Personally what I like the most is interaction between W Ryoshu and W Hong Lu. Since Ryoshu will spent HP instead of charge and on lower charge you can predict and setup shield for her to spend instead of actual HP using Hong Lu skill 3 since Ryoshu spend HP/Low HP overall make her easily the target of Hong Lu skill 3.
I think one of the reasons why Charge is so good is how it doesn't get inconvenienced as much in human fights as other effects. Effects in Limbus are either applied to you and used as a resource or applied to the enemy and stacked to enable synergies. Charge is generally the former while the latter is almost every other effect. The latter requires more management to stack it, management that in human fights it's not provided to the player, while Charge's win con is always progressed towards in the same way regardless of the target. They also tend to have a struggle of managing both Potency and Count and making sure they remain, while Charge is purely Count-based and as such way easier to manage (not to mention how Telepole exists). It's also funny how Tremor was sort of repurposed as a great-value Charge by Tree-Sang and Boat Ishmael.
23:27 Actually ESGOO, you're forgetting that Bleed does have one unique status effect, Nails! Considering how much you know about the game, you probably already remember what it does, but I'll quote it here for posterity's sake: "At the start of the turn, Gain 1 Bleed and increase the Bleed Count by this effect's Count. At the end of the turn, halve the Count. (Rounded down.)" I've used the N Corp. Squad as my main Mirror Dungeon team since Hard Mode was released, (at Uptie 3, as I've been saving my Thread for The Railway, (and also hoping they'd lower Uptie 4's cost, which hasn't happened,) but they're at the top of my list to Uptie once the next two Railways are over. Especially N Corp. Heathcliff, as, while I only use him for his Support Passive at Uptie 3, your video on him has convinced me that once I can get him to Uptie 4, he'll be an incredibly valuable member of my Squad,) and I've found, they're actually not half bad at inflicting Bleed thanks to Nails, to the point where I'd consider them a Bleed-lite team. Not as good at it as, say, the Kurokumo Clan, but definitely not too shabby at it. Their main problem is inflicting Bleed Potency, but they do have Don's La Sangre de Sancho and Rodion's What is Cast to help with this, and since Sinclair's Passive at Uptie 4 wants 5 people, and there are only 6 N Corp. IDs, in 7 Sinner Battles you have one slot you could use for someone else, two if you're willing to bench someone. (Or if you're in longform content and someone ends up super low HP, (low enough that you can't fix it without Fluid Sac and Pursuance spam, which you can't always afford to do early on in a run,) so you need them to sit out for a moment til' you can heal them up.) A potential candidate is Kurokumo Ryoshu to capitalize on the Bleed Count application, (though she doesn't apply the Potency you need, she has _some_ ,) but I haven't gotten to use her yet, as the Extract tab's refused to let me have her, and I'm saving my Shards for W Corp. Ryoshu and the TETH Red Eyes (last E.G.O. I'm missing). Instead, I've found a lot of success with R. B. Chef Ryoshu. R.B. Chef Ryoshu only applies a little Bleed, sure, but it's something, and she provides the right Sins for fueling the team's E.G.O: Wrath, Envy, and the all-so-important Lust. Skill 2 is also Pierce, letting her do something when The Gripping is up. She even provides healing on kill, which is great in longform content, and it activates off of owning Lust, something N Corp. pretty much never runs out of! And since the Nails mean your foes will always have Bleed after Turn 1, the bonus effect of her Skill 2 always activates after Turn 1. (Though I'll admit, having _all_ Pierce like Kurokumo Ryoshu would be better, and the Gluttony, Pride and Lust of Kurokumo Ryoshu is _also_ helpful, with the Gluttony fueling all of Sinclair's E.G.O. and Faust's Representation Emitter, and the Pride fueling Representation Emitter, Rodion's What is Cast, and Don's La Sangre de Sancho, the latter of the two further increasing their Bleed output. So I'd say, it's a matter of personal preference which Ryoshu to bring along. I feel R.B. Chef Ryoshu's heals are better in longer content, but maybe in shorter content, or for a change of pace, it's worth using Kurokumo Ryoshu. Especially since Kurokumo's Passive also works off Lust, (3 Resonance rather than 5 owned, though,) and lets her deal bonus damage.) And speaking of longer content, in Mirror Dungeons, you can really let the potential of Nails shine. With E.G.O. gifts like Wound Clerid, Smoke and Wires, Rusted Cutting Knife and Grimy Iron Stake, to capitalize on N Corp's natural ability to spam Lust and Wrath Skills, the Bleed Potency problem doesn't matter anymore! With those gifts, I was able to get 53 Bleed Potency against KQE, before it exploded due to it. And the high Count gained from Nails helped immensely in getting there. So, all in all, don't discount Nails as a Bleed Support Status! They're quite helpful, to the point where I would consider N Corp. a sort of "Bleed-lite" team. -And not like how they're -_-technically-_- a Burn Team thanks to Sinclair, even if gifts like Pinpoint Logic Circuit, Hellterfly's Dream and Fiery Down do mean they can inflict a decent amount of it, for the same reasons as why Bleed Gifts help them. One Burn member a Burn Team does not make. Synergy with those Gifts is still notable though, so I definitely wouldn't turn them down if offered them anyway.- Also, thank you for the video! I love your content, and I always look forward to hearing your stance on things whenever you release a new video. I don't often make comments on TH-cam, (I'm pretty introverted,) but I like your channel enough to make an exception, heheheh. Oh and, of course I always watch your videos to the end, heheheh! I wouldn't want to miss your closing thoughts! Okay, that's all, this comment ends no-
Stumbling across this after the THREE Tremor vids back to back; I am so sorry about the comments you're probably getting about the new charge stuff. That said, Warp Team for life; let's GOOOOOOOOOOO
I'm gonna uptie my W Ryoshu for RR2 hope they don't nerf charge in the future because I loved burning team but pm had to nerf it to the ground in RR2 still works in MD hard I guess
@@yeen.7209 "pure charge" + Nclair, 153 turns, ignored a lot of bosses mechanic just by dealing damage. Lot to be optimized with that turn count too obviously
Oh you poor summer child... Now we have Warp Outis aand the passive is... insane, to say the least. To add to the charge trauma: *I'M IN CHAAARGE NOW* !
I definitely agree that charge can be a bit boring, the existence of Telepole Don caused the balance for charge as a whole to never quite be the same... I still enjoy it a lot of course, but it really is just overkill. Can't wait for the theoretically possible situation of the RR2 Wayward Passenger fight to just steal all of your charge and use it to buff itself in order to force people to not exclusively use them! It is super funny to me that some units now just stack Tremor on themselves instead of using charge, namely Spicebush and the Molar Boatworks identities, since while that was supposed to be charge's entire gimmick, it's become a bit too interconnected for it to really work as an individual resource for units that aren't directly related. And Zwei Rodion too, I guess? Although that's an even stranger situation. And while charge really wouldn't make sense for those three units on a thematic level, it's just funny that we have units dedicated to effectively throwing themselves off balance for stronger attacks. (but when are we getting Bayard PM, would work so insanely well with this kind of thing)
I would said the best way to balance it, its that there is enemy that also used charge, but sometimes they steal or share your charge, like if an enemy win this x clash it will have the same charge as the opponent, and when this happen some of their skill increased their numbers
Telepole Don does skew the balance of charge but honestly PM brought it to themselves with designing only skill 1s of IDs to generate charges outside of R Ish and W Don. Trying to utilize even W Sault or W Ryoshu or anybody else without Tele Don in MD2 Hard is like rubbing your cheeks against cheese grater covered in sandpaper. Seriously, +2 charges average per turn when 1 charge is lost every turn, needing 10+ charges most of the time and not even accounting for clash loses because of doo doo skill 1 clash power, charges just dominate on scenarios where their skill 1 works and eats dirt when they don't work.
I think people in general vastly overrate the impact of Telepole Corrosion on charge gain. It's obviously really good, but the only charge nuke it enables turn 1 is W Ryoshu skill 3, MAYBE if you're stretching it you can include W Meursault. R Ishmael checks for charge at start of battle so the interaction doesn't work, and almost literally no part of R Heath cares about charge, even his passive bonus is only able to be active next turn. However, this also has an explicit need for Don to be one of the first units moving, and as an average speed unit, it's just as likely that Ryoshu goes before her as she goes before Ryoshu, and W Meursault is consistently outspeeding Don. If Don doesn't outspeed both these units, you're getting, what, your big charge move online... one turn faster? Is that really so broken? I'd have to disagree, and unless you think no status should have any support as meaningful as "It gets you one turn ahead of curve" then you have legit anti-charge bias and are not mad at how charge works you're just mad that of the like 5 best units in the game 3 of them say the word "charge" on their skills
watching your video while maintenance is going on (which i know is your intention) made me want to hop on and make this team and run it in a mirror dungeon but MAINTENANCE UGH
without a doubt my fav LCB youtuber, your videos are so well edited and they provide very helpful info with a nice balance of entertainment as well, and I also love that at the end of most of your videos you always give a positive outlook on the things you stated.
