Yeah, that's right. We've finally gotten to the point in Limbus Company where I can use titles like, well, this one, and it's not even clickbait. I believe Blade Lineage for So is one of the most insane IDs PM has made, and that's coming off the very recent release of Captain Ishmael, so that's how you know an ID is truly something special. In case you've been living under a rock or don't know what Limbus Company is and just watch my videos anyways for some reason, the recent Blade Lineage event in Limbus left players with four whole new IDs being released.
an anniversary event, and a whole mini-story chapter that was chock full of lore and some fan service for those in the know. Even if you didn't catch everything in 5.5.2, from a gameplay perspective, it's impossible to have missed the impact of Blade Lineage Brosseau. And that's for quite a lot of reasons, most of which I plan to cover in this video. But this is not a video entirely dedicated to him, though I could certainly do that. There's also those three other IDs that have things worth talking about, and then the Blade Lineage team as a whole.
So in this video, I'll be talking pretty briefly about Blade Lineage Salsu Dawn and Faust, as well as Kurakumo Captain Gregor. Then I'll talk about the man of the hour. well, more like the man of the next three-ish weeks, Blade Lineage Merceau, and how he revolutionizes the Blade Lineage team building, and what that means for Limbus'future, whether it be good or bad. So I'll be starting with the three other new IDs we got, which do all have at least something to talk about, but least of all of them would have to be K.K. Gregor.
Look, it's difficult to be the only ID of the four to not be part of the fancy Blade Lineage, and- Therefore, you're getting left out of getting a Limbillion buffs via Merceau, but KK Gregor is just okay. And I figured this would be the case when looking at his kit, but I can't help but feel like PM kind of dropped the ball for him just a little. It's not like he's terrible though.
He has some okay debuffs, including plus coin drop, which is generally pretty useful. The issue is that all of these debuffs, at least the good ones that apply next turn, are conditional and require the opponent to have enough bleed on them to trigger. Now, this isn't impossible, or really even improbable. Wishing Cairn Dawn recently released and gave bleed enjoyers their first taste of actual ego content after being drip fed bleed support via the, uh, bleed ego. And K.K. Greger helps to fuel the sloth of that ego, as well as fueling suddenly one day for himself.
Which, we all know that's just a, uh, top tier ego. I think K.K. Greger's issue comes from a lack of bleed count, which While adding bleed count with the skill 1 is nice, it's only plus 1, and it's the only instance of it in his kit.
This means you are generally going far too negative on the count for this skill if you clash with it, which it does clash decently, but only if you have bleed on the opponent, which he doesn't really help to maintain. You see the problem? He's a solely bleed-focused ID who just kind of falls short in both potency and especially count application.
despite that being the whole point of the ID. Again, he's perfectly usable, but only just that, in my opinion. It really doesn't help that Gregor got another bleed ID during this same season with Pirate Gregor, who is pretty much a strict upgrade for bleed simply because he has poise and pride, which are now both supported to the teeth.
So having those in your kit is pretty much an innate buff because it has good synergy with other bleed IDs. Now I really could go on comparing KK Gregor and Pirate Gregor or talking more about him, but I'm not sure if I would be able to do that. But I want to get through these IDs quick, so let's move on to Blade Lineage Dawn, who is a significant step up from Gregor.
First of all, she's a Blade Lineage ID with a Prize Scale 1. If you don't know why that's relevant... oh boy. Just know that it's very relevant for later, and a very good thing.
What's even better is that this is a good skill. 11 rolling 2 coin is average for 2 stars, and I guess 3 stars now, but having a poise plus coin conditional to roll a 13 makes this a pretty big standout. since not too many 2 star IDs get the honor of a 13 rolling skill 1. But it gets even better, since her skill 2 has a similar conditional, and brings her roll from the average 14 to a 16 roll, and then the same thing with her skill 3, bringing it from a 13 to a 16. This means Blade Lineage Dawn just has solid numbers to start with, which is always a good baseline, and her poise count generation is acceptable enough, with her skill 1 and 2 both giving 2 poise count. Meaning you ideally have a few turns where you don't crit in order to build and maintain poise, but you're not going to be able to do that in the end. but she doesn't gain much poise potency outside of skill 3, so building up her poise count is likely very possible if a little RNG reliant, but really it doesn't matter too much, but we'll get there.
