deploy Sinners above the limit and those Deployed past the limit become Backups.
Compared to other formats a Sinner death means he is going to be replaced by a reserve Sinner based on the Deployment order.
Deployed Sinners still has a Passive and Backup a Support Passive, after the death of a Deployed Sinner the Passive of the one that dies becomes unavailable and the Backup that replaced now uses his Passive instead of Support Passive.
The same is applied to Enemies, A certain limit of deaths is required before proceeding to the next wave or set of enemies, each stage varies and has his own gimmicks.
VI - Enkephalin/Dailies/Weeklies/Railway/Events
Enkephalin And ModulesLuxcavationLimbus PassMirror DungeonsRefraction RailwayEvents
Enkephalin is an Energy Bar that replenishes every 6 minutes, and it is used to do Story content,
Enkephalin Module can be assembled for 20 Enkephalin and certain contents requires as:
Certain stages in Story;
(Daily);
;
Other contents that require it.
When the Player levels up, the capacity is increased and the Energy Bar is fully replenished, Other methods to replenish are Enkephalin Boxes and Lunacy (not recommended);
Highly recommended to log in and use the Enkephalin if you don't want to play in the day and transform it to modules for future s or ;
is the "Daily Content", it has 2 modes: EXP and Thread.
EXP gives the Player Identity Training Ticket # tickets after completion. Can be used to Level Up Sinners/Identities.
Threads gives the Player Threads after completion and has three (3) Daily Bonuses that gives extra Threads after completion. Can be used to Uptie Sinners/Identities or ThreadSpin E.G.Os.
Daily Bonuses resets every day 6:00 AM KST
Due to EXP not having a daily bonus, it is recommended to not skip the EXP battles to conserve modules meanwhile threads is recommended to skip to fully take benefit of the daily bonuses, however this method is expensive and you might not have enough modules for or other contents. Use with moderation
(Battle Pass) is a system that rewards the Player for doing Dailies, Weeklies and Seasonals, one of the most rewarding systems in the game the Player can benefit every Season, it gives plenty resources and exclusive seasonal E.G.Os and Announcers.
has a Free version and a Paid version.
Both versions does not limit the Player to earn Battle Pass XP,
It is recommended to do the dailies and weeklies missions to reach the final level and farm the Nominable Egoshard Crate at EX level (end of the Pass Level).
dailies resets every day and weeklies Wednesday 6:00 AM KST
One of the best investments the Player can do in the game. Besides the rewards, at EX Level instead of one (1) Nominable Egoshard Crate, you get three (3), 1 from free and 2 from premium, even if not bought early, the premium crates are stored until claimed or season reset
has two modes: Normal and Hard, Clearing and collecting the rewards gives the Player Lunacy, Battle Pass XP, Starlight and Event Current (if there is one).
Starlights are used to enhance the Mirror Dungeon experience.
Weekly Bonuses resets every Wedsneday 6:00 AM KST
Railway is a limited time content that updates every season and provides a set of rewards upon clearing it requires 25 Enkephalin Modules to claim the rewards and once use it is used it can be claimed anytime and it is not required to use more Modules until the next Railway
are a limited time content that rewards the Player the current's event currency for doing Story Content and the current's event currency and can be exchanged for resources
Walpurgis Night instead of having its own event's currency it has unique missions to be completed when it is occurring.
VII - Dispense/Extract
Dispense is the main feature to get Identities, E.G.Os, Announcers the Player missed during Limbus Company lifetime.
The contents are divided between: Standard Fare, Walpurgis Night, Season # Limbus Pass.
Standard Fare - The contents inside this section can be claimed anytime and often can be pulled through Extract.
Walpurgis Night - A limited time event that is only available to claim the contents inside this section every quarter of the year (may change), during time there is a special banner on Extract that has new contents exclusive to it. The new contents cannot be claimed through Dispense and can only be claimed after the next Walpurgis Night happens.
Season # Limbus Pass - Same as Standard Fare, the contents inside this section can be claimed anytime and often can be pulled through Extract.