I find ending a video on a sour note makes it easier to dismiss the rest of the video. By encouraging viewers to experiment, despite my gripes, it makes the information more enticing. Instead of just saying “Bah Humbug I hate Charge and you should too!” No one needs that negative energy.
Your ability to rant for over 20 minutes is quite entertaining to watch, and I still find myself learning a bit more while watching. I got W Don shortly after coming back to the game around the release of Spicebush Yi Sang. Bought the Battlepass and grinded my ass all the way to her Telepole. Best decision yet. I kind of relegated her to the side after Cinq Don’s release, but with Wyoshu and Wong Lu (Lmao) I found myself super interested in a Charge comp. Needless to say I plan on bringing one to RR2!
What a gamer video, i remember talking to you in the PMCH and you were a super chill dude to talk to and your content continues to be top notch, keep up the good work man! Limbus is a small community right now, but this kind of content can help more people learn about the game and enjoy it, i hope you find great success from this content, it's clearly well deserved
Probably the best Limbus Company YT content: informative, fun, awesome editing and audio quality. Kudos mate, I'm glad I found your content. I can't wait for your next videos.
An excellent video, thank you very much for all the easy to understand information. I wanted to mention, I absolutely adore the little animations you have have the characters do, Ryoushu's little "2 kool 4 skool" slide-in, Ishmael... doing her usual thing, and especially Meursault flying in with Pursuance. They may be short, but they're lovely little flourishes that make your videos so much more enjoyable to watch.
Thank you. I know people maybe take them for granted, but they take a lot of time, so it's always nice to see people appreciate the time I put into those.
I really like having your videos in the background while just doing limbus grinding, while I really don't like the grind, hearing you rant about all the Limbus related stuff makes it much more enjoyable :D
I really enjoy placing LCB Yi Sang on charge teams with Dimension Shredder. He's got surprisingly good synergy with the other big charge units, especially with his passive. And Dimension Shredder can just deal absolutely stupid amounts of damage if used correctly.
Currently writing this while working my way through the new railway (currently on Fairies on cycle count 4, turn 116, whish me luck), and there's four main comments I've got about various charge shenanigans: -Rosespanner Rodya is a really fun ID. I like the way Vibration Compression gets the bonus coins (though I wish Tremor Count was a bit easier to come by, for that coin power). She's got a neat passive. And having her on the team gives access to some pretty nice E.G.O. -I find it endlessly hilarious how Rishmael can basically just obliterate any skill check, especially at uptie 4. (Was probably my favorite ID, even at uptie 3) -I don't have Telepole Don. And honestly, in a way, it feels like maybe that's a bit more fun, at least for me. (Though Don also isn't on my team too often, nowadays) -Warp was my favorite mechanic for almost all of Ruina (Resonance ended up beating it out, in the endgame, but that's much less accessible). Rose's page, Nikoli's page, Myo's page... really, all the R-Corp captains. They're all pretty neat. I do feel like charge was able to be used in a bit more interesting way in Ruina, though, given the greater control over what skills you're able to use.
Did you miss the part where Rosedya's S2 is a KKHL hit with 3+ Charge? Once her passive is online she'll get charge and spend it so quickly that it's hard for her to get to 3 Charge floating on her own once you get rolling, meaning that a dedicated charge team can set her S2 up to deal some MASSIVE gloom/Piercing damage, alongside her tremor messing with enemy Stagger gauges just a bit.
My main team is a charge team and it's so fun to play, all of the identities are great and really enjoyable to play. Definitely my favourite type of Id since I got W Don on day 1 of release.
Man, I've heard good things about your channel, but this is something else. While I have yet to uptie IV anything in the game due to fear of wasting threads on a team I may not use in the long run, I did just trade for everything I was missing in the gacha, so this video came out at the perfect time. Maybe I'll finally give MD2H a try, too.
Uptie 4 is usually worth it and I dont think you will leave the uptied team unused. For example, I used everything I had to uptie the N-corp team. Now I only use the N-corp for hard mirror dungeon since uptying made it so reliable (and I dont have the threads to upgrade anything else).
Thanks for the video! Charge is PM's fave child. Its just too good. Personally, my fave Charge ID is R Meursault. Chonky boi max speed steps slowly then literally charges at you to make you bleed from every hole in your body and make new holes.
I'll be honest when you brought up "ego that helps ryoshu deal with her s3 requirements" I just thought "fluid sac to get the health back" even with the dog-shaped elephant in the room
Came up with some add-ons to RS Muersault and Gregor Muersault S3: When bursting Tremor gain Blunt Protection 1 per 3 Charge spent next turn (Max 3 per turn) Gregor Combat Passive: When spending charge with skills gain 1 Slash DMG Up next turn and +1 Rupture Dealt next turn (Max 2 per turn)
Pretty good video, Although i would...definitely have talked about some more things. Charge teams have a LOT of goom, and with rose greg AEDD, it has a BAJILLION Blunt-gloom attacks, which most final bosses of mirror dungeon are currently weak to, while both fueling the passives of Wdon and Rish, and with 6-7 sinners, allowing for 2 power up on Rish, allowing for...Skill 3 tier clashes with a skill 1. Overall, the best part of charge teams is how versatile they are, i personally run rosegreg and Nfaust, as this team has enough lust with rhino meursault to just, do very funny things with whistles sometimes, usually at the cost of using one of don's EGOs (which lets be real, aint that much of a cost) and that isnt even all! apart from that, the fact that it has 2, and arguably 3 sub-effects with dimension shredder makes it what i WISH everything else was, theres so much build expression with it, that things like burn teams cant even compare to it. My favourite thing? most IDs are self-sufficient charge wise, to a degree, but being forced to save skill 3s for later is actually a really fun thing in my opinion, as you mentioned, using s1 and s2s to build towards a big and meaty s3 is very much a classic, but theres nothing better feeling than having like 20 of those nuke skills ready on the same turn and just beating the shit out of something. Due to their nature, charge teams not only excel in shorter fights, but specially in longer ones like MFE, as they can frontload nearly all of their damage for some really funny things, without forgetting about Meursault's YWTGBH EGO being able to do really silly stuff which is always fun to use whenever you get a little tired. Don telepole IS the eldritch god that gives substenance to all, but actually, the effect that gives charge to EVERYONE actually ALSO gives charge to her, meaning funny 42 charge, this is a nitpick as you CANNOT get more than 20 charge normally, or, well, 30 with ego gifts, but still worth mentioning that it only needs to hit ONE thing to get to 20 (or well, 22) charge. I also personally enjoy charge teams that can do a bit of everything, like Lobcorp rabbits, you have bleed, you have big damage, you have rupture, you have a little tremor...and tecnically burn too, but its not really a thing...this allows all MDs to feel a little different, get bleed ego gifts? congrats, Rhino meursault inflits 21 bleed now with 8 count, get rupture ego gifts? rose greg stock goes up...etc etc. As for Don telepole and charge units as a whole, they excel when they are together, but are decent to pretty good on their own, making it really quite fun to use them all together, it gives you...a Goal, while grinding MD2 dare i say...Face the grind, build in the future? lol, with how much they work better together, and how much they want uptie 4, if you focus on this one team comp you have plenty of food for thought to very slowly get it, which makes you appreciate it a lot, imo. But Overall, Where is my Charge/burn ID/EGO PMOON I NEED TO HAVE ALL STATUS EFFECTS!!!!!!!
Charge is the best status effect, because it stays on you. You don't have to worry about the wonkiness of human battles and not being able to build up bleed/rapture/tremor/syncing count/potency. You don't need to worry about accidentally using the charge count, by turn order going weirdly and screwing up your set up, since all skills and one passive clearly state when the spend the resources. It is good in every mod and every situation, since it always provides some sort of future benefit AND a benefit to your skill power nowadays. That is why some of the IDs get syncing/tremor/rapture(if we count Talisman) count on them. I bet there will be a bleed count too, some day. Because that is way more reliable than struggling to stack up the meaningful amount of something for an effect. Burn is different, because you always spend only one count of it by the end of the turn, so it's a lot easier to stack up, but damage takes more time to ramp up. Charge is the only effect that works almost exactly the same as in Ruina(only two differences are that it is spend at the end of the turn and that it always can go up to 20, instead of 10, if you don't have Rhino passive). So maybe that's why they know how to handle it better than other new variations of the effect.
