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Limbus Company Combat Mechanics

Jun 6, 2025

Overview

This tutorial gives a concise beginner-friendly explanation of Limbus Company's combat mechanics, with emphasis on fundamental skills, clashing, and EGO systems. The objective is to clarify poorly explained in-game systems and help new players better understand and engage with the game's battles.

Skills and Terminology

  • Skills are core combat abilities with properties: Damage Type (Slash, Pierce, Blunt), Sin Affinity (seven types), Base Power, and coins.
  • Damage Types exploit enemy weaknesses; Sin Affinities matter more for bosses and EGO use.
  • Base Power is a skill’s starting power; coins represent potential hit instances, each adding Coin Power on heads.
  • Sanity affects coin flip chances: higher Sanity increases odds of hitting heads and thus skill power.
  • Skill decks: 3x Skill 1, 2x Skill 2, 1x Skill 3, plus a Defensive Skill (Guard, Evade, Counter).
  • Defensive Skills provide shields, dodges, or counterattacks, with unique rules.
  • Resonance (lining up affinities) gives minor boosts and is less impactful than tutorials imply.

Clashing Mechanics

  • Clashing prevents damage and builds Sanity; works by rolling coins and comparing total powers.
  • Clash results range from Hopeless to Dominating based on win probability.
  • Clash repeats until a skill runs out of coins; winner continues their attack.
  • Offense Level (identity’s level plus modifier) affects Clash Power in multiples of three point differences.
  • Absolute Resonance can increase Offense Level (+3), boosting all chained skills.
  • Winning clashes builds Sanity (10 base, +2 per extra clash); ties don't break coins but add to Sanity if won eventually.
  • Power modifiers like [Attack Power Up/Down] affect outcomes but are secondary to core clash mechanics.

EGO and EGO Resources

  • EGO are powerful skills using EGO resources (Sin Affinities) and Sanity.
  • EGO resources are gained by using corresponding affinity skills.
  • EGO levels: ZAYIN, TETH, HE (higher levels unlocked later); each Sinner starts with base EGO.
  • EGO only spend Sanity after attacking; using EGO in a clash doesn’t immediately lower Sanity.
  • Some EGO have AOE via Attack Weight, allowing multi-target hits.
  • Non-base EGO have Awakening and Corrosion forms; Corrosion can be triggered by low Sanity or overclocking (costs 1.5x resources and Sanity).
  • Overclocking Corrosion EGO removes [Indiscriminate] targeting, except for EGO that specify random targets.
  • EGO use changes Sin Resistances and grants Passives; passives activate after Awakening EGO or immediately with Corrosion, and persist through the fight.

EGO Resources, Passives, and Support

  • EGO resources also activate Passives and Support Passives from Uptie II/III IDs.
  • Resonance Passives require certain affinities present each turn; Owned Passives need stored resources in the EGO bank.
  • Some EGO and passives benefit from stored or dashboard resources.

Additional Notes and Resources

  • Terms like [Final Power], [Skill Power], [Base Power], [Attack Power] are used interchangeably in-game.
  • Extra Skill Slots in combat depend on Sinner selection order.
  • For more advanced guidance, see referenced videos or community help.

Questions / Follow-Ups

  • Consider making a follow-up tutorial for intermediate/advanced strategies if requested by the audience.
  • Viewers are encouraged to ask for clarifications in comments for further assistance.