Different as Standard Fare, the contents inside the Season can be claimed during the Season and the previous Season can only be claimed the Season after.
Example:
The game's current Season is 5, from the Start until the end of Season 5, the contents can be claimed through Dispense and Extract.
Season 4 was the season before Season 5, the Season 4 contents such as Identities and E.G.Os cannot be claimed until Season 6 happens. Only Limbus Pass contents E.G.Os and Announcers can be claimed.
When Season 6 happens, the contents of Season 4 will be available through Extract and Dispense while Season 5 contents will be unavailable and only the Limbus Pass contents will be available to be claimed.
Different from Identities and E.G.Os requiring Egoshard, Announcers uses paid Lunacy to be claimed.
Shard::Thread Exchange
This section is always available and serves to convert Egoshards into Threads, Its not recommended to do due to how Season resets works:
VIII - Using Resources: Egoshard, EXP Ticket, Thread, Lunacy
Clearing Luxcavations, Mirror Dungeons and Claiming Limbus Pass/Railway/Events Rewards.
There are four (4) resources to be used:
Identity Training Ticket:
Used to Level Up Identities, there is multiple tiers of exp tickets, the higher the tier of the ticket the more exp it gives
Leveling Up an Identities increases the:
HP;
Defense Level;
Skill 1, 2, 3 Offense Level;
Skill Defense Level.
Thread:
Used to Uptie Identities and ThreadSpin E.G.Os. Instead of Increasing the Identity stats,
Uptying an Identity:
Improves the Skills;
Increases Max Speed;
Unlocks the Passive and Support Passive.The yellow number/text that appears before uptying shows what is going to be improved.
ThreadSpin:
ThreadSpinning an E.G.O:
improves the Base Power and Coin Power;
Awakening and Corrosion;
Unlocks the Passives.The yellow number/text that appears before ThreadSpinning shows what is going to be improved.
Nominable Egoshard Crate:
Crates provides Egoshard of the Player's own choice, each crate has a chance to give 1-3 Egoshards.
Egoshards are used to Uptie Identities, ThreadSpin E.G.Os and get new ones at Dispense.
Lunacy:
Lunacy is the Gacha resource.
Lunacy has two versions:
Free Lunacy is always used first and both are used to Extract, Refill Enkephalin Energy;
Paid Lunacy is used to activate Limbus Pass, Dispense announcers.
IX - Status Effects: Bleed/Bleed/Tremor/Rupture/Sinking/Poise/Charge
BleedBurn
Charge
Poise
Rupture
Sinking
Tremor
Status Effects have a Potency (left) and Count (right):
Potency - The value of the Status Effect.
Count - How many of that value the Target has. If the Count reaches zero (0) the Status Effect ends and the remaining Potency is discarded.
When tossing an attack Coin, take fixed damage by the effect's Potency. Then, reduce its Count by 1.
's damage relies on actions that triggers Offense Skills a Coin roll. The will trigger on each individual coin of an Offensive Skill.
's damage is not part of an affinity, meaning it will always give a flat damage.
Damage reduction buffs are not affected by it.
At the end of the turn, take fixed damage by the effect's Potency. Then, reduce its Count by 1.
's damage is not part of an affinity, meaning it will always give a flat damage.
damage can stagger.
Damage reduction buffs are not affected by it.
Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.
deals no particular damage and servers to be applied on self. Its main benefit are the Identities that relies on it, Requiring stacking the effect on self and unleashing high amounts of damage on skills after the conditions are met.
On hit, gain a Potency-based chance to deal critical damage, reducing the Count by 1 if successful. At the end of the turn, reduce the Count by 1.
deals no particular damage and servers to be applied on self. Its main benefit are the Identities that relies on it. Having additional effects on Critical Hit or increased Damage on Critical Hit.
Critical hit chance = Potency * 5%.
Critical hits deal 1.2x damage.
When hit by an attack, take fixed damage by the effect's Potency. Then, reduce its Count by 1.