Yo i just began limbus and i was bleesed with w ryo and honglu so charge has been my num team, its so cool to finally see you make a viddd regarding this
If you started this video around now, you would finish it up at around the same time warp Outis comes out. Which I think is exactly what Esgoo would have wanted
@@Directee The Ring Students just made Bleed so damn silly. Especially right after Sanguine. Can't wait to hear a video about the silly Bleed superiority.
Actually, I wanted to see the Rupture dissection more, but your explanations are really good. Also I think the thing why charge is stronger because it is easier to contain, unlike the other status effects (and you've said the same thing in the video), so you can see the results of charge much more often. Just to think: poise is really hard to contain due to multi coin skills and therefore it is harder to meet the requirements that focus on poise potency (not to mention Yi Sang). The rupture is much more viable, but IMO harder to contain and it really works only in single target fights (and charge works literally in every fight). The bleed is... It is just a worse rupture, at least for now. Burn nowadays is the charge that you stack on one enemy (the same as the other statuses) and then you get coin power. It can be strong, but now it lacks the ids to get its true potential. I think charge's consistency is the thing that turns everyone's attention to it. It isn't bad, not at all, but today we have an accurately formed charge team, while the other status effects just don't have that much attention from PM. At least it is what I think
The existence of blind obsession ishmael and ryoshu just boosted the hell out their tier on a charge team(mainly ish, ryoshus is just a solid ego) and warp yi sang having like 17 different status and passives with good rupture and a dimensional shredder ego to synergies (though sunshower is better) with it makes him a tough choice to not pick too.
I mean bleed technically has a unique status effect with nails But yeah their should be more abno egos that do something with bleed Anyways great video! Personally i just love W corp and R corp because of their lore and have had the most interaction in all 3 project moon games, so i can see what you mean by there being a bias. And yeah the main takeway should just be building fun teams instead of charge = boring
My only real complaint about Wyoshu is that her skill 3 does TOO much damage. That sounds like a joke, but most of the time when i use it, it causes the enemy she's fighting to die before the 4th coin hits, which makes the charge barrier ability not activate as its ONLY tied to the 4th coin
I'm interested to hear your take on Rupture. I personally don't like it , same problem as poise but emphasized ; its spent on application and we have like no means of applying good amounts of count. 7 Faust and Heath were a step in the right direction but its not enough. As for Charge i think why it feels so good to use or so potent is because its gameplay loop is closest to Ruina; build emotion, spend light, regain light, spend light. Build charge, spend charge, regain charge. Maybe the other status effects would feel nice if the core game play loop was the same instead of hoping you luck out with your hand instead of drawing 3 slashes in a row 10 fights in a row gdi hong lu.
I personally really like Rosespanner Rodya. I have kept her as a core part of my team, alongside R Ishmael. I will say that W Ryoshu and W Don have worked their way onto the team. Currently my Mirror dungeon team is R Ishmael, W Don, W Ryoshu, K corp Hong Lu, R Heathcliff, Rosespanner Rodya, and Lob corp Faust.
The difference between charge and bleed/rupture is terms of usefulness is the fact that in order it use rupture or bleed you have to NOT hit the enemy unless it builds up the counter. With charge you still are able to play normally but you get a big shiny bonus for playing the game. Bleed and rupture builds actively have to avoid doing anything because if the enemy or your sinners attack suddenly the benefit is gone and you have to start from the beginning with basically no reward unless your lucky and somehow manage to get to +10 when it’s hard to get above 2 normally. Edit: also unlike tremor you can get it super insanely high for big number as tremor has a good payoff and an easy execution.
simply bc its easier to maintain a stack mechanic on your own unit rather than on the enemies where Rupture and Sinking is near impossible to stack consistently with the latter being situational, best tremor unit actively eat tremor stack which is a charge ID btw, burn is good until you realized half of them cant clash above 15, and bleed actually ok but one of the best bleed stacking ID is ALSO A CHARGE ID The best part about charge? good charge ID can work entirely independant and not only perform well but also still maintain a decent versatility
Gregor R-Corp commander would be nice... Skill slots can have three skills shown remember? Having a rapid gashes skill 1 that gets an extra coin if another of itself is in the skill slot would be nice to have. It'll be like rabbit Heathcliff quick suppression but harder to Proc. The third skill leaves a mark like the original and his passive is just a final power +1 to everyone if above 10 charge.
Slight substitution for Reindeer Ish imo if you want someone who doesnt need uptie 4 is Rosespanner Rodion. Another Charge based unit who also provides a good amount of blunt since 2 of of her skills are blunt. Personally here's my charge Team: IV W Don IV W Ryoshu IV Rhinosault IV Bunnycliff III Rose Rodya IV W Faust III W Hong Lu I think this team synergizes pretty well if you guys wanna try it!
To be fair, Charge is one of the few statuses that's returning from Library of Ruina, alongside Burn and Bleed, and in LOR, Burn and Bleed recieved love and attention from Early Game all the way up to End-Game, where as Charge only existed around Mid to Late Game. I imagine Project Moon is only giving charge so much attention because it didn't get said attention when they were developing LOR. Hell, I, myself, am working on a mod for a campaign where around the Midpoint, I'm using charge in conjunction with Burn in order to create an alternative sidegrade to burn where instead of consistently dealing small stacks of burn, you build up charge and then spend it all in order to inflict massive stacks of it.
I have been thinking about the best way to assemble a charge team since the last warp batch got released (stuff like W meur vs rhino meur, if I should replace a faust W or hong lu W with random strong IDs, etc). Thanks a lot for all of the research in the video and the alternate charge team, my resources will get drained after this for sure.
WRyoshu actually gets a refund of 9 charge for killing on DDR coin 4, since her passive (UT4) also gives her 3 charge for killing an enemy. Besides that, I thought charge was pretty bland until the last two came out. Charge Barrier has, in my opinion, opened the floodgates for very cool ways to spice up the charge effect. As an electrician, CB is really smart because it operates exactly how inductors do, and Hong Lu (+Ryoshu to a lesser extent) are able to function as electrical transformers, inducing charge barriers onto other allies, which fills my electrician heart with glee. I hope whoever the guy with the electrical knowledge is on the PM team keeps making creative game versions of actual electrical components.
Damn, I feel stupid for missing that. Yeah, Charge Barrier is a cool effect, and good to know that it is electrically(?) accurate. Just wish W Meursault could get some retroactively...
played since ruina, charge was my favorite gimmick in it, it was much more complicated then it is now and in ruina lots of people overlooked it for simpler gimmicks, like burn, bleed or power stacking, R corp has been my favorite thing about the PM games since Lob Corp, i meen look at my pfp and name, no need to tell you this Sherlock so i am happy in a way that for once charge is mainstream and not a strange gimmick that you only use on nikolai to powerstack the red mist into oblivion (tbh i am totaly expecting a nikolai ID for outis) i have a feeling about something PM might be brewing, its having all siners have at least 1 ID about each gimick or event more, so in the future i'm prety sure that all gimicks are gona get expanded on including charge (and prob rhino greg, like i was totaly expecting rhino greg, imagin my chock seeing a rhino using slash and bleed instead of blunt and protection, event if we DID see the wrist blades in ruina for maxim's guard animation) we can see right now that PM is working on making "charge alternatives" like the ID's the inflict debufs on themselves and use it, i'm kinda expecting every chr to have one like that, lets just hope whatever they make is gona be more viable then philip in ruina 💀 something that i do belive they kinda try to do is to keep the strength levels logical, like the siners are grade 8 fixers, most ID's are grade 6 fixers, stronger ID's are grade 4 fixers or section directors, but at the end of the day, a feather working for one of the wings of the city like W corp cleanup agents or R corp soldiers are gona be canonically stronger then some grade 6 fixer (most notably R corp being a solely combat oriented wing using cutting edge technology and having the hatchery to just have an effectively endless amount of high grade fixers) however, despite all this, i do want to see much more viable options, be it for game balance, variety and me genuinely liking most of the factions in the PM lore (seven, hana, the thumb and the index are my favorite factions after R corp and W corp, and i want to learn more about the rest, we finally have a chance to properly learn about all of the 5 fingers and 12 fixer organization) all in all, yes i am a sucker for charge related stuff, but event i, the most addicted R corp fanatic, want to see more rupture, bleed, tremor and GRIPPING MWAHAHAHAH (and also more guns, guns are cool)
I had pretty much all of the stuff here uptied to 4, and I just sharded Don's Telepole and got WSault from the new banner, we balling (when I get thread for them)
I know how strong charges teams are(I never know how to get them to work for me so great vid here), but somehow I cant stop playing with my burn team (liu gang, twei/LC faust, base heath + chef ryoshu), especially in MD2H because of 1. how much this team synergizes with a LOT of the ego gifts, even the non-burn related ones.(thorny path & wound celid are the 2 most obvious ones atm) 2. self-sustainable EGO resource generation and 3. a very low cost team (all units and EGOs are viable at UT3 at lv30-31) So eventhough burn is definitely not as good as charge in terms of burst damage and speed, I love the stability, versatility and the relatively low entry barrier for this team comp. (also the rush/panic when you have to go against STNWC aka the talisman doll lol)
I usually use WFaust in my charge team simply because I need Faust on the team spamming fluid sac and she's technically a charge ID so her passive helps and when it comes down to it, she benefits from any charge buffs her allies or the game(ie. ego gifts or railway) gives. With Faust spamming fluid sac, you can actually just partially ignore many demerits of most of the IDs. I usually use rhino Meursault in my charge team since Wsault is more of a bruiser and rhino can instead act as the designated tank, pulling aggro and clashes away from the squishies so they can have as many unopposed attacks as they want. With Don, one skill2 + one skill1 or 2 is enough to use rip space, so you can immediately use rip space at full sp, also using telepole can sometimes be out of the cards anyway if rip space spawns on the bottom most skill slot on the dashboard. Overall I don't really find it necessary to be using telepole very much when most of the team is basically self sufficient as is. For WRyo, if you have Faust spamming fluid sac, you don't really have to mind the hp reduction since her hp is already so low in the first place. As long as you use skill3 when you have around 10 or more charge, you still gain the benefits of uber high coin power and the hp cost is manageable. For reindeer, you said it yourself. She's pretty much entirely self sufficient. There's really no need to waste resources to allow reindeer to gain charge count faster when she uses it at so much slower a pace than she gains. Bunnyman isn't a charge ID you can't change my mind. He's just on the charge team as an honorary member because quick suppression. (Sunshower seems like it'd be pretty fun to try out as a sub-tank on the charge team so I might try it sometime, the problem would be how much I spam fluid sac, and the SP gains she gives to allies.) For WHL, it's good to have him on the team as a sub tank for rhino and for his charge barrier to be constantly increasing rhino's effective health. And at the end of the day, the dimension shredders are (in my opinion) the strongest charge IDs. (Mainly because as I said, if you have healing, you don't actually need WRyo to reach her full charge and the others are 90% self sufficient with the little bit extra coming from passives) And that's my charge team and my mindset when I picked them. In the end, I only really see telepole on Don as good on the first turn to spin up the wheels on the charge machine. There's not much reason to use it afterwards since you'll never be using two skill3s in a row unless you made that mistake for some reason. WRyo does struggle to keep up with her skill3 sometimes but that's pretty much ignored when you can just cast fluid sac from Faust.