Her biggest draw is being a poise potency and count supplier via her passive, skill 2, and skill 3 on crit effects. Her passive requires 2 pride resonance, and spreads 1 poise potency to the ally with the least poise whenever she gains poise. Which happens on all of her skills, but her skill 1 is the best at this.
Her skill 3 crit effect spreads poise count to two allies that have no poise or the least poise count. This is often more important, which is probably why it is locked behind a semi-inconsistent conditional on a skill 3, but I mean, this can give 4 poise count to an ally from the Blade Lineage, which is a really good jumpstart or a good safety room if you can manage to get it, especially for someone like Blade Lineage Ysang, who relies on his poise count to gain coin power. Because of her way of spreading poise count and potency, she makes a lot of IDs that would otherwise struggle generating poise potency, which can help a lot of IDs ramp up to consistent crits faster, but there's definitely one ID that benefits by far the most, and that's Harpooner Heathcliff.
Despite not having a blade and not being a lineage, I guess, Harpooner Heathcliff really does gain a massive benefit from being with blade lineage Dawn, since by default his only poise potency generation is via his skill 2, and is based on the amount of bleed on the opponent. This is generally not quite enough to crit consistently, or even half often, despite his skill 1 giving a very respectable 4 poise count. So potency shouldn't really fall off once you have it.
The main payoffs for critting are on the skill 2 and 3. The skill 2 for some bleed count, and the skill 3 for extra damage on the last hit. And while yes, the bleed count is based on bleed potency, just like the poise generation, I- Wonder if there is a very convenient ID that has both critting and bleed synergy that could maybe help to make this little bit of team building work a little bit better. Okay, yeah, big surprise there. Blade Lineage Faust is the first of the two 3 stars for this event, and honestly, I feel bad for her.
She has to be compared to Blade Lineage Myrso, and that's a tough act to follow, but that's not to say she does a bad job. Her skill 1 is average for a 3-coiner, and gains coin power if she has enough poise, and since her poise potency generation isn't great without the skill 3 conversion, Beald's Dawn can also help out Faust to ramp up a bit quicker. a lot quicker. More importantly is Faust's unique debuff, Red Plum Blossom. This is a very special type of debuff since it does quite a few things.
First, it increases the chance for critical hits to occur when hit. This is a plus 10% chance to crit, and while it does not clarify if it stacks, I think it does, but take that with a grain of salt since probabilities are really hard to quantify. The next effect is to apply bleed equal to half of the effect's potency when struck by a critical hit. as well as take Red Plum Blossom potency times 3 extra damage on crit. One thing to note about this that the game doesn't tell you, the bleed appears to be rounded down, meaning one Red Plum Blossom will not give you one bleed when you crit, which is a pretty unfortunate cutoff, and often made me question if the debuff applies bleed at all.
The last thing to note here is that Red Plum Blossom reduces by 1 whenever they are crit, working as a semi-decay mechanic. Faust inflicts Red Plum Blossoms with all of her skills to some extent. Her skill 1 on the last coin, her skill 2 on the second coin, and the skill 3 on both coins.
But her passive, which requires 4 Pride, also known as Active on turn 2 of basically any encounter, makes it so any crit she does will inflict 1 Red Plum Blossom, so she goes infinitely potency positive. The main way to really stack up Red Plum Blossom is by winning a clash on the skill 3 to get as much poise as possible, and then... hope you crit on both of those hits.