's damage relies on actions that deals damage to an unit. will trigger on each individual coin.
's damage is not part of an affinity, meaning it will always give a flat damage.
Damage reduction buffs are not affected by it.
When hit by an attack, take fixed SP damage by the effect's Potency. (Units with no Sanity take Gloom damage instead.) Then, reduce its Count by 1.
's damage relies on actions that deals damage to an unit. will trigger on each individual coin.
- Hitting an Unit that has sanity it will deal Sanity Points (SP) Damage.
- Hitting an Unit that has no sanity it will deal Gloom damage, Gloom Affinity affects the final damage.
Example:
50 Potency:
[2.0] Fatal = 100 Gloom Damage
[1.0] Normal = 50 Gloom Damage
[0.5] Ineffective = 25 Gloom Damage Damage reduction buffs are not affected by it.
Damage cannot be mitigated with Gloom Resistance.
Damage cannot be amplified with Gloom Fragility.
When attacked by skills that trigger Burst, raise the Stagger Threshold by the effect's Potency. At the end of the turn, reduce the Count by 1.
's "damage" are more direct to raising Stagger Thresholds allowing to Stagger a unit more faster
Burst only happens when stated on an Identity skill and the Count reduction after Burst when stated on an Identity skill.
X - Making Your Own Team
The Player has a lot of freedom when making a team with the available resources, Identities and E.G.Os plays a huge role to achieve success and deal with every situation, for consistency and balance of the support and damage some steps are puts in motion:
The type of an Identity:
Good Potency or Count contributor
Good damage output at the cost of barely contributing on Potency and Count;
Good Coin Values a.k.a. Clashing;
Potential contributors that can offer more outside of a specific Status Effect, could be Sin Resources, Enabling Damage or Resonance;
Generate enough Sin Resources for the E.G.Os equipped. The types of E.G.Os:
E.G.Os that provides a significant contribution to a team;
The team can take advantage and supports E.G.O benefits and conditions;
Can be used as a backup Skill to use as Resonance or Absolute Resonance. The type of supports:
Sin Resources or Resonance requirements that can be met by the Deployed Team;
The Support Team can synergize with the Deployed Team;
A positive contribution for the Deployed Team.
XI - Making A Bleed Team
Bleed comes from Identities and E.G.Os able to inflict bleed from Skills/Passives/Supports Passives.
Bleed has a common Sin Affinity of Lust.
Examples of Bleed Identity and E.G.O:
The Ring Pointillist Student Yi Sang gets Clash Power and Coin Power when the Target has Bleed Potency and Bleed Count.
Lobotomy E.G.O::Red Eyes & Penitence Ryōshū gets Coin Power when the Target has Bleed Potency and the Identity gimmick (Red Eyes) gets a benefit from Bleed Potency.
Sanguine Desire Rodion gets Coin Power and deals more damage when the Target has Bleed Potency, has an unique effect that does not reduce the Bleed Count when used, gets stronger when there is a four (4) Lust Reson or A-Reson.
Contempt, Awe Ryōshū Inflicts Bleed Potency and gains an extra effect if its a part of a Lust Reson.
XI - Making A Burn Team
Burn comes from Identities and E.G.Os able to inflict burn from Skills/Passives/Supports Passives.
Burn has a common Sin Affinity of Wrath.
Examples of Burn Identity and E.G.O:
Dawn Office Fixer Sinclair gets Coin Power when the Target has Burn Potency and gets stronger if its a part of a Wrath A-Reson.
Lobotomy E.G.O::Magic Bullet Outis gets Coin Power when the Target has Burn Potency and the Identity gimmick (Dark Flame) supports Burn dealing Pride Affinity damage at Turn End (the target receives Burn Damage Potency and Dark Flame Damage Potency).
4th Match Flame Ryōshū gets Skill Power and deals more damage when the Target has Burn Potency.
Capote Meursault Inflicts Burn Potency and has a self Tremor and Tremor Burst if the Target has Burn Potency.
XI - Making A Charge Team
Charge comes from Identities and E.G.Os able to gain charge from Skills/Passives/Supports Passives.