i'm looking up to you for informative limbus company content and high-quality, high-effort editing to accompany it. you have always delivered in these departments. what mechanic are you hoping to see in limbus company, though? personally, i would like to see smoke make a return from ruina.
Honestly, I like most of the mechanics we have in place, but I think I would like to see something like the will of the prescript passive, the one with the different damage type power ups, I forget the exact name. I would love to see those implemented somehow. I think Project Moon can start getting wackier with design, as shown with Discard making a return, so I don't see why we can't have some index stuff begin to trickle in.
could you next talk about sinking ids(which i argue are the second strongest status effect overall but strongest status effect in terms of damage thanks to spicebushes sinking deluge+it made rodions rime shark from one of the worst to one of the best egos in game)
23:37 Disagree here, Bleed at least has 2 statuses that effect it: N Corp Nails give half it's Potency as Bleed Count next turn, kind of similar to how Dimensional Rift works with Rupture (i just wish they switched the effects so it gives it's full potency as count at the end of turn, then halves at the start of turn, but hey, PM has to continue to screw bleed over). And Legerdemain's Maggots is another +1 bleed count source per turn, while dealing some Gluttony Chip damage on the side. NOW IF WE'RE TALKING BURN, WE REALLY DO GOT JUST BURN IN THIS PLACE. Also, half of the EGO with Burn are on characters with no Burn IDs still, including the one of the most important ones in Forest for the Flames, as it's one of what, 3 EGO that turn on the +6 burn potency effect for Gregor and Meursault, which is good when you have such little access to Burn Count it hurts, doubly so Burn Count with good numbers behind it so it can win one (1) clash. My complaining about the extreme lack of being able to commit arson aside, I'd love a video diving deeper into these Hyper Rupture strategies, i'm currently trying to find a way to marry Gloom Rupture (Gregor AEDD) and Gluttony Rupture (throwing Talismans on K corp Hong Lu with Sheetclair Support Passive... or just running Sheetclair like a normal person) into one Super Rupture Machine that doesnt require a Limited Party or a 7 person party also, just as a final question, how do you feel about Non-Charge Status Charging? mainly talking about Spicebush Yi Sang's and the Molar Boatworks' Tremor Charge and Sunshower Heathcliff's Sinking Charge
"I don't think anyone wants to hear uncut footage of me losing sanity faster than The One who shall Grip" Bring it on! Also my brother forgot about the existence of nails (as status effect related to bleed)
Charge was never too amazing in Library of Ruina, it was good but not really "meta" and yet for some unknowable reason PM decided to nerf it in Limbus Company with a -1 degredation per turn. But at some point (probably from people not using any charge id but W Don) they realized this was really stupid and started making more actually good charge IDs. So now we are in this weird spot where because of the degredation nerf and single skill slot charge IDs need to gain a lot of charge quickly to be useable which also makes them super strong and hard to balance. PMs repeated questionable game play descions has really made ID balance a complete mess.
Do you think, given the new 7 Section IDs released today, that a viable Rupture team is possible? Rupture is, like you said in the video, similar to bleed notoriously lacking in count sources. Some EGOs, like GregAEED, YiSang Dimension Shredder and Outis Ebony Stem, have passives that help with Rupture upkeep. Would love to hear your opinion on this.
I do belive that Rupture does have the potentical to be good, it mostly suffers from the sources of Count infliction being spread between many units and only inflicting a little of it. Compare this to Sinking, a Status effect that is on Paper supported by only a Handful of units. However, the existence of Boatswork Ishmael and Spicebush Yi Sang makes it from a undersupported effect to utter mad damage dealer, being the by far strongest inflicted Skill in the Game so far. So yeah, Rupture will probably have it's time to shine, we have not hit it yet. Compaired to Bleed, PM at least does love slapping it on ID's, so they do have a intrest for it.
@@plinfan6541 Well Sinking would still be bad if not for the absolute bombshell of an EGO Rime Shank is for Sinking. If Bleed and Rupture had an easy to fuel 3 Attack weight EGO that just said "Fuck it, give them 10 potency and 8 count", people would probably not be so down on them lol
At this point might as well change those ids that inflict tremor on themselves like spicebush yisang, topless sinclair and sweat ishmael to gain charge instead
Given I have all the EGOs and Most of the IDs (Minus W Sault and R Ishmael) Which would be the best to Uptie 4 first ? Telepole Don is probably the answer the following Wdon and Wryo but another perspective would be nice since UT 4 us ludicrously expensive as of now
A world without Rhino Gregor, this truly is the worst timeline
one day… one day we’ll get our Rhino Husband
The fact he was leaked early is just a kick in the balls
Give us Rhino Greg you cowards
Only just started recently, I desperately wanna see Rhino Gregor tooo..mann..
Frankly, I don't know how I'm carrying on.
You dare slander the hampter salt?!
"Yi Sang has no Charge ID"
Oh ESGOO
that aged well
Me watching this nearly a year later with both the multicrackers and no other units in this video: oh yeah. It's all coming together.
You really raised the bar for limbus content, thank you for your service to the comunity Mr. Manager Esgoo
PM saw how much fun everyone had with Charge and E-Cig decks in Ruina and wanted to spread the good word of charge
Personally what I like the most is interaction between W Ryoshu and W Hong Lu. Since Ryoshu will spent HP instead of charge and on lower charge you can predict and setup shield for her to spend instead of actual HP using Hong Lu skill 3 since Ryoshu spend HP/Low HP overall make her easily the target of Hong Lu skill 3.
Never thought about that this way...
though you cant do that as well/good with W Don, cause she wont gain the extra coin power that W Ryo gains (when +7)
I think one of the reasons why Charge is so good is how it doesn't get inconvenienced as much in human fights as other effects. Effects in Limbus are either applied to you and used as a resource or applied to the enemy and stacked to enable synergies. Charge is generally the former while the latter is almost every other effect. The latter requires more management to stack it, management that in human fights it's not provided to the player, while Charge's win con is always progressed towards in the same way regardless of the target. They also tend to have a struggle of managing both Potency and Count and making sure they remain, while Charge is purely Count-based and as such way easier to manage (not to mention how Telepole exists).
It's also funny how Tremor was sort of repurposed as a great-value Charge by Tree-Sang and Boat Ishmael.