From there, it's actually not too bad to maintain, but that depends heavily on the amount of hits happening per turn, but in turn, the bleed it gives is just okay. It's nothing spectacular by my testing, but the real issue comes from the Blade Lineage's lack of bleed count, so once again, wishing care Dawn actually helps quite a bit, and Harpooner Heathcliff, whose chance to crit is increased when attacking an enemy with the debuff, and and the shared poise helps out even more. Now is that enough bleed count to sustain the potency?
Not really, but if you can manage to preserve it through whatever means, then you can have some nice supplementary damage going on alongside extra damage on crits. Now out of Dawn and Faust, I actually strongly prefer Dawn. Which sounds weird, and perhaps it's because I tested Faust a lot more and got frustrated that her effects just weren't worded very clearly. but Dawn is actually a very solid ID for a 2-star, and I like her idle pose, it's silly.
Look, Faust is cool too, but she just feels a little weak on her own, and feels a little too derivative. Since her kit is actually a strange Frankenstein's monster of Pirate Gregor and St. Sinclair, but she doesn't feel quite as satisfying as either of them, except for that skill 1, which is certainly a standout and feels really nice to fire off. Now, Everything I have just said and mentioned about numbers and poise potency and count and the balance of maintaining it, forget it. It doesn't matter. The only thing that matters is having blade lineage more so and having three pride skills as often as possible.
This is an ID that requires a pretty thorough breakdown, so let me try to get everything across about him as efficiently as I can since I want you to understand just how insane this ID is. Blade lineage team or not. Naturally, let's start with his base stats, where he is slightly above average in basically everything. 191 health is relatively tanky, 4-6 speed range is about average, and a plus 3 defense level means that tankiness is accentuated even further.
That speed range in particular is something I'll be coming back to, but onto his actual skills. His skill 1 and 2 are both pride, meaning 5-6ths of his sin generation is pride. Well, really, a little bit. over that, but about 5 sixths. They also both have a plus 3 offense level, and that skill 1, Draw of the Sword, which is a very unique name, trust me. rolls an 11. Continuing the trend of Season 3 3-stars having 11 rolling skill 1s, and also taking some inspiration from Sankt Sinclair by having a very easy to fulfill conditional that gives him a 13 rolling skill 1. Requiring only 5 plus poise, which I'm sure I don't need to remind you, but remember that Blade Lineage Don just spreads poise potency basically for free.
So even if his poise potency generation isn't insane or anything, Dawn can hit him and get him ramped up quicker. I'll talk about this block of text in a second, but he also gains two poise count on use, meaning this skill can go basically neutral if both hits crit, except for the end of turn poise decay, and then he gains two instances of one poise potency, which while it may not seem like that matters, it very much does. Going back to this text here, Myrso applies Sword of the Homeland Rending to highest absolute resonance amount of other Blade Lineage allies in descending speed order to a max of two times.
Now, A few things about this, I know that's a lot. First of all, Sword of the Homeland Rending is a very simple buff that increases the final power of skill 1s for affected units by the count, which is a solid buff all around, if not overly impactful. Secondly, man, they uh, they really made another residence idea right after I made a residence video.
No, no, I'm not mad, I'll get over it. Regardless, this will almost always be Pride. But it is nice that it gives you the option to make any other kind of resonance if you somehow have a Wrath Absolute Resonance lined up. As a bonus, with 6 or more Blade Lineage IDs in the encounter, 2 rending is applied instead. Which is a pretty big benefit with a pretty big stipulation for team building, since it requires you to run all 6 of the current Blade Lineage IDs with no wiggle room.
This is... I can't really blame them for locking strong effects behind harsh team building, but it feels limiting. Especially when one of the Blade Lineage IDs is Blade Lineage Otis, who is just barely an ID, sadly. And I have large amounts of PTSD, so I don't really want to use her in my day to day. Admittedly, this and the passive will buff some of the less good BL IDs to usable extents, but still.
