How to Charge

How to Charge

How To Charge


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Charge is a self-buffing status effect associated with the sin Envy. Charge works by units gaining Charge via using certain skills (or using an EGO that gives a Sinner charge). Charge is then taken up via certain thresholds on skills (ex. having 10 or more Charge giving +2 Coin Power on the skill, but using that skill takes up 10 Charge). Charge decreases by 1 each turn. As such, how Charge works depends heavily on the unit. Charge units usually don't have much synergy other than affinities due to this, but there are a few select units that give Charge synergy.

As such, Charge team building is more based on the IDs affinities, if they can use their Charge well, and the Sinner's E.G.O. applying Charge. In this guide, I will be rating every Charge ID based on these; EGO gets a separate section due to how important it is to Charge synergy.

Keep in mind that some E.G.O. is so good it can carry some units via Charge; as such, having these EGO means that less-good Charge units are still viable on a Charge team. However, for this section, I will be rating them individually, as rating them with every factor involved would be very complicated and way too long.

As defined in the game, Charge Barrier is:

"- Gain (Charge Barrier # x 3) Shield.

- Lose 1 Charge Barrier after losing (Charge Barrier # x 3) Shield.

- (If the unit is a W Corp. employee, ALL Charge Barrier effects activate at (Charge Barrier # x 5) instead of at (Charge Barrier # x 3))

- Turn end: Gain a Charge Count for each Charge Barrier #, and Charge Barrier and Shield gained from Charge Barrier expire completely next turn "

To uncomplicate this, the unit gets the amount of Charge Barrier times 3 Shield. After losing that shield, the unit loses one Charge Barrier. After the turn ends, the unit gains Charge via the amount of Charge Barrier, and all effects are lost. It's also stronger on W Corp. IDs. Basically, it's just free Shield and Charge.

Here is how I'd rank Charge IDs:

Keep in mind that due to how Charge works, the definition of a team core and team support is inherently looser. I'll go deeper into how an in-depth Charge team based solely around Charge would actually work in the team-building section, because as stated before, there are notable Charge support units in the game and units that can be defined as some kind of core due to EGO.

This guide is solely based on running a pure Charge team, so identities that focus on using Charge for other means such as Rosespanner Workshop mostly turning Charge into Tremor are lower ranked. However, they're still *viable* for a Charge team, as they do have Charge; they just aren't the best for pure Charge.

IDs


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These units are mostly what Charge is known for: absolutely insane DPS and numbers.

None of these units are technically actually essential for a Charge team given how the status works, but they are heavily recommended due to either having actual synergy with other Charge units, just being really good, or EGO.

W Corp. Cleanup Agent Don Quixote

Hoo boy.

W Corp Don gets 4 Charge Count on her S1 (and +2 coin power at 5+ charge), gets to inflict Fragile, gain 8 Charge, and gain +1 Coin Power at 7+ Charge on S2, and has Rip Space as her S3. Rip Space is a 5 coin skill that gains +4 Coin Power on 10+ Charge, and makes her lose 20% of her HP when not at 10+ Charge.

Without conditionals, this skill is bad. With her very easy to reach conditional of 10+ Charge, this skill easily does over 200 damage. She gains Charge count by Gloom Resonance divided by 3 via her passive, but it doesn't contribute a lot; the end result is she is a great field for Charge teams no matter what, and general teams too.

W Corp. Cleanup Agent Ryoshu

It is genuinely hard to describe how cracked Wyoshu is.

Even ignoring Charge gain, her S1 has +10% additional damage at 10+ Charge (and 10% more at 15+), her S2 gains 1 Coin Power at 10+ Charge (+1 more at 15+), inflicts Slash Fragility at 10+ Charge to enable synergy with W Corp. (the majority of them are very slash-heavy), deals 30% more damage if the target has less than 30% HP, and gives her 3 Haste on kill. Her S3 is like Rip Space, but it only takes away HP if at 7-14 Charge, with no penalty but no extra Coin Power. At 15+ Charge she gets to face no consequences for her 31 rolling skill. On kill, her S3 gives an ally and herself Charge Barrier. Her Charge gain is 4 on S1 and 7 on S2, making these conditions genuinely easy to acquire. As such, she is both one of the best DPS units in the entire game and a feasable (but not really her focus) support.

Keep in mind that her S3's damage also does not self kill or stagger. This means her S3, if the player knows what they're doing, is practically a free 31 rolling nuke skill at 7+ Charge.