I'm so happy we finally have such a good LCB TH-camr to explain aspects of the game like teams and IDs
Coming back here after multi crack ID's released
PM indeed really loves charge
23:27 Actually ESGOO, you're forgetting that Bleed does have one unique status effect, Nails! Considering how much you know about the game, you probably already remember what it does, but I'll quote it here for posterity's sake: "At the start of the turn, Gain 1 Bleed and increase the Bleed Count by this effect's Count. At the end of the turn, halve the Count. (Rounded down.)"
I've used the N Corp. Squad as my main Mirror Dungeon team since Hard Mode was released, (at Uptie 3, as I've been saving my Thread for The Railway, (and also hoping they'd lower Uptie 4's cost, which hasn't happened,) but they're at the top of my list to Uptie once the next two Railways are over. Especially N Corp. Heathcliff, as, while I only use him for his Support Passive at Uptie 3, your video on him has convinced me that once I can get him to Uptie 4, he'll be an incredibly valuable member of my Squad,) and I've found, they're actually not half bad at inflicting Bleed thanks to Nails, to the point where I'd consider them a Bleed-lite team. Not as good at it as, say, the Kurokumo Clan, but definitely not too shabby at it.
Their main problem is inflicting Bleed Potency, but they do have Don's La Sangre de Sancho and Rodion's What is Cast to help with this, and since Sinclair's Passive at Uptie 4 wants 5 people, and there are only 6 N Corp. IDs, in 7 Sinner Battles you have one slot you could use for someone else, two if you're willing to bench someone. (Or if you're in longform content and someone ends up super low HP, (low enough that you can't fix it without Fluid Sac and Pursuance spam, which you can't always afford to do early on in a run,) so you need them to sit out for a moment til' you can heal them up.)
A potential candidate is Kurokumo Ryoshu to capitalize on the Bleed Count application, (though she doesn't apply the Potency you need, she has _some_ ,) but I haven't gotten to use her yet, as the Extract tab's refused to let me have her, and I'm saving my Shards for W Corp. Ryoshu and the TETH Red Eyes (last E.G.O. I'm missing). Instead, I've found a lot of success with R. B. Chef Ryoshu.
R.B. Chef Ryoshu only applies a little Bleed, sure, but it's something, and she provides the right Sins for fueling the team's E.G.O: Wrath, Envy, and the all-so-important Lust. Skill 2 is also Pierce, letting her do something when The Gripping is up. She even provides healing on kill, which is great in longform content, and it activates off of owning Lust, something N Corp. pretty much never runs out of! And since the Nails mean your foes will always have Bleed after Turn 1, the bonus effect of her Skill 2 always activates after Turn 1.
(Though I'll admit, having _all_ Pierce like Kurokumo Ryoshu would be better, and the Gluttony, Pride and Lust of Kurokumo Ryoshu is _also_ helpful, with the Gluttony fueling all of Sinclair's E.G.O. and Faust's Representation Emitter, and the Pride fueling Representation Emitter, Rodion's What is Cast, and Don's La Sangre de Sancho, the latter of the two further increasing their Bleed output. So I'd say, it's a matter of personal preference which Ryoshu to bring along. I feel R.B. Chef Ryoshu's heals are better in longer content, but maybe in shorter content, or for a change of pace, it's worth using Kurokumo Ryoshu. Especially since Kurokumo's Passive also works off Lust, (3 Resonance rather than 5 owned, though,) and lets her deal bonus damage.)
And speaking of longer content, in Mirror Dungeons, you can really let the potential of Nails shine. With E.G.O. gifts like Wound Clerid, Smoke and Wires, Rusted Cutting Knife and Grimy Iron Stake, to capitalize on N Corp's natural ability to spam Lust and Wrath Skills, the Bleed Potency problem doesn't matter anymore! With those gifts, I was able to get 53 Bleed Potency against KQE, before it exploded due to it. And the high Count gained from Nails helped immensely in getting there.
So, all in all, don't discount Nails as a Bleed Support Status! They're quite helpful, to the point where I would consider N Corp. a sort of "Bleed-lite" team. -And not like how they're -_-technically-_- a Burn Team thanks to Sinclair, even if gifts like Pinpoint Logic Circuit, Hellterfly's Dream and Fiery Down do mean they can inflict a decent amount of it, for the same reasons as why Bleed Gifts help them. One Burn member a Burn Team does not make. Synergy with those Gifts is still notable though, so I definitely wouldn't turn them down if offered them anyway.-
Also, thank you for the video! I love your content, and I always look forward to hearing your stance on things whenever you release a new video. I don't often make comments on TH-cam, (I'm pretty introverted,) but I like your channel enough to make an exception, heheheh.
Oh and, of course I always watch your videos to the end, heheheh! I wouldn't want to miss your closing thoughts! Okay, that's all, this comment ends no-
🤓
@@Shelly70780 sir you are interacting with the Project Moon community what did you expect
@@Shelly70780Project Moon fans when they learned that someone can read:
I regret clicking read more.... Didn't even read it just the sheer size of the comment was enough to scare me.
Stumbling across this after the THREE Tremor vids back to back; I am so sorry about the comments you're probably getting about the new charge stuff.
That said, Warp Team for life; let's GOOOOOOOOOOO
I have a full pure charge team, and it's extremely fun. Can't wait to use it on the second railway. Sorry you don't find charge fun though.
I'm gonna uptie my W Ryoshu for RR2 hope they don't nerf charge in the future because I loved burning team but pm had to nerf it to the ground in RR2 still works in MD hard I guess
what ids are you using for rr2? and how are you faring so far with pure charge in it?
@@yeen.7209 "pure charge" + Nclair, 153 turns, ignored a lot of bosses mechanic just by dealing damage. Lot to be optimized with that turn count too obviously
I just happen to really love W corp and R corp lore so having their IDs be really good makes me very happy.
Oh you poor summer child... Now we have Warp Outis aand the passive is... insane, to say the least. To add to the charge trauma:
*I'M IN CHAAARGE NOW* !
I definitely agree that charge can be a bit boring, the existence of Telepole Don caused the balance for charge as a whole to never quite be the same... I still enjoy it a lot of course, but it really is just overkill. Can't wait for the theoretically possible situation of the RR2 Wayward Passenger fight to just steal all of your charge and use it to buff itself in order to force people to not exclusively use them!
It is super funny to me that some units now just stack Tremor on themselves instead of using charge, namely Spicebush and the Molar Boatworks identities, since while that was supposed to be charge's entire gimmick, it's become a bit too interconnected for it to really work as an individual resource for units that aren't directly related. And Zwei Rodion too, I guess? Although that's an even stranger situation. And while charge really wouldn't make sense for those three units on a thematic level, it's just funny that we have units dedicated to effectively throwing themselves off balance for stronger attacks. (but when are we getting Bayard PM, would work so insanely well with this kind of thing)
I would said the best way to balance it, its that there is enemy that also used charge, but sometimes they steal or share your charge, like if an enemy win this x clash it will have the same charge as the opponent, and when this happen some of their skill increased their numbers
Telepole Don does skew the balance of charge but honestly PM brought it to themselves with designing only skill 1s of IDs to generate charges outside of R Ish and W Don. Trying to utilize even W Sault or W Ryoshu or anybody else without Tele Don in MD2 Hard is like rubbing your cheeks against cheese grater covered in sandpaper. Seriously, +2 charges average per turn when 1 charge is lost every turn, needing 10+ charges most of the time and not even accounting for clash loses because of doo doo skill 1 clash power, charges just dominate on scenarios where their skill 1 works and eats dirt when they don't work.
@@aereonexapprentice7205 W Ryoshu gets 7 Charge from her Skill 2 on use. What are you even talking about dawg
I think people in general vastly overrate the impact of Telepole Corrosion on charge gain. It's obviously really good, but the only charge nuke it enables turn 1 is W Ryoshu skill 3, MAYBE if you're stretching it you can include W Meursault. R Ishmael checks for charge at start of battle so the interaction doesn't work, and almost literally no part of R Heath cares about charge, even his passive bonus is only able to be active next turn. However, this also has an explicit need for Don to be one of the first units moving, and as an average speed unit, it's just as likely that Ryoshu goes before her as she goes before Ryoshu, and W Meursault is consistently outspeeding Don. If Don doesn't outspeed both these units, you're getting, what, your big charge move online... one turn faster? Is that really so broken? I'd have to disagree, and unless you think no status should have any support as meaningful as "It gets you one turn ahead of curve" then you have legit anti-charge bias and are not mad at how charge works you're just mad that of the like 5 best units in the game 3 of them say the word "charge" on their skills
watching your video while maintenance is going on (which i know is your intention) made me want to hop on and make this team and run it in a mirror dungeon but MAINTENANCE UGH
PLEASE make more videos and dont stop. No bull here, you have the most entertaining limbus company videos out of ANY other youtuber. Keep going man.