Moving on to the Skill 2, Acupuncture, which rolls an 18 by default, with potential to roll a 21 with just 7 plus poise as a conditional. Instead of Sword of the Homeland rending, This skill has the same text as the skill 1, but applies Sword of the Homeland Penetrating instead, which buffs skill 2s by the count instead of skill 1s. Acupuncture also gives plus 3 poise count, once again going somewhat neutral on his poise count generation, and winning a clash gives him 1 slash powerup next turn, you know, cause uh, he totally needed that. In terms of his on-hit effects, The first coin gives him 3 poise potency, and the third coin deals plus 60% more damage on critical hit, which sounds good and all, but no, this is really strong. A 21 rolling hit dealing plus 60% more damage should not be taken lightly.
And now, the skill 3, Yield My Flesh, which is undeniably the most unique skill 3 in how it works. This is a negative coin skill on an otherwise positive coin ID. Meaning this will basically always and very consistently roll a 12 in clashing, and it also gives him 3 aggro next turn, and until the skill is over, he cannot be staggered from taking damage. While that sounds fine, the real power shows here.
Win-hit after losing a clash with Yield My Flesh to claim their bones is used. The clash lose agenda is pushed further by the plus 0 offense level on this skill, his only skill to have a Only neutral offense level, and the way he simply does not consent to being staggered while this skill is still in use, which seems to be until the enemy finishes their skill against him. In case you do win with Yield My Flesh, it's an alright skill, I guess, with potential to deal a whole bunch of extra crit damage and regular damage based on poise potency and missing health respectively, yada yada, who cares, it's a single coin skill, so it's not nearly as much damage as this behemoth of a skill.
To claim their bones is a 4 coin 20 rolling skill. Not that the clashing would matter, since you can't clash with this, but it also has a plus 5 offense level, just in case the extra damage bonuses aren't going to be enough for you. Attack weight, to a total of 3 attack weight, since every skill has at least 1 attack weight to start with. I shouldn't have to explain why potentially tripling your damage is good, and uh, I won't.
This has some similar descriptions to Yield My Flesh to an extent, dealing the extra crit damage based on potency as well, to a max of plus 80% more damage on critical hit, and plus 24.9% more damage based on missing HP, which just isn't quite worth being on Death's Door for, though Blade Lineage Brosseau has his ways to get down there. And then the kicker. In case you thought, man what if I'm fighting an enemy with only one body part, I can't get my attack weight value. Well, Merceau likes to pretend that the enemy has another body part that he's hitting by dealing plus 100% more damage to single targets.
Yeah, double damage. Meaning it's not completely out of the question for you to be dealing plus 200% more damage with every hit of this skill, assuming you are critting four times and are on low enough HP which honestly isn't isn't even that hard. Then you get a bit of bleed potency and five paralyze next turn, which, let's be honest, that amount of bleed for that amount of damage does not seem proportional, nor does that paralyze really.
If I could have designed this ID, he would have inflicted the enemy with a new debuff called Paraplegia, where they can no longer walk towards you to even attack anymore. Speaking of yielding flesh and claiming bones, I'm going to yield my dignity to claim your subscription and ask you to subscribe. since I wanted to get to 15,000 before the Olympus anniversary, and now I just want the number to go bigger.
So if you also laughed at the idea of an abnormality with paraplegia, subscribe for more content like that, I guess. But now his passive. And, uh, oh yeah, he has a counter, I guess, which is also pretty good, but you won't ever use it, trust me. But the passive.
Uh, passives, since he has two of them. The first one is pretty niche, and only activates when enough Blade Lineage allies die. But it increases his poise and poise count generation by 1 when 3 or more die, and when 5 or more die, he becomes insanely broken, but really this will almost never happen.
Since you won't even gain extra skill slots if your allies are dead, so this is just not worth it. Even a very strong guy with one skill slot only has one skill slot. His other passive, Swordplay of the Homeland, is the real bread and butter of the Blade Lineage team now. Requiring 3 Pride Resonance, which is pretty much of the utmost priority since the effects are pretty broken.