W Corp. Cleanup Agent Hong Lu

I was debating putting him in just regular supports, but his gimmick means he's as close to an actual core support ID we're getting. You don't have to use him.

Keep in mind his passive gives him 2 Haste if at 5+ Charge (and an extra haste if at 10+), meaning he gets to practically control the battlefield with these effects. His S1 is practically just a skill to gain Charge, giving him 6 in total. His S2 gives him 6 Charge, immediately fulfilling his next gimmick on this skill; gaining 1 Charge Barrier per 5 Charge. His S3 takes up all of his Charge at 10+ to give the 2 lowest HP allies Charge Barrier, which is insanely good; the skill also gives Hong Lu himself the forcefield.

His Haste makes these effects very easy to fire off first thing into a turn, practically giving every ally a consistent supply of Charge once he's fully rolling. His guard gives him 3 Charge Barrier per times used (up to 3 per turn), which means guarding also gives him an insane amount of Charge to use on giving other units Charge Barrier, which means a loop of free Charge..

W Corp. Cleanup Agent Yi Sang

W Sang (wi sang?) is great for a Charge team.

He gains 2 Charge on his S1 (it gets coin power +2 on 10+ charge), 7 Charge on his S2 (+1 coin power at 10+ charge), and doesn't gain charge on his S3, but gains +1 Coin Power at 10-14 Charge and +2 Coin Power at 15+ Charge. The problem is that he's more a Rupture unit that also uses Charge, inflicting Rupture on every single one of his skills. At the same time, though, he has great Charge synergy via having a great passive that gives him Haste via Charge Count and gives Charge Barrier to the weakest ally. As such, he's a great support for both Charge teams and Rupture teams, but leans more towards Rupture.

W Corp. Cleanup Agent Faust

Faust is an excellent Charge based support unit.

Her S1 gives her 4 Charge Count, her S2 gives her 6 Charge Count and inflicts 4 Bind next turn via spending 3 Charge Count (so 3 in total), and her S3 gains Clash Power +2 if at more than 5 Charge Count, and spends 5 Charge to inflict 2 Attack Power Down next turn and same-turn Paralyze. By all accounts, these effects are absolutely great, and it's never bad to run her on a Charge team.

Her support passive gives the ally with the lowest max HP +1 Charge Count, making fielding her and not fielding her opportunity cost. There are enough Charge units to go for a viable other unit, but W Corp Faust benefits from Charge Barrier and good debuffs, making it a difficult choice. It's up to the player.

W Corp. Cleanup Agent Meursault

Weursault (lol) is a weird Charge unit.

On paper, his skills are good! His S1 gives him Slash Protection, his S2 gains Coin Power at 5+ Charge and inflicts 2 Slash Fragility via using up 3 Charge, and his S3 spends 2 Charge for two Defense Level Down on every hit, making him a great Slash debuffer, and also a Rupture unit on the side (but we aren't talking about that). The problem is that he only gains Charge via getting hit via his passive, his guard, or 6 on his S1.

As such, it's difficult to get a full use of his Charge, but if he takes enough hits, uses his S1 enough, or EGO is used, he can be a monstrous support. He just takes a long while to get going. If there was a W Corp. unit to bench, I think it would have to be him. However, I don't think he's that bad; again, it's more up to player choice.

R Corp. Heathcliff

R Corp. Heathcliff really only uses Charge for his passive and gains it only on his S1, passive, and evade. When at 5+ Charge, he gains Haste and Attack Power Up every turn. The reason why he's up here is because...he is R Corp. Heathcliff, one of the best damage dealing units in the entire game, has insane coin and clashing, and is aligned more with Charge than Bleed, his other status. While benchable for a Charge team, he is a good pick solely for this reason.

R Corp. Ishmael

R Ishmael, meanwhile, actually takes use of her Charge.

She gains 6 Charge on her S1, and 7 on her S2, which are monstrously easy gains. Her S3, Mind Whip, needs at least 8 Charge, or else the attack will be redirected to a random unit in battle (which also includes allies). Really, her S3 is the only thing that requires Charge, but her entire kit revolves around her easy Charge gain and to use this skill (which rolls a 26, also) as much as possible, which is ideal due to just being a good skill.

If I had to choose a better unit for a Charge composition out of the R Corp units, I'd probably say Ishmael because of how much more she benefits from Charge.

IDs - Part 2


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All of these units have 1 problem: They're more based on other status effects. Most of the units above have some form of synergy with Charge, via using it, inflicting debuffs, or Charge Barrier; however these units are more meant for a Bleed or Tremor team, and uses Charge to inflict those. While usually good in their own status effects, aren't really that Charge-based, and I can't recommend them for Charge. They aren't bad at all, though! Just mostly meant for other teams.