Wake up ESGOO sensei, a new W Corp charge ID just dropped!
without a doubt my fav LCB youtuber, your videos are so well edited and they provide very helpful info with a nice balance of entertainment as well, and I also love that at the end of most of your videos you always give a positive outlook on the things you stated.
I find ending a video on a sour note makes it easier to dismiss the rest of the video. By encouraging viewers to experiment, despite my gripes, it makes the information more enticing. Instead of just saying “Bah Humbug I hate Charge and you should too!” No one needs that negative energy.
Your ability to rant for over 20 minutes is quite entertaining to watch, and I still find myself learning a bit more while watching.
I got W Don shortly after coming back to the game around the release of Spicebush Yi Sang. Bought the Battlepass and grinded my ass all the way to her Telepole. Best decision yet. I kind of relegated her to the side after Cinq Don’s release, but with Wyoshu and Wong Lu (Lmao) I found myself super interested in a Charge comp. Needless to say I plan on bringing one to RR2!
21:52 After seeing the new IDs rupture count infliction, I think that they almost singlehandedly made rupture teams 7x better
What a gamer video, i remember talking to you in the PMCH and you were a super chill dude to talk to and your content continues to be top notch, keep up the good work man! Limbus is a small community right now, but this kind of content can help more people learn about the game and enjoy it, i hope you find great success from this content, it's clearly well deserved
Probably the best Limbus Company YT content: informative, fun, awesome editing and audio quality.
Kudos mate, I'm glad I found your content. I can't wait for your next videos.
An excellent video, thank you very much for all the easy to understand information.
I wanted to mention, I absolutely adore the little animations you have have the characters do, Ryoushu's little "2 kool 4 skool" slide-in, Ishmael... doing her usual thing, and especially Meursault flying in with Pursuance. They may be short, but they're lovely little flourishes that make your videos so much more enjoyable to watch.
Thank you. I know people maybe take them for granted, but they take a lot of time, so it's always nice to see people appreciate the time I put into those.
0:10 "A.B.O.R.T" (A Bit Of Ryoshu Too)
The esgoo curse has never been more in effect…
I really like having your videos in the background while just doing limbus grinding, while I really don't like the grind, hearing you rant about all the Limbus related stuff makes it much more enjoyable :D
I really enjoy placing LCB Yi Sang on charge teams with Dimension Shredder. He's got surprisingly good synergy with the other big charge units, especially with his passive. And Dimension Shredder can just deal absolutely stupid amounts of damage if used correctly.
Currently writing this while working my way through the new railway (currently on Fairies on cycle count 4, turn 116, whish me luck), and there's four main comments I've got about various charge shenanigans:
-Rosespanner Rodya is a really fun ID. I like the way Vibration Compression gets the bonus coins (though I wish Tremor Count was a bit easier to come by, for that coin power). She's got a neat passive. And having her on the team gives access to some pretty nice E.G.O.
-I find it endlessly hilarious how Rishmael can basically just obliterate any skill check, especially at uptie 4. (Was probably my favorite ID, even at uptie 3)
-I don't have Telepole Don. And honestly, in a way, it feels like maybe that's a bit more fun, at least for me. (Though Don also isn't on my team too often, nowadays)
-Warp was my favorite mechanic for almost all of Ruina (Resonance ended up beating it out, in the endgame, but that's much less accessible). Rose's page, Nikoli's page, Myo's page... really, all the R-Corp captains. They're all pretty neat. I do feel like charge was able to be used in a bit more interesting way in Ruina, though, given the greater control over what skills you're able to use.
Did you miss the part where Rosedya's S2 is a KKHL hit with 3+ Charge? Once her passive is online she'll get charge and spend it so quickly that it's hard for her to get to 3 Charge floating on her own once you get rolling, meaning that a dedicated charge team can set her S2 up to deal some MASSIVE gloom/Piercing damage, alongside her tremor messing with enemy Stagger gauges just a bit.
My main team is a charge team and it's so fun to play, all of the identities are great and really enjoyable to play. Definitely my favourite type of Id since I got W Don on day 1 of release.
Man, I've heard good things about your channel, but this is something else. While I have yet to uptie IV anything in the game due to fear of wasting threads on a team I may not use in the long run, I did just trade for everything I was missing in the gacha, so this video came out at the perfect time. Maybe I'll finally give MD2H a try, too.
Uptie 4 is usually worth it and I dont think you will leave the uptied team unused.
For example, I used everything I had to uptie the N-corp team. Now I only use the N-corp for hard mirror dungeon since uptying made it so reliable (and I dont have the threads to upgrade anything else).
Thanks for the video! Charge is PM's fave child. Its just too good. Personally, my fave Charge ID is R Meursault. Chonky boi max speed steps slowly then literally charges at you to make you bleed from every hole in your body and make new holes.
I wish they would do more with tremor i wanna do funny tremor stuff, especially with some units using tremor as a sort of riskier charge
I'll be honest when you brought up "ego that helps ryoshu deal with her s3 requirements" I just thought "fluid sac to get the health back" even with the dog-shaped elephant in the room
I just like charge cause it was fun in LoR. Also Rose was my favorite character in that game.
Came up with some add-ons to RS Muersault and Gregor
Muersault S3: When bursting Tremor gain Blunt Protection 1 per 3 Charge spent next turn (Max 3 per turn)
Gregor Combat Passive: When spending charge with skills gain 1 Slash DMG Up next turn and +1 Rupture Dealt next turn (Max 2 per turn)
Pretty good video, Although i would...definitely have talked about some more things.
Charge teams have a LOT of goom, and with rose greg AEDD, it has a BAJILLION Blunt-gloom attacks, which most final bosses of mirror dungeon are currently weak to, while both fueling the passives of Wdon and Rish, and with 6-7 sinners, allowing for 2 power up on Rish, allowing for...Skill 3 tier clashes with a skill 1.
Overall, the best part of charge teams is how versatile they are, i personally run rosegreg and Nfaust, as this team has enough lust with rhino meursault to just, do very funny things with whistles sometimes, usually at the cost of using one of don's EGOs (which lets be real, aint that much of a cost) and that isnt even all! apart from that, the fact that it has 2, and arguably 3 sub-effects with dimension shredder makes it what i WISH everything else was, theres so much build expression with it, that things like burn teams cant even compare to it.
My favourite thing? most IDs are self-sufficient charge wise, to a degree, but being forced to save skill 3s for later is actually a really fun thing in my opinion, as you mentioned, using s1 and s2s to build towards a big and meaty s3 is very much a classic, but theres nothing better feeling than having like 20 of those nuke skills ready on the same turn and just beating the shit out of something.
Due to their nature, charge teams not only excel in shorter fights, but specially in longer ones like MFE, as they can frontload nearly all of their damage for some really funny things, without forgetting about Meursault's YWTGBH EGO being able to do really silly stuff which is always fun to use whenever you get a little tired.
Don telepole IS the eldritch god that gives substenance to all, but actually, the effect that gives charge to EVERYONE actually ALSO gives charge to her, meaning funny 42 charge, this is a nitpick as you CANNOT get more than 20 charge normally, or, well, 30 with ego gifts, but still worth mentioning that it only needs to hit ONE thing to get to 20 (or well, 22) charge.
I also personally enjoy charge teams that can do a bit of everything, like Lobcorp rabbits, you have bleed, you have big damage, you have rupture, you have a little tremor...and tecnically burn too, but its not really a thing...this allows all MDs to feel a little different, get bleed ego gifts? congrats, Rhino meursault inflits 21 bleed now with 8 count, get rupture ego gifts? rose greg stock goes up...etc etc.
As for Don telepole and charge units as a whole, they excel when they are together, but are decent to pretty good on their own, making it really quite fun to use them all together, it gives you...a Goal, while grinding MD2 dare i say...Face the grind, build in the future? lol, with how much they work better together, and how much they want uptie 4, if you focus on this one team comp you have plenty of food for thought to very slowly get it, which makes you appreciate it a lot, imo.
But Overall, Where is my Charge/burn ID/EGO PMOON I NEED TO HAVE ALL STATUS EFFECTS!!!!!!!
Thank you for the very helpful and extremely well edited video.
Charge is the best status effect, because it stays on you. You don't have to worry about the wonkiness of human battles and not being able to build up bleed/rapture/tremor/syncing count/potency. You don't need to worry about accidentally using the charge count, by turn order going weirdly and screwing up your set up, since all skills and one passive clearly state when the spend the resources. It is good in every mod and every situation, since it always provides some sort of future benefit AND a benefit to your skill power nowadays.
That is why some of the IDs get syncing/tremor/rapture(if we count Talisman) count on them. I bet there will be a bleed count too, some day. Because that is way more reliable than struggling to stack up the meaningful amount of something for an effect.
Burn is different, because you always spend only one count of it by the end of the turn, so it's a lot easier to stack up, but damage takes more time to ramp up.