Charge has a common Sin Affinity of Envy.
Examples of Charge Identity and E.G.O:
MultiCrack Office Rep Faust gets Coin Power when the Charge Count is consumed and gains an extra effect if its a part of an Envy Reson.
W Corp. L3 Cleanup Captain Outis gets Coin Power when the Charge Count is consumed and the Identity gimmick (Load) activates if its a part of a Gloom Reson.
Dimension Shredder Outis gets stronger when the Charge Count is consumed and gains more Atk Weight with Reson.
Telepole Don Quixote gives Charge Count to self; and allies if its a part of an Envy Reson.
XI - Making A Poise Team
Poise comes from Identities and E.G.Os able to gain poise from Skills/Passives/Supports Passives.
Poise has a common Sin Affinity of Pride.
Examples of Charge Identity and E.G.O:
Blade Lineage Mentor Meursault gets Coin Power when the Unit has Poise Potency, gives an Offensive buff to Blade Lineage allies.
Edgar Family Chief Butler Ryōshū gains Atk Weight when the Poise Count is consumed..
Fell Bullet Heathcliff gives Poise Potency and Poise Count gives more of the unique buff (Torn Memory) if there is a Reson or A-Reson.
XI - Making A Rupture Team
Rupture comes from Identities and E.G.Os able to inflict rupture from Skills/Passives/Supports Passives.
Rupture has a common Sin Affinity of Gluttony.
Examples of Rupture Identity and E.G.O:
Seven Assoc. South Section 4 Faust deals more damage when the Target has Rupture Potency.
Devyat' Assoc. North Section 3 Rodion gets Coin Power when the Target has Rupture Potency and at a certain Rupture Potency and Rupture Count has an unique effect that does not reduce the Rupture Count.
AEDD Gregor has an E.G.O gimmick (Spark Discharge) that gives Rupture Count when hit with a Gloom attack.
XI - Making A Sinking Team
Sinking comes from Identities and E.G.Os able to inflict sinking from Skills/Passives/Supports Passives.
Sinking has a common Sin Affinity of Gloom.
Examples of Sinking Identity and E.G.O:
Edgar Family Heir Gregor gets Clash Power and Coin Power when the Target has Bleed Potency and Bleed Count.
Wuthering Heights Chief Butler Outis gets Coin Power when the Target has Bleed Potency and the Identity gimmick (Red Eyes) gets a benefit from Bleed Potency.
Rime Shank Rodion gets Coin Power and deals more damage when the Target has Bleed Potency, has an unique effect that does not reduce the Bleed Count when used, gets stronger when there is a four (4) Lust Reson or A-Reson.
Bygone Days Yi Sang Inflicts Bleed Potency and gains an extra effect if its a part of a Lust Reson.
XI - Making A Tremor Team
Tremor comes from Identities and E.G.Os able to inflict tremor from Skills/Passives/Supports Passives.
Tremor has a common Sin Affinity of Sloth.
Examples of Tremor Identity and E.G.O:
District 20 Yurodivy Hong Lu gets Clash Power when the Target has Tremor Potency and Coin Power when the Unit has Tremor Count on self. has Tremor Burst that reduces target's Tremor Count.
T Corp. Class 3 Collection Staff Don Quixote gets Clash Power when the Target has Tremor Potency and Coin Power when consuming Tremor Count. the Identity gimmick (Time Moratorium) that stores all damage and releases a Tremor Burst and converts the damage stored as Sloth damage.
Everlasting Faust has an E.G.O gimmick (Tremor - Everlasting) that triggers additional Tremor Burst and benefits from Reson and Sloth A-Reson.
Cavernous Wailing Hong Lu has an E.G.O gimmick (Tremor - Reverb) that causes the Tremor Burst deal Sloth damage benefits from Reson.
XII - What Makes An Identity Or E.G.O Staple?
Staple is a term used to refer a certain Unit being able to see play in a wide variety of strategies.