Rosespanner Rodya

Rosespanner Rodion is the Tremor-support kind of Charge.

Her S1 gives herself 3 Charge, her defense gives 2, and her S3 gives her 6. This is to be used with her S2, which uses 3 Charge to reuse her second coin if it lands heads, basically making it a mini Tremor nuke. Her passive also spends Charge to increase Tremor damage. She's very good...for Tremor teams. In a Charge team shes just kind of...there.

R Corp Meursault

Rhino Meursault is the Bleed-support kind of Charge.

His S1 gives him 4 Charge in total and his S2 gives him 8. When getting attacked with his guard skill up, he gains 2 Charge per hit, up to 10. His S3 uses 10 Charge to inflict an insane amount of Bleed, being the main payoff to his Charge usage. His passive gives him a max speed increase based on 5 Charge, and gives him Aggro if at 5+.

I'd say he's probably a good replacement for W Corp. Meursault if you don't want to run him, and he's definitely the most viable ID here to put on the main team, so keep that in mind.

Rosespanner Meursault

Rosesault is majorly a Tremor unit before Charge. He only gains Charge on his S3, and it's solely to buff his S3 and is completely used up by turn end. He is definitely a don't run on a Charge team.

Rosespanner Gregor

Rosespanner Gregor is weird because...I can't really identify what his Charge supports?

He gains 2 Charge on his S1, 3 Charge on his S2, and from the game, I quote, "Trigger

Tremor Burst, then reduce Tremor Count by 2; Spend up to 4 Charge Count to inflict Rupture Count equal to Charge Count spent". Basically, he uses it for Rupture but also at the same time is dealing Tremor damage and then usually uses most of the Rupture count right after? I don't know. He's more for Rupture teams. Don't run him on Charge.

EGO


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Telepole Faust

Telepole Faust is an odd case.

She gains 7 Charge on Awakening, gives 3 Paralyze, and gives buffs to allies and gains an extra 3 Charge next turn upon hitting Heads; her Corrosion gives her 10 charge, inflicts 5 Paralyze, and inflicts Paralyze and Bind on random units per turn with a Tails hit. The passive makes her do more damage based on her Charge count, and makes her spend 2 less Charge.

On paper, it's a great buff for Faust. Sadly, Limbus is not a game that works on paper. In practice, it isn't a bad EGO by any means, but W Corp. is her only Charge ID (which admittedly does spend a lot of Charge and synergises well), and Fluid Sac, Faust's EGO that heals all allies SP and HP, also takes up the same slot. If you don't have Fluid Sac, use it, but Fluid Sac is far superior to Telepole Faust in every way, and should be used instead.

Telepole Don Quixote

This is THE Charge EGO.

On UT3, on use, the Corrosion version gives all allies +10 Charge and +10 Rupture. This is just as broken as it seems, giving most Charge IDs enough to use their higher-requirement skills, and only has a drawback if you actually lose a clash; this single-handedly makes Don Quixote a core of the Charge team, and she even has the 2nd best W Corp. ID to make use of it! The passive also gives a random ally Charge based on Envy Resonance, so you get even more long-term Charge.

Telepole Heathcliff

Telepole Heathcliff is more based on Envy Resonance.

His Awakening gains Charge by Envy Res, then spends 5 Charge to gain 3 Skill Power (which actually caps at 12!), and gains 5 Charge on tails hits. The Corrosion is practically the same thing, but spends all Charge count to convert it into 15 Skill Power, and the passive gives him Charge after defeating an enemy. Charge has a lot of Envy, so it isn't really a problem.

However, the EGO uses a lot of Charge, which is more than I'd say R Corp. Heathcliff, his sole Charge ID, is able to generate. I would definitely say it's better than Ya Sunyata Tad Rupam on Charge teams, but its main usage is going unga bunga clash number on a scary skill.

Dimension Shredder Yi Sang

Di Sang (hehehe) is definitely meant for a Rupture team, inflicting 5 Dimensional Rift (a Rupture status effect) on hit and deals bonus damage by Rupture on the enemy.

It uses Charge count to deal damage on both Awakening and Corrosion, with the Corrosion using it to inflict more Rift. The passive gives him 4 Charge the turn after he doesn't get hit. Overall, it's more for Rupture, but W Sang is a Rupture unit, so it's not bad. Just not meant for our team. W Corp. Yi Sang is here for Rupture (but isnt a bad Charge unit), so it benefits him a lot. It's also the only EGO in his HE slot anyways, so...