Charge is the only effect that works almost exactly the same as in Ruina(only two differences are that it is spend at the end of the turn and that it always can go up to 20, instead of 10, if you don't have Rhino passive). So maybe that's why they know how to handle it better than other new variations of the effect.
Yo i just began limbus and i was bleesed with w ryo and honglu so charge has been my num team, its so cool to finally see you make a viddd regarding this
If you started this video around now, you would finish it up at around the same time warp Outis comes out. Which I think is exactly what Esgoo would have wanted
"Just like Project Moon also doesn't care about bleed." Sanguine Desire called from the future. It wants to know where you live.
The ring students.
@@Directee The Ring Students just made Bleed so damn silly. Especially right after Sanguine. Can't wait to hear a video about the silly Bleed superiority.
Actually, I wanted to see the Rupture dissection more, but your explanations are really good. Also I think the thing why charge is stronger because it is easier to contain, unlike the other status effects (and you've said the same thing in the video), so you can see the results of charge much more often. Just to think: poise is really hard to contain due to multi coin skills and therefore it is harder to meet the requirements that focus on poise potency (not to mention Yi Sang). The rupture is much more viable, but IMO harder to contain and it really works only in single target fights (and charge works literally in every fight). The bleed is... It is just a worse rupture, at least for now. Burn nowadays is the charge that you stack on one enemy (the same as the other statuses) and then you get coin power. It can be strong, but now it lacks the ids to get its true potential. I think charge's consistency is the thing that turns everyone's attention to it. It isn't bad, not at all, but today we have an accurately formed charge team, while the other status effects just don't have that much attention from PM.
At least it is what I think
The existence of blind obsession ishmael and ryoshu just boosted the hell out their tier on a charge team(mainly ish, ryoshus is just a solid ego) and warp yi sang having like 17 different status and passives with good rupture and a dimensional shredder ego to synergies (though sunshower is better) with it makes him a tough choice to not pick too.
With the new 7 Association release Id love to see a video on good Rupture Teams with 7 Heathcliff, so I know what IDs anx EGOs to look for
Woooo, an upload
Gonna watch this when the maintenance drop
I mean bleed technically has a unique status effect with nails
But yeah their should be more abno egos that do something with bleed
Anyways great video! Personally i just love W corp and R corp because of their lore and have had the most interaction in all 3 project moon games, so i can see what you mean by there being a bias. And yeah the main takeway should just be building fun teams instead of charge = boring
Aside from Nails there is also Maggots from Legerdemain.
Another common ESGOO banger to enjoy.
Also, Bleed has 2 status effects, Maggots and nails. Legerdemain is a bleed EGO, and so is Hex nail :troll
YEAHHHH, A NEW VIDEO LETS GO DUDE
I'm always exited to see you upload!:)
My only real complaint about Wyoshu is that her skill 3 does TOO much damage. That sounds like a joke, but most of the time when i use it, it causes the enemy she's fighting to die before the 4th coin hits, which makes the charge barrier ability not activate as its ONLY tied to the 4th coin
w yi sang really just combines rupture and charge
I'm interested to hear your take on Rupture. I personally don't like it , same problem as poise but emphasized ; its spent on application and we have like no means of applying good amounts of count. 7 Faust and Heath were a step in the right direction but its not enough.
As for Charge i think why it feels so good to use or so potent is because its gameplay loop is closest to Ruina; build emotion, spend light, regain light, spend light. Build charge, spend charge, regain charge. Maybe the other status effects would feel nice if the core game play loop was the same instead of hoping you luck out with your hand instead of drawing 3 slashes in a row 10 fights in a row gdi hong lu.
And here I am, waiting for the smoke teams to come along. I want to see Gregor with a comically large cig.
I personally really like Rosespanner Rodya. I have kept her as a core part of my team, alongside R Ishmael. I will say that W Ryoshu and W Don have worked their way onto the team. Currently my Mirror dungeon team is R Ishmael, W Don, W Ryoshu, K corp Hong Lu, R Heathcliff, Rosespanner Rodya, and Lob corp Faust.
Rosya mains rise up! This impudence shall not be unanswered!
The difference between charge and bleed/rupture is terms of usefulness is the fact that in order it use rupture or bleed you have to NOT hit the enemy unless it builds up the counter. With charge you still are able to play normally but you get a big shiny bonus for playing the game. Bleed and rupture builds actively have to avoid doing anything because if the enemy or your sinners attack suddenly the benefit is gone and you have to start from the beginning with basically no reward unless your lucky and somehow manage to get to +10 when it’s hard to get above 2 normally.
Edit: also unlike tremor you can get it super insanely high for big number as tremor has a good payoff and an easy execution.
I love it when PM taunts ESGOO by changing something he does a video on
simply bc its easier to maintain a stack mechanic on your own unit rather than on the enemies where Rupture and Sinking is near impossible to stack consistently with the latter being situational, best tremor unit actively eat tremor stack which is a charge ID btw, burn is good until you realized half of them cant clash above 15, and bleed actually ok but one of the best bleed stacking ID is ALSO A CHARGE ID
The best part about charge? good charge ID can work entirely independant and not only perform well but also still maintain a decent versatility
Gregor R-Corp commander would be nice... Skill slots can have three skills shown remember? Having a rapid gashes skill 1 that gets an extra coin if another of itself is in the skill slot would be nice to have. It'll be like rabbit Heathcliff quick suppression but harder to Proc. The third skill leaves a mark like the original and his passive is just a final power +1 to everyone if above 10 charge.
Nice chainsaw man reference at Gregor's rosepanner overview 😂
Slight substitution for Reindeer Ish imo if you want someone who doesnt need uptie 4 is Rosespanner Rodion. Another Charge based unit who also provides a good amount of blunt since 2 of of her skills are blunt.
Personally here's my charge Team:
IV W Don
IV W Ryoshu
IV Rhinosault
IV Bunnycliff
III Rose Rodya
IV W Faust
III W Hong Lu
I think this team synergizes pretty well if you guys wanna try it!
Babe I know it’s 4 am but new esgoo video just dropped
To be fair, Charge is one of the few statuses that's returning from Library of Ruina, alongside Burn and Bleed, and in LOR, Burn and Bleed recieved love and attention from Early Game all the way up to End-Game, where as Charge only existed around Mid to Late Game. I imagine Project Moon is only giving charge so much attention because it didn't get said attention when they were developing LOR.
Hell, I, myself, am working on a mod for a campaign where around the Midpoint, I'm using charge in conjunction with Burn in order to create an alternative sidegrade to burn where instead of consistently dealing small stacks of burn, you build up charge and then spend it all in order to inflict massive stacks of it.
I have been thinking about the best way to assemble a charge team since the last warp batch got released (stuff like W meur vs rhino meur, if I should replace a faust W or hong lu W with random strong IDs, etc). Thanks a lot for all of the research in the video and the alternate charge team, my resources will get drained after this for sure.
I was yelling NAILS ever time he brought up bleed
I love your content and I love charge. This is a match made in heaven
got jumpscared by the video ending thank you
WRyoshu actually gets a refund of 9 charge for killing on DDR coin 4, since her passive (UT4) also gives her 3 charge for killing an enemy.
Besides that, I thought charge was pretty bland until the last two came out. Charge Barrier has, in my opinion, opened the floodgates for very cool ways to spice up the charge effect. As an electrician, CB is really smart because it operates exactly how inductors do, and Hong Lu (+Ryoshu to a lesser extent) are able to function as electrical transformers, inducing charge barriers onto other allies, which fills my electrician heart with glee.
I hope whoever the guy with the electrical knowledge is on the PM team keeps making creative game versions of actual electrical components.
