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GENERAL COMBAT MECHANICS[]

Gameplay is centered around choosing a certain number of sinners from the available 12 (Gregor, Rodion, Sinclair, Yi Sang, Ishmael, Heathcliff, Don Quixote, Hong Lu, Ryoshu, Meursault, Outis, and Faust) and beginning a combat encounter with a selection of different enemies. Combat itself has several core mechanics: speed, sanity, resistances, health, and stagger. Sinners and enemies will take turns selecting skills to "clash" or attack each other over several turns. Combat ends when one side has been completely defeated or 100 turns has passed (overclocked).

Combat Mechanics[]

Currently combat is centered around five main mechanics: speed, sanity, resistances, health, and stagger.

Speed[]

Speed is a random number assigned to a unit chosen from a given range each turn. Visually, units with lower speed are placed in the front, while units with higher speed are placed in the rear. In standard encounters, units with high speed prioritize attacking units with low speed. When Sinners receive the same speed, the order of their attacks are based on who was chosen first in the character selection screen prior to the battle. In focused encounters, sinners with higher speed may redirect an attack of an enemy that is currently targeting another sinner with their own skill. Offensive skills force the enemy to clash against that skill instead, while defensive skills simply redirect the skill to target the sinner.

Sanity[]

Sanity is determined through several interactions that occur in and out of combat. Sanity can be seen at the very bottom of the combat bar as the blue or red number right besides a units health, the number itself ranges between -45 to 45. Sanity directly affects the chance of a unit rolling heads; each unit of sanity corresponds to a change of 1% heads rate. In a normal combat encounter outside of dungeons and the Railway, all sinners and enemies usually start at 0 sanity. The main way to gain sanity is after winning clashes or defeating enemies. Sanity is usually lost by using EGO, losing allies, the Sinking status effect or other effects.

Reaching -30 or below sanity may cause "Low Morale" on any enemy with SP, reducing their skill effectiveness against clashes and one sided attacks. Furthermore, hitting -45 will immediately cause "Panic", which is akin to that of Staggered, preventing any action until the next turn (which reset to 0 SP). If Sinner reaches -45 and has E.G.O other than their unique ones, they are susceptible to E.G.O Corrosion, in which they are forced to use only corrosion skill against the manager's decision. Abnormalities and hostiles without any sanity cannot gain the advantages and disadvantages of sanity and take direct gloom damage through Sinking.

Resistances[]

Resistances are a multiplier that determines how much damage a unit takes from a certain attack. All characters have both resistance multipliers to physical damage types (slash, blunt, pierce) and resistance multipliers to sin affinities (wrath, lust, sloth, gluttony, gloom, pride, envy). Every offensive and counter skill possesses a physical damage type and sin affinity that can affect the total damage dealt to the enemy depending on their resistances to damage type and sin affinity and are multiplicative, meaning for example, a foe weak to slash and wrath attack would at least take 4x of the original damage from an attack with slash damage type and wrath sin affinity.

Every Identity and most enemies encountered usually have one damage type they take fatal damage against (2x), one damage type they take normal damage against (1x) and one damage type that is ineffective against them. (x0.5). In some cases, enemies can also be weak to (x1.2, x1.25 or x1.5) or endure (x0.75) physical damage types.

Every sinner gains sin affinity resistances based on the most recently used E.G.O. (or their lowest risk level E.G.O. if none has been used). For the enemies, only abnormalities, E.G.O.-possessing human enemies, distortions and certain boss enemies possess unique resistances against sin affinities. Normal human enemies do not possess special sin affinity resistances, all sin affinities deal normal (1x) damage to them. Sinner's E.G.O. and Enemies that do have special resistances against sin affinities can take fatal (2x), weak (1.2x, 1.25x or 1.5x), normal (1x), endured (0.75x) or ineffective (0.5x) damage from skills with certain sin affinities.

Health[]

Health is the red number under a units sprite. Health determines how much damage a unit can take before they are killed in combat. The objective of most combat encounters is to reduce all of the enemies health to 0. If the health of all sinners is reduced to 0, the combat encounter is lost.