And somehow the first one where he straight up cannot be killed once per encounter isn't the most broken part, though it is strong and it's what allows you to kind of get low on HP for the missing HP conditions on To Claim Their Bones and Yield My Flesh. This passive also spreads poise and poise count to two other blade lineage allies with the least or no poise every time he gains poise potency or count. This is why it is important that the skill 1 has two instances of gaining poise potency on the coins.
Those two hits combined with his gaining of poise on use means he is spreading three poise potency and three poise count to 2 allies, which basically means 6 poise potency and 6 poise count is being gained overall in 1 skill 1. This is buffed up to 2 poise potency and 2 poise count with 6 plus blade lineage members, which is just overkill at that point, but yeah, sure, why not. If you are running Be a Lotus, I guess you deserve this. And yet somehow, that is not the most broken part of the passive, since this one little line of text saying that the Swordplay of the Homeland buff is applied to all other BL allies on combat start is insane. Swordplay of the Homeland is a buff that seems really complicated when you look at it all at once, so let's take it on at a micro scale. First of all, this buff requires you to be at 5 plus poise potency to even work, which as previously established, no problem.
Then, when using a skill 1 or skill 2, they gain coin power equal to 3 divided by the amount of coins that skill has. This means that a single coin skill 1, like what BL Otis has, gains plus 3 coin power, but BL Faust with 3 coins gets plus 1 coin power, which is the minimum, and is also way better than the benefit BL Otis gets anyways, but that's BL Otis for you. In addition, these skills gain critical damage equal to 30 divided by the amount of coins they have. On a BL team, the skill 2 with the most amount of coins is BL Sinclair with his skill 2 having 3 coins, meaning each of his coins would deal plus 10% more damage. damage on crit, which is okay considering it would now roll 15 minimum, and if you want to clash with it, you would not expend your poise count.
Then the next part requires 7 plus poise to activate, which is a little trickier, I guess. It's hard to say really, considering how much poise BL Merceau can give out basically for free, as well as BL Dawn, but this next part buffs skill 3's damage by 30% divided by coins, and the critical damage is increased by 50% divided by coins. This means a single coin Skill 3, like what BL Sinclair has, deals plus 80% more damage on crit, which is really good.
Even 3 coin Skill 3s like BL Yisang get a decent amount of extra damage and crit damage, and it's all tied together by spreading extra poise to every single Blade Lineage ID who is also already gaining extra poise from Dawn, leading to more crits which are further buffed and oh yeah, did you forget that they are also just gaining final power based on if Merceau is using a skill 1 or 2? And the only stipulation for all of this is to have one instance of Pride Absolute Resonance in a turn, which honestly is really, really easy. Remember BL Dawn having a Pride Skill 1?
Yeah, that's why that's relevant, and even if running a full BL team makes this a little more difficult with BL Otis and Sinclair having Pride Skill 3s, Otis has a Pride Evade and Tapathos Mathos, which is fueled by this team, so this really should be happening as often as you can possibly have it happen, which is often. And believe it or not, We aren't done. That might have sounded like I was wrapping up this all into one nice package, but did you really think I would forget to talk about Regret? I mean, come on, this is the ego everyone was hyping up for whenever we got a DPS Merceau ID, and by god, that was correct.
While Regret's coin power boost does not affect to claim their bones, it does affect Yield My Flesh, which sounds bad, since Regret boosts coin power. Except, since Yield My Flesh is a negative coin skill, it makes the negative coin become a minus. 10 while still lowering your base power. This means that it's more like you roll a 9 with Yield My Flesh, which is a lot easier to lose with, which is great.
Even outside of that though, Regret just boosts your skills by default, making so your skill 1 can roll a 16 with 2 coins, and your skill 2 a simply ridiculous 26 roll. And adding on the fact that you can gain slash power up for winning clashes with your skill 2 or with your counter which don't forget your skill 2 also deals plus 60% more damage on crit on the last coins AND add on the fact that you can get back your base power by using capote and having enough enemies targeting you and by god this ID is fucking broken. Okay, okay, I've calmed down now, but I hope my, uh, impassioned ranting got my point across. But while you may understand why I think this ID is really, really good, you may also be saying that very strong numbers aren't changing the game. And you would be correct.