Damn, I feel stupid for missing that. Yeah, Charge Barrier is a cool effect, and good to know that it is electrically(?) accurate. Just wish W Meursault could get some retroactively...
played since ruina, charge was my favorite gimmick in it, it was much more complicated then it is now and in ruina lots of people overlooked it for simpler gimmicks, like burn, bleed or power stacking, R corp has been my favorite thing about the PM games since Lob Corp, i meen look at my pfp and name, no need to tell you this Sherlock
so i am happy in a way that for once charge is mainstream and not a strange gimmick that you only use on nikolai to powerstack the red mist into oblivion (tbh i am totaly expecting a nikolai ID for outis)
i have a feeling about something PM might be brewing, its having all siners have at least 1 ID about each gimick or event more, so in the future i'm prety sure that all gimicks are gona get expanded on including charge (and prob rhino greg, like i was totaly expecting rhino greg, imagin my chock seeing a rhino using slash and bleed instead of blunt and protection, event if we DID see the wrist blades in ruina for maxim's guard animation)
we can see right now that PM is working on making "charge alternatives" like the ID's the inflict debufs on themselves and use it, i'm kinda expecting every chr to have one like that, lets just hope whatever they make is gona be more viable then philip in ruina 💀
something that i do belive they kinda try to do is to keep the strength levels logical, like the siners are grade 8 fixers, most ID's are grade 6 fixers, stronger ID's are grade 4 fixers or section directors, but at the end of the day, a feather working for one of the wings of the city like W corp cleanup agents or R corp soldiers are gona be canonically stronger then some grade 6 fixer (most notably R corp being a solely combat oriented wing using cutting edge technology and having the hatchery to just have an effectively endless amount of high grade fixers)
however, despite all this, i do want to see much more viable options, be it for game balance, variety and me genuinely liking most of the factions in the PM lore (seven, hana, the thumb and the index are my favorite factions after R corp and W corp, and i want to learn more about the rest, we finally have a chance to properly learn about all of the 5 fingers and 12 fixer organization)
all in all, yes i am a sucker for charge related stuff, but event i, the most addicted R corp fanatic, want to see more rupture, bleed, tremor and GRIPPING MWAHAHAHAH (and also more guns, guns are cool)
10 months later, 30 charge is indeed relevant now
I had pretty much all of the stuff here uptied to 4, and I just sharded Don's Telepole and got WSault from the new banner, we balling (when I get thread for them)
Yi sang whole section became outdated the very next season
esgoo curse can take some time but it works _always_
Are you going to do a video on the multicrack ID,s and D.Shredder Outis?
Love your Channel, can you do a vídeo about the N corp and nails ?
Thank you, i got the w ryu and w Hong and was thinking How to make a team.
drinking game, take a shot every time don telepole synergy is mentioned
ESGOO gonna have to remake this video now that W Corp Outis is coming out
"Project Moon doesn't care about bleed" That aged like milk, we have more blade lineage now.
I know how strong charges teams are(I never know how to get them to work for me so great vid here), but somehow I cant stop playing with my burn team (liu gang, twei/LC faust, base heath + chef ryoshu), especially in MD2H because of 1. how much this team synergizes with a LOT of the ego gifts, even the non-burn related ones.(thorny path & wound celid are the 2 most obvious ones atm) 2. self-sustainable EGO resource generation and 3. a very low cost team (all units and EGOs are viable at UT3 at lv30-31)
So eventhough burn is definitely not as good as charge in terms of burst damage and speed, I love the stability, versatility and the relatively low entry barrier for this team comp. (also the rush/panic when you have to go against STNWC aka the talisman doll lol)
the intro feels like a callout to prydwen
I usually use WFaust in my charge team simply because I need Faust on the team spamming fluid sac and she's technically a charge ID so her passive helps and when it comes down to it, she benefits from any charge buffs her allies or the game(ie. ego gifts or railway) gives. With Faust spamming fluid sac, you can actually just partially ignore many demerits of most of the IDs.
I usually use rhino Meursault in my charge team since Wsault is more of a bruiser and rhino can instead act as the designated tank, pulling aggro and clashes away from the squishies so they can have as many unopposed attacks as they want.
With Don, one skill2 + one skill1 or 2 is enough to use rip space, so you can immediately use rip space at full sp, also using telepole can sometimes be out of the cards anyway if rip space spawns on the bottom most skill slot on the dashboard. Overall I don't really find it necessary to be using telepole very much when most of the team is basically self sufficient as is.
For WRyo, if you have Faust spamming fluid sac, you don't really have to mind the hp reduction since her hp is already so low in the first place. As long as you use skill3 when you have around 10 or more charge, you still gain the benefits of uber high coin power and the hp cost is manageable.
For reindeer, you said it yourself. She's pretty much entirely self sufficient. There's really no need to waste resources to allow reindeer to gain charge count faster when she uses it at so much slower a pace than she gains.
Bunnyman isn't a charge ID you can't change my mind. He's just on the charge team as an honorary member because quick suppression. (Sunshower seems like it'd be pretty fun to try out as a sub-tank on the charge team so I might try it sometime, the problem would be how much I spam fluid sac, and the SP gains she gives to allies.)
For WHL, it's good to have him on the team as a sub tank for rhino and for his charge barrier to be constantly increasing rhino's effective health. And at the end of the day, the dimension shredders are (in my opinion) the strongest charge IDs. (Mainly because as I said, if you have healing, you don't actually need WRyo to reach her full charge and the others are 90% self sufficient with the little bit extra coming from passives)
And that's my charge team and my mindset when I picked them. In the end, I only really see telepole on Don as good on the first turn to spin up the wheels on the charge machine. There's not much reason to use it afterwards since you'll never be using two skill3s in a row unless you made that mistake for some reason. WRyo does struggle to keep up with her skill3 sometimes but that's pretty much ignored when you can just cast fluid sac from Faust.
Wake up babe, new esgoo video dropped
i'm looking up to you for informative limbus company content and high-quality, high-effort editing to accompany it. you have always delivered in these departments.
what mechanic are you hoping to see in limbus company, though? personally, i would like to see smoke make a return from ruina.
Honestly, I like most of the mechanics we have in place, but I think I would like to see something like the will of the prescript passive, the one with the different damage type power ups, I forget the exact name. I would love to see those implemented somehow. I think Project Moon can start getting wackier with design, as shown with Discard making a return, so I don't see why we can't have some index stuff begin to trickle in.
could you next talk about sinking ids(which i argue are the second strongest status effect overall but strongest status effect in terms of damage thanks to spicebushes sinking deluge+it made rodions rime shark from one of the worst to one of the best egos in game)
Oh hey, note for now: Walpurgis Night EGO Regret for Mersault makes him even better, now actually becoming a notable dps character.
23:37 Disagree here, Bleed at least has 2 statuses that effect it: N Corp Nails give half it's Potency as Bleed Count next turn, kind of similar to how Dimensional Rift works with Rupture (i just wish they switched the effects so it gives it's full potency as count at the end of turn, then halves at the start of turn, but hey, PM has to continue to screw bleed over). And Legerdemain's Maggots is another +1 bleed count source per turn, while dealing some Gluttony Chip damage on the side.
NOW IF WE'RE TALKING BURN, WE REALLY DO GOT JUST BURN IN THIS PLACE. Also, half of the EGO with Burn are on characters with no Burn IDs still, including the one of the most important ones in Forest for the Flames, as it's one of what, 3 EGO that turn on the +6 burn potency effect for Gregor and Meursault, which is good when you have such little access to Burn Count it hurts, doubly so Burn Count with good numbers behind it so it can win one (1) clash.
My complaining about the extreme lack of being able to commit arson aside, I'd love a video diving deeper into these Hyper Rupture strategies, i'm currently trying to find a way to marry Gloom Rupture (Gregor AEDD) and Gluttony Rupture (throwing Talismans on K corp Hong Lu with Sheetclair Support Passive... or just running Sheetclair like a normal person) into one Super Rupture Machine that doesnt require a Limited Party or a 7 person party
also, just as a final question, how do you feel about Non-Charge Status Charging? mainly talking about Spicebush Yi Sang's and the Molar Boatworks' Tremor Charge and Sunshower Heathcliff's Sinking Charge
good video, counter point: railway under 150
i wanted a charge team before i had it,but almost never used it when i got it because it's so OP it's mind numbing
only pain of a charge build is getting what feels like only skill 1 on don warp...
"I don't think anyone wants to hear uncut footage of me losing sanity faster than The One who shall Grip"
Bring it on!
Also my brother forgot about the existence of nails (as status effect related to bleed)
profound wound would be a cool status effect if they ever bring back red shoes EGO
Now we need the other status effects, burn, bleed, rupture
Also just subbed
Would love a video analysis on the Weird Wacky World of Tremor and the Rosespanners
With the new IDs im convinced that poise is just a less consistent charge.
You have become the one who shall telepole
Charge was never too amazing in Library of Ruina, it was good but not really "meta" and yet for some unknowable reason PM decided to nerf it in Limbus Company with a -1 degredation per turn. But at some point (probably from people not using any charge id but W Don) they realized this was really stupid and started making more actually good charge IDs. So now we are in this weird spot where because of the degredation nerf and single skill slot charge IDs need to gain a lot of charge quickly to be useable which also makes them super strong and hard to balance. PMs repeated questionable game play descions has really made ID balance a complete mess.
Do you think, given the new 7 Section IDs released today, that a viable Rupture team is possible? Rupture is, like you said in the video, similar to bleed notoriously lacking in count sources. Some EGOs, like GregAEED, YiSang Dimension Shredder and Outis Ebony Stem, have passives that help with Rupture upkeep. Would love to hear your opinion on this.
I do belive that Rupture does have the potentical to be good, it mostly suffers from the sources of Count infliction being spread between many units and only inflicting a little of it. Compare this to Sinking, a Status effect that is on Paper supported by only a Handful of units