Stagger[]

Stagger is a mechanic meant to punish bad skill selection or unit targeting in Limbus Company. Stagger thresholds are small lines present on health bars of sinners and enemies alike; these stagger thresholds will stagger a unit once they are passed. A unit that is staggered is unable to use its skills for the current and subsequent turn of combat. Additionally, a staggered unit will (usually and) INSTANTLY have all their physical resistances changed to fatal. Resistances to sin affinities are usually unchanged by the staggered status. If any staggered unit is dealt enough damage to to the point of reaching the next stagger threshold, the target can gain stagger+ or stagger++, receiving even more damage. Sinners can have anywhere from 1 to 3 stagger thresholds, depending on the identity of the sinner. Enemies can have varying amounts of stagger threshold.

Attacking in Limbus Company[]

Every single sinner and enemy has an arsenal of skills and passives that they can use during the combat phase of Limbus Company. Every sinner and identity currently has three skills and one defense skill that they can use on their turn. Additionally, they each have an active and support passive which can be independently activated depending on their combat status (in combat or out of combat).

Coin Flips[]

Currently, each skill in the game has a certain amount of "coins" that they can flip to achieve different affects. Every single skill has a base value that appears on the left of each skill, additionally it has a "coin bonus" that appears on the top of the portrait for said skill. Coin bonuses are added to the base power of a skill depending on the amount of heads that you roll for each skill. Sinners and enemies will fight each other depending on what skills you chose during the selection phase. Once the combat phase starts, Sinners and enemies will begin to fight each other by "rolling coins" once they meet (Combat is different between human vs abnormality fights). You can see when a Sinner and and enemy begin "rolling coins" against one another when they both show their skills above their heads. Every single skill in the game has a certain number of coins that they can roll against the enemy, each skill has a chance of rolling heads depending on sanity and can have either beneficial or negative effects depending on the skill. Once the coins are rolled, heads are tallied and used to modify the base power of the skill they belong to. The side that has the higher number will attack the other and "destroy" one of the opponent's coins. This rolling and tallying of heads will continue until one side no longer has coins to roll. at this point, the unit with coins still remaining will roll once more time and then attack the opposing unit with the coins that they still have.

Offensive Skills[]

Currently each sinner is given three offensive skills of varying degrees of power. Sinners and their identities are able to immediately access their Skill 1 and Skill 2; Skill 3 is unlocked once they are uptied to tier 3. Additionally, passives and skills will be upgraded once a sinner is uptied. In combat, sinners pull skills out of a "skill deck" that only contains a certain number of each skill and will only refresh after all skills have been used. Skill 1 is generally the weakest, with up to three copies of the skill being available on a skill deck at a time; these skills are usually fodder meant to be rotated out for stronger skills. Skill 2 is typically a utility or setup skill with up to two copies of itself in a deck at a time; these skills try to maximize the effect of a units deck. Skill 3 is often the central and most powerful skill of any unit's deck; only one of this skill can be on a skill deck at a time.

Offense and Defense Levels

Offense and defense levels are the stats of every unit that scale with their level and affects the clashing power and damage of skills. Every unit possesses an base offense level equal to their level. The offense level is applied to all of the units skills, including the E.G.O of sinners. Each offensive skill may also possess an offense level modifier specific for that skill, either increasing the offense level further or even decreasing it, depending on the skill of a certain unit. Every unit also possesses an defense level equal to their current level and the defense level modifier dependent of the unit, which may be positive or negative.

Offense and defense levels affect combat in two ways:

  • In a clash between two offensive skills, the character with the higher offense level gains +1 final clashing power for every 3 offense level difference. In a clash between an offensive and defensive skill, the offensive skill cannot gain power from offense level, but the defense skill can gain +1 clash power for every 3 defense level over the opponents offense level.
  • When attacking, the difference between offense and defense levels additionally modify the damage dealt on top of resistances. For every point of offense level of the attacking skill above the defense level of the attacked target, the skill deals 3% more damage. Inversely, for every point of defense level of the attacked target above the offense level of the attacking skill, the skill deals 3% less damage.