Dimension Shredder Hong Lu

Dimension Hong is great.

The Awakening gives him 5 Charge, 2 Haste, and inflicts 1 Fragile. It also inflicts Dimensional Rift along with Yi Sang's, but thats a Rupture status effect, so it doesn't matter to us. The Corrosion targets the unit with the most max HP, which is really convenient, and also gives him 3 Haste. It takes up 10 Charge for 2 Fragile and 4 Dimensional Rift, though, so I wouldn't recommend an Overclock unless you really want Fragile. Where it excels is the passive:

"When hitting an enemy with negative status effects, this unit gains +1 Charge Count (Max +4 per turn). When HP falls to 0 for the first time during battle, spend all Charge and heal in proportion to the amount spent (Cannot heal over 25% Max HP)."

The first part is good, but the least important part. He quite literally doesn't die if he has Charge, which is very easy to gain because this is a Charge team and we're using W Corp. Hong Lu. The Haste is also perfect for W. Hong, so it's probably his best EGO (yes, in general too, its pretty good). It doesn't benefit the team, but it is 100% worth taking.

EGO - Part 2


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Holiday Heathcliff

"[On Kill] Randomly select one of the following effects: 2 Poise Count, 2 Charge Count, 2 Haste, 2 Offense Level Up, or 2 Defense Level Up. Then, apply the selected effect to 2 random allies next turn."

"Gain +1 more Poise and Charge Count with Skill effects or Coin effects."

This is too much RNG, and it's on kill. The passive isn't bad at all, but please just use Bodysack instead.

Blind Obsession Ryoshu

Blind Obsession Ryo is weird.

It gives her 4 Poise on use, gives her 2 Charge Count on hit, and 2 more on crit with the Awakening. On the Corrosion, she gains +4 Charge Count on kill, and consumes Charge Count to gain Poise. The problem? W Corp. Ryoshu does not use Poise. As such, I'd say to run Red Eyes instead. It isn't a bad option at all! It's a boringly mediorce option.

Blind Obsession Ishmael

BO Ishmael is a middling Charge option.

It gives 6 Charge Count on hit, and none on Corrosion. It's just that it's a WAW that heals 25 SP, has 7 Attack Weight, gives Pierce and Damage Up to allies with high SP...on Awakening, and heals HP on Corrosion, Damage Up to allies, and 3 Pierce Fragility. The passive gives an ally Haste and 3 Offense Level Up (ONE CLASH POWER!!!) after giving them 5 Sinking. It's insanely good. Use it.

AEDD Heathcliff

AEDDcliff gets Charge Count for every bit of missing HP (max 7) he has, which is pretty solid!

The Corrosion does the same thing, but spends all Charge count to do a mini Gloom nuke, then spends all Charge count, and then takes away 10% of his max HP to gain 10 Charge on a tails hit. His passive is a lite version of Hong Lu's:

"When hit, spend 1 Charge Count to heal 2.5% of Max HP. At less than 40% HP, gain 1 Charge Count before activating the healing effect"

Basically, it increases his survivability by a lot, which is always solid. Not essential, but definitely a good slot, and it's his only TETH slot anyways.

AEDD Gregor

AEgor gains 10 Charge on Awakening and inflicts 15 Spark Discharge (an absolutely ♥♥♥♥♥♥ Rupture effect so it doesn't matter for us); the Corrosion prioritizes units with Charge, gives self 10 Charge, and inflicts 15 Spark Discharge and 7 Charge to the unit it hits.

The passive exists to give a random guy 1 Charge everytime he hits heads, so it's not that good. The problem is that Gregor's Charge ID sucks absolute ♥♥♥♥. It is not good for Charge teams. Until Gregor gets a good Charge-focused ID, I would not run it, solely because Gregor is bad at Charge.

Teambuilding


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So, with all of this information, how do you make a Charge team?

First of all, I'd always place W Corp. Ryoshu and W. Corp Don in the team. EGO for the team should at least have an UT3 Don Quixote Telepole, because it's that good. W Corp. Hong Lu has Dimension Shredder (which is optional) and is a 00, so he's just easy enough to obtain that I wouldn't leave him out. I would probably equip the Charge EGO for the IDs you're using, except for Telepole Faust, because Fluid Sac is kinda just better.

Here are some mock-up teams I made:

The Budget Team

This team isn't optimal at all, but will work if you're running low on shards or lunacy.