Now putting this theory on paper:
Staple Identities and E.G.Os can be used in any Team that generate its resources without relying in a specific Identity, most of the time they provide a utility role.
Example of Staple Identities:
Dieci Assoc. South Section 4 Rodion has an unique gimmick called Discard giving Shield when a Skill is discarded, Skills gives Aggro to self, has good Coin Values. being a Bulky candidate.
Cinq Assoc. South Section 4 Director Sinclair has an unique gimmick called Declared Duel - Sinclair providing advantage to clashes and inflict Fragile same turn, self sufficient haste gain to meet Speed conditions, being an Utility candidate.
Example of Staple E.G.Os:
Sunshower Yi Sang provides Offensive and Defensive buffs, refunds SP, has plenty Atk Weight and a high amount of Damage, being a Offensive and Defensive candidate.
Blind Obsession Ishmael provides Offensive buffs, SP healing, has plenty Atk Weight and a high amount of Damage. Being a Offensive and Supportive candidate
Regret Meursault has a Passive that gives Meursault's Identities more Offensive capabilities. Being a Supportive candidate.
Honorable mentions:
Fluid Sac Faust provides Max HP and SP healing. Being a Supportive candidate.
Pursuance Rodion provides Max HP healing and Shield. Being a Supportive candidate.
Pursuance Meursault provides Max HP healing and Defense reduction. Being a Defensive and Supportive candidate.
Bonus - Team Suggestions [W.I.P]
BleedBurnChargePoiseRuptureSinkingSinking ButterflyIdentityE.G.OSupport1. Molar Boatworks Fixer IshmaelBygone Days Ishmael (Threadspin 2+)District 20 Yurodivy Ryōshū2. Wild Hunt Heathcliff3. Dieci Assoc. South Section 4 RodionRime Shank Rodion (Threadspin 4)4. Wuthering Heights Chief Butler Outis5. Lobotomy E.G.O::Solemn Lament Yi SangBygone Days Yi Sang (Threadspin 3+)6. Edgar Family Heir GregorSolemn Lament Gregor (Threadspin 3+)Bygone Days Gregor (Threadspin 3+)Sinking Deluge
IdentityE.G.OSupport1. Molar Boatworks Fixer IshmaelBygone Days Ishmael (Threadspin 2+)District 20 Yurodivy Ryōshū2. Dieci Assoc. South Section 4 RodionRime Shank Rodion (Threadspin 4)Lobotomy E.G.O::Lantern Don Quixote3. Wild Hunt Heathcliff4. Wuthering Heights Chief Butler Outis5. Effloresced E.G.O::Spicebush Yi SangBygone Days Yi Sang (Threadspin 3+)6. Dieci Assoc. South Section 4 Hong LuTremorSloth Tremor
IdentityE.G.OSupport1. Lobotomy E.G.O::Regret FaustEverlasting Faust (Threadspin 3+)2. Molar Office Fixer OutisBinds Outis (Threadspin 3+)LCB Sinner Heathcliff3. District 20 Yurodivy Hong LuCavernous Wailing Hong Lu (Threadspin 3+)4. Molar Boatworks Fixer Ishmael5. District 20 Yurodivy Ryōshū6. T Corp. Class 2 Collection Staff RodionMolar Boatworks Fixer SinclairDieci DiscardIdentityE.G.OSupport1. Molar Boatworks Fixer IshmaelBygone Days Ishmael (Threadspin 2+)District 20 Yurodivy Ryōsh Pride/Envy Resonance Zwei Shred Pride/Envy ResonanceZwei Shred
Butterfly
Universal s Wuthering Heights Butler Faust: Passive Gloom x4 Owned
LCB Sinner Don Quixote: Passive Lust x4 Owned