Offensively oriented identities and enemies usually possess skills with positive offense modifiers but possess negative defense level modifiers, while defensively oriented identities often possess negative offense level modifiers on their skills but possess positive defense level modifiers. Status effects such as Offense Level Up/Down or Defense Level Up/Down, applied through skills or passive effects, are also able to impact the offense and defense levels of an unit further.

Defense Skills[]

There are three types of defense skills: block, evade, and counter. Such skills can be produced by pressing a unit's icon on the dashboard. Defense skills can be created without limit and replace the bottom skill. Most block and evade skills of identities posses no sin affinity until upgrading that identity to Uptie 4. Only at Uptie 4 do most identities gain sin affinities on their block or evade skills. They still get no bonus from sin resonance, but generate sin resources if the skill was actually used; in other words, defending against an empty or defense slot will not generate resources nor the [On Use] effects. Counter skills are an exception, as they possess sin affinities regardless of uptie level and gain offense level bonuses from sin resonances. Clashing a defense skill with an opponent's Dodge or Evade causes an "Offset," which cancels both skills. This cancels [On Use] effects, but not [Combat Start] effects.

Block[]

Selected block skills activate when the unit who selected the skill uses it during a turn before being attacked by an incoming opposing offensive skill. Block skills generate a temporary amount of shield health for the duration of the turn equal to the rolled value, indicated by a blue health bar added to the unit's red health bar. Shield HP essentially acts as "bonus health" that is lost first before the actual health of the defender. Resistances and weaknesses do affect how much damage the shield takes, just like normal health. Any leftover shield HP that remained until the end of a turn disappears at the start of the following turn. Shields may also be generated through certain skills effects, such as those of Dieci Rodion, Dieci Yi Sang, Zwei Association Gregor and Zwei Association Rodion.

Evade[]

Selected evade skills become active when the unit who selected the skill uses it during a turn before being attacked by an incoming offensive attack. While active, an evade skill allows a unit to dodge incoming attacks that are of equal or lesser power than the incoming skill's final power. The evade skill's coin is flipped each time an opposing skill flips its coin. When a unit activates their evade skill, that skill remains active for the duration of the turn. However, if an evade skill's final power is less than the opposing skill's current power, the defending unit takes the full damage and the evade skill is lost. If a evade skill manages to evade an entire opposing skill, it will be reused for any other incoming skills, even if only one evade skill was used. The skill is considered as used even if the first evade was unsuccessful. However, even if the unit evade different attacks, it's only used once ([On Evade] effect are activated at each Coin evaded, regardless if it's different attacks or a multi-Coins attack).

Counter[]

Selected counter skills become active when the unit who selected the skill uses it during a turn after being attacked by an incoming offensive skill. A unit who has selected the skill and was attacked immediately counterattacks with a one-sided attack against any enemy who attacks them, regardless of which enemy the defense skill had targeted prior. Selecting the counter skill multiple times on the dashboard increases the number of times that unit can engage in a counterattack. Units who are staggered by an attack cannot use a counter skill afterwards. Counter skills possess a physical damage type and a sin affinity, of which both affect the dealt damage to the enemy.

Passives[]

Passives are some of the most important parts of an identity's kit in Limbus Company, as they can either spell out a units doom or potential depending on their effects and activation requirements. There are two types of passives in Limbus Company, combat and support passives, of which every identity possesses one of each. The combat passive of an identity is used while the sinner with the identity is deployed in combat, usually only affecting themselves (unless stated otherwise). The support passive of an identity is used while the sinner is not deployed in combat, but equipped with the identity on the team. These passives usually only affect one deployed sinner in battle that meet a certain criteria for the skill, such as having the most or least sanity or health (unless stated otherwise). If two or more sinners in combat meet the met criteria by having the same sanity or health, the sinner that was selected as the first sinner in the sinner selection screen has priority and is affected by the skill.