The Meta Team

This team is optimal. Like, really optimal. It's very expensive to uptie and I wouldn't recommend it for beginners, but it has every Charge EGO that's worthwhile and pretty much every exceptional Charge ID.

The W Team

W Corp. has 6 sinners, are all standard fare, and have all 7 sins on them. As such, a good Charge team can literally just be the entirety of W Corp.

My Personal Team

What I use for my Charge team. Good sin spread and good IDs. It also has all of my favourite sinners, so it's perfect.

...If I had R CORP ISHMAEL!!!

EGO Gifts


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Curriculum Vitae

"At the end of the turn, allies with 7+ Charge Count gain 1/2/3 Haste next turn.

If the ally has Gloom Affinity Skills, gain 2/3/4 Haste and 1 Final Power Up instead."

A solid gift. Synergsies great with R Corp. Meursault, W Corp. Hong Lu, and W Corp. Yi Sang. If there aren't better gifts, I'd take it. It synergises very well with the giving Charge at start gifts (you'll notice soon thats a running theme), so if you have those, take it.

Wrist Guards

"Turn Start: allies with 5/3/1+ Charge Count gain 1/2 Damage Up.

If the ally has Pride Affinity Attack Skills, gain 2/3 Damage Up instead."

It's like Curriculum, where the gift isn't exceptional but is generally very useful. I wouldn't upgrade it. What makes this gift actually worth taking is that it can be used for the fusion gift, T-1 Perpetual Motion Machine.

Portable Battery Socket

"Turn Start: Two/Three random allies gain +2/3 Charge Count. (Prioritizes Identities with Skills that gain Charge Counts)

When activating Sloth Absolute Resonance (remove Abs. requirement), one random ally gains +3/5 Charge Count at Combat Start."

It's a bit meh, since it's random, and needs Sloth A-Res. I wouldn't upgrade it to max, but with Lightning Rod it can activate Curriculum Vitae on the first turn.

Nightvision Goggles

"This Gift activates when an ally has 15+ Charge Count at Turn Start.

Combat Start: the ally with 15+ Charge Count loses 3 Charge Count and gains 5 Offense Level for the turn."

This gift, despite appearances, is not the best. 15+ Charge is usually the requirement for the best Charge skills, and those already can clash very good, so taking away the 15 for 1 Clash Power isn't worth it. However, if you have Charge-Type Gloves or a high Charge-gain gift, it's almost always worth a take since you're generating so much Charge taking away 3 isn't that much.

Employee Card

"When activating Wrath Absolute Resonance (remove Abs. requirement) or using a Skill that gains or applies Charge Count, all allies gain +3/4 Charge Count at the next Turn Start. (Once per turn)"

Charge doesn't have a lot of wrath unless you're using R Corp. Heathcliff. Always worth a take due to the second effect, though.

Material Interference Force Field

"First Turn Start of a wave: all allies gain 3/5/7 Charge Barrier."

Not game-breaking, but just as powerful as you'd think. Take it. It's even a fusion gift component, so there isn't a reason to not take it unless you don't want free shield, I guess?

Lightning Rod

"Encounter Start: all allies gain +3/4/5 Charge Count.

If two or more participating allies have Envy Affinity Attack Skills, all allies gain +5/6/7 Charge Count instead."

You WILL have envy. The sin is Charge's main affinity, and almost every Charge ID has it. Always take this unless the Tier IV gift is also a choice, and upgrading is great.

Charge-Type Gloves

"Max Charge Count +10. Encounter Start: All allies gain +5/6/8 Charge Count."

Take it.

T-1 Perpetual Motion Machine

"Encounter Start: This Gift activates when 5 or more Identities have Attack Skills that gain Charge. (Not counting E.G.O Skills)

First Turn Start of a wave: all allies gain 5 Charge Barrier and 2 Damage Up.

Next Turn Start: Each Identity gains (Total Charge Count consumed by Skill use/4) 'Offense Level' (Maxes out when 40 Charge Counts are consumed)"

T-1 is weird because it's not bad at all, but compared to other fusion gifts, it's just a really solid buff. The Offense Level is always great along with the Barrier and damage up, but it only comes into its own when you have other Charge-boosting gifts. It's pretty much always a take, in my opinion, but it also could be better. Wrist Guards can actually be better in some scenarios where you need more damage because it applies every turn, so it can actually be a downgrade sometimes.

Source: https://steamcommunity.com/sharedfiles/filedetails/?id=3181246823					

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