That isn't what makes Blade Lineage Merceau a turning point of sorts for Limbus, nor is it why I use that phrasing in the title. What makes Blade Lineage Merceau such a standout ID is that he sets a precedent. Blade Lineage Merceau is the first ID to actively and very specifically and deliberately buff other IDs of the same faction. We have seen similar-ish mechanics to this like EnFaust's Fanatic, Seven Heathcliff getting benefit based on the amount of Seven Association members on the team, but nothing quite to this extent. And with this precedent set, Blade Lineage Merceau's mere existence begs a burning question.
Who is next? What team will get their Blade Lineage Merceau next? I've already seen this sentiment become pretty widespread, and yeah, I don't blame people. It's an exciting concept that we could see some of the older or just worse IDs in the game getting a team leader to fix their issues.
I think the way Project Moon went about buffing these older IDs isn't the best way possible, since a direct buff would be best, but I already accepted that wasn't going to happen in my Magic Bullet Otis video, so honestly, I'll take what I can get. And what the Blade Lineage team got was pretty cool, so if we see that for other teams, then hey, great. Speaking of that team, what does it consist of?
Now, I know that sounds like a joke, since the most obvious team building plays just throw all six of them on there and call it a day, and yes, that will work, but for my money, I prefer a slightly different variation of that team. You remember how I mentioned the pride skills of BL Otis and Sinclair? While yes, they can be played around, spending resources on BL Otis is not something I can recommend. And while the plus 1 more final power from the skill 1 and 2, on top of the extra poise count is a great benefit, none of it really matters if you aren't getting that Pride Resonance as consistently as possible. So here's my very unique and very creative spin on a Blade Lineage team.
Drop Otis and Sinclair, add on Captain Ishmael and Harpooner Heathcliff. Thrilling choices, I know, but can you blame me? You probably saw this coming with how much I talked about Harpooner Heathcliff, and how he synergizes nicely with Dawn and Faust.
But he also has a Pride Skill 1, and his first Skill 3 Coin Power Conditional can actually just barely be reached, with BL Dawn's Skill 2, BL Yisang's Skill 3, and BL Meursault's Counter slash Captain Ishmael's Skill 1. Speaking of Captain Ishmael... I mean, if you need to know why she's a prime choice here, just go watch the Resonance video, but unique to this team is that all of these Skill 1s are really good, and a lot of them are. our Pride, meaning this Pride power up is getting value 9 out of 10 times.
Dawn's skill 1 spreads Poise, Biel Yisang's is somehow probably the worst of them, but is still a strong single coin with Poise count generation, Heathcliff's is obviously a great skill 1, Faust is a 3 coin skill so while it's not Pride, it's lots of damage, and Merceau is really, really good. Since while we do sacrifice the extra Poise potency and count he gives from 6 plus BL members, Hitting him with Assist Attack nullifies this downside entirely for turn, and this is why his middling speed range is about as good as it could possibly be for this. But of course, it will never be fully consistent. Most of all, this team has a ton of pride. So not activating Beelmurto's passive, or hell, not getting Assist Attack to 100% proc chance, is kind of a challenge.
Of course, this team does lack in Cinefinity variety, but it comes at the benefit of consistency in several ways, and it is my personal favorite team to run BLM or so on. Really though, just like I said in the resonance video, anything can work. Even the most basic strategies like just having your neurons activate at site of color number 185186 and then adding that ID onto your team.
But even if that much team building is too scary for you, yeah just uh be boring and throw all of the Blade Lineage IDs into one team. Anyways, that's all from me. Thank you for watching and I hope you look forward to a very interesting video that I plan to make in the upcoming weeks...ish? The worst Team Railway 3 run has been a lot of fun and I'm really excited to showcase my strategy to the fights while only using Zayin and Tethigo and swapping between teams, but that's for later.
In the meantime, this video ends now.