The Middle Little Brother Meursault: Passive Envy x3 Owned
LCB Sinner Hong Lu: Passive Sloth x5 Owned
Los Mariachis Jefe Sinclair: Passive Gloom x4 Owned
Affinity: Pride x3, Sloth x2, Gloom x1
Affinity: Lust x2, Sloth x1, Gloom x3
Passive: Sloth x4 Owned
Affinity: Wrath x3, Envy x2, Gloom x1 N/A N/A
Affinity: Gloom x3, Envy x2, Sloth x1
Affinity: Gloom x5, Envy x3 N/A
Affinity: Pride x3, Gloom x2, Lust x1 N/A N/A 5. Lobotomy ::Solemn Lament Yi Sang
Affinity: Pride x3, Gloom x2, Sloth x1
Affinity: Sloth x3, Gloom x3 N/A
Affinity: Envy x3, Gloom x2, Lust x1
Affinity: Lust x1, Sloth x2, Gloom x2, Envy x2
-----------------------------------------------
Affinity: Lust x2, Gloom x4 N/A Deluge
Universal s Wuthering Heights Butler Faust: Passive Gloom x4 Owned
The Middle Little Brother Meursault: Passive Envy x3 Owned
Los Mariachis Jefe Sinclair: Passive Gloom x4 Owned
LCB Sinner Gregor: Passive Gloom x3 Owned
Affinity: Pride x3, Sloth x2, Gloom x1
Affinity: Lust x2, Sloth x1, Gloom x3
Passive: Sloth x4 Owned
Affinity: Gloom x3, Envy x2, Sloth x1
Affinity: Gloom x5, Envy x3 Lobotomy ::Lantern Don Quixote
Passive: Gluttony x5 Owned
Affinity: Wrath x3, Envy x2, Gloom x1 N/A N/A
Affinity: Pride x3, Gloom x2, Lust x1 N/A N/A 5. Effloresced ::Spicebush Yi Sang
Affinity: Gluttony x3, Sloth x2, Pride x1
Affinity: Sloth x3, Gloom x3 N/A
Affinity: Wrath x3, Gloom x2, Sloth x1 N/A N/A
Sloth
Universal s LCB Sinner Yi Sang: Passive Gloom x4 Owned
The Ring Pointillist Student Yi Sang: Passive Lust x4 Owned
LCB Sinner Don Quixote: Passive Lust x4 Owned
The Middle Little Brother Meursault: Passive Envy x3 Owned
LCB Sinner Gregor: Passive Gloom x3 Owned
1. Lobotomy ::Regret Faust
Affinity: Sloth x3, Pride x2, Wrath x1
Affinity: Lust x2, Sloth x4, Gloom x2, Pride x3 N/A
Affinity: Wrath x3, Lust x2, Sloth x1
Affinity: Wrath x1, Lust x1, Sloth x4, Pride x4
Passive: Envy x5 Owned
Affinity: Gloom x3, Sloth x2, Gluttony x1
Affinity: Sloth x3, Gloom x3, Pride x2 N/A
Affinity: Pride x3, Sloth x2, Gloom x1 N/A N/A 5.
Affinity: Lust x3, Sloth x2, Gluttony x1 N/A N/A
Affinity: Envy x3, Wrath x2, Sloth x1 N/A
Passive: Gloom x4 Owned
Universal s Wuthering Heights Butler Faust: Passive Gloom x4 Owned
LCB Sinner Don Quixote: Passive Lust x4 Owned
The Middle Little Brother Meursault: Passive Envy x3 Owned
LCB Sinner Hong Lu: Passive Sloth x5 Owned
Los Mariachis Jefe Sinclair: Passive Gloom x4 Owned
Affinity: Pride x3, Sloth x2, Gloom x1
Affinity: Lust x2, Sloth x1, Gloom x3
Bonus - Helpful Links/Credits
A fan-made Wiki for Limbus Company, very helpful to search for contents in-game, also very detailed info about Identities and E.G.Os
https://limbuscompany.wiki.gg
https://limbuscompany.wiki.gg/wiki/List_of_Identities
https://limbuscompany.wiki.gg/wiki/List_of_E.G.O
Limbus Company Official Account for updates https://twitter.com/LimbusCompany_B/
Credits to LauraLob0 for providing images for the Team Suggestions.
Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3340613524
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