Both combat passives and support passives activate under certain conditions related to the sin resources or the sin resonance. Passives that activate via sin resonance require a certain sin resonance of a specific sin affinity to be achieved on that turn. If not enough resonance for the sin affinity is achieved, the passive will not be active on that turn. Passives that activate via possessed sin resonances require a certain amount of sin resource of a certain sin in possession in order to be activated. If not possessing enough sin resources at the beginning of the turn, the passive will not be active on that turn.

Durante (Sapling of Light)[]

Unlocked after Canto 06-44, this allows Dante to activate a golden Bough ability. Abilities can be activated only once per day (As of Canto VI) and more abilities get unlocked as you progress through the Inferno/Deviazone Canto.

DURANTE
Icon Sephirot Ability Name Effect Unlock Requirement
Durante Hokma Pigritia Hokma Pigritia Halves the current speed of all the living enemies. Unlocked after 6-44


BATTLE INFORMATION []

Battte start

Every Sin/Skill/Attack in Limbus Company has three key components: (1) Number of attacks (coins), (2) base power (3), a bonus for landing Heads.

Each attack has two phases: clash phase and a 'one-sided' attack phase.

Clash phase

Clashes occur when two units attack each other with a skill. When a unit clashes with another, both units flip all of their skill's coins; this determines the skill's power in a clash. The unit whose skill has the lowest power loses one skill coin, and—if the unit still has one or more skill coins left—the two units clash again. Once one unit has lost all of its skill coins, the victorious unit becomes the attacker in the one-sided phase, attacking with its remaining skill coins.

One side phase

Certain skills from a Tier 3 uplifted identity will show a quick cut of art if their specific coins are heads on use.

After each turn, depending on the order of the sinners you picked for deployment, the first sinner will receive another action, followed by the next sinner until the last one, and then it repeats to the first sinner again. A maximum of 12 action overall can only show, even if a sinner has died or was staggered. Similarly, actions from enemies will also increase per turn, even at a new wave.


Abnormality Battles[]

Abnormality Battles are a different kind of battle compared to General battles. This type of battle is where you fight an Abnormality or a group of Abnormalities/hostiles under this setting. Each Abnormality has certain gimmicks on how to handle and take them down. It's important to take note of Abnormalities' different "Parts", which you can destroy to limit them. Depending on the Abnormality, some might regenerate parts even after destroyed.

In the Abnormality Battle, you can click and drag your sinners skill to connect to the Abnormality's skills. After each battle, depending on the order of the sinners you picked for deployment, the first sinner will receive another action, followed by the next sinner until the last one, and then it repeats to the first sinner again. A maximum of certain action overall (based on the maximum number of sinners you can deploy on that battle) can only show, even if a sinner has died or was staggered.


At certain Abnormality battle, another feature in these battles are the Choice Events. This is where sinners face a problem. You, as the manager, must to choose which sinnner to solve it. The tides of your battle will depend on this choice, whether it brings success or failure.

In story and mirror dungeons, after an Abnormality is defeated, you may receive an E.G.O Gift. These gifts grant strong effects that can only be used for the dungeon you're in.

STORY DUNGEON []

Story Dungeon

Story Dungeon is a rouge-like battle and exploration type of gameplay that explores a derelict section of the L Corp branch, or a section containing a Golden Bough. These are unlocked when you reached near the end of some of the canto, both Inferno and Deviazone.

In story dungeon, you move step-by-step by moving in "rooms", each containing events in them. These events will either be a General battle, Abnormality battle or "Special Options". With every battle you face, the sinners' sanity level, health, and the number of sinners will not be restored after you finish a battle. They will remain as they are, from what you've left off.

Once you clear the first layer of the dungeon, you can continue on another layer with a different map. At the end of the dungeon lies the Golden Bough, which will be your main target for Story Dungeons.

Resting point

Resting Point[]

There are also designated Resting Points, where you can heal your sinners and save your progress. If by chance, you lose a battle, you are allowed to use the other remaining Identity. However, if you've lost all of your Identities, you will go back to your previous resting point, or the place where you've started.

MIRROR DUNGEON []

Mirror Dungeon

Mirror Dungeons are similar to Story Dungeons, with it's rouge-like settings. Despite this, there's a few differences.

  • You can enter the dungeon for free. However, reward claiming requires 5 Enkephalin Modules.
  • All the sinners can be brought to the dungeon, but one identity and all E.G.Os you have obtained from them are affixed on the group you sent to. Their maximum level (for hard mode) and grade from Uplift/Threadspin will be carried over.
  • You will be given a choice of a variety of E.G.O Gift to choose from based on their effect that could potentially help the sinners, or simply refuse to do so. These gifts are especially important due to the buffs they grant.
  • Depending on how many floors you have cleared and the type of Mirror Dungeon, you'll gain EXP for the Battle Pass and earn rewards from it. You can only claim the weekly bonus up to 3 times per weekly reset, or choose not to use the bonus.

There are more key differences in Mirror Dungeon compared to Story Dungeons during the progress:

  • Unlike story dungeons, each type of Mirror Dungeon are randomly generated per level, and based off several chapters branched between.
  • Every battle have a chance of allowing you to earn some cost based on the type of battle encounter. You may also have a chance of obtained an E.G.O Gift as well.
  • Certain nodes allows you to spend your Cost obtained from events and battle encounters, such as replacing skill coins with a stronger variant, buying an E.G.O Gift displayed, or getting new sinner, identities and/or E.G.O, up to 3 sinner purchases per encounter. Sinner-exclusive ZAYIN-Risk E.G.O are free of charge.
  • Similar to story dungeon, health and sanity of Sinners do not regenerate. Unlike it though, if the sinners die, they stay dead for the duration of the mirror dungeon. Moreover, if all the sinners are killed, the exploration will end in defeat as there are no checkpoint. You can, however, stop or continue at any point of time and continue from where you've last left off.
    • There is an event marked with a chair mark, which allows the manager to have either the living sinner with the lowest heath to recover by 30%, or have all wounded living sinners to recover at 10%. Optionally, this area also allows purchases of new sinners, identities and/or E.G.O.
    • Some E.G.O Gift and Sin Resonances with specific Sinner+Identity can also heal badly-wounded sinners.
  • Events (marked with a question mark) will generate a random event instead of ones tied to the story, sometimes generating E.G.O Gift if the right choice is selected (with the right sinner to roll the coin number, and sometimes with a catch).
  • The last floor of the dungeon will always feature a random major enemy. There are a few type of abnormality that only exists exclusively in this mode.

Trivia[]

  • Focused battles are similar to the battle mechanics at Library of Ruina, except the number of actions are limited by the number of maximum sinners that can be deployed.
Site-logoWiki Navigation
Mechanics Battles - Battle Announcers - E.G.O - Identities - Items - Luxcavation - Mirror Dungeon - Story Dungeon - Theater
Seasonal Event Seasons - Limbus Pass - Refraction Railway - Dante's Notes - Walpurgis Night
Characters Dante - Vergilius - Charon
Sinners

Yi Sang Icon #1 Yi Sang - Faust Icon #2 Faust - Don Quixote Icon #3 Don Quixote - Ryoshu Icon #4 Ryōshū - Meursault Icon #5 Meursault - Hong Lu Icon #6 Hong Lu
Heathcliff Icon #7 Heathcliff Ishmael Icon #8 Ishmael - Rodion Icon #9 Rodion - Site-logo#10 Dante - Emil Sinclair Icon #11 Sinclair - Outis Icon #12 Outis - Gregor Icon #13 Gregor

Terminology:
Locations The City (Districts (NestsBackstreets)) - Outskirts - The Great Lake - Mephistopheles
Lore Abnormalities - E.G.O - Distortion - The Sign - Smoke War - Singularity - Golden Bough
Factions Limbus Company - Fixers (OfficesAssociations) - Syndicates (Five Fingers) - Wings
Other:
Songs "In Hell We Live, Lament" - "Between Two Worlds" - "Fly, My Wings" - "Compass" - "Through Patches of Violet" - "Pass On"
Media Lobotomy Corporation - WonderLab - Library Of Ruina - The Distortion Detective - Leviathan - Limbus Company (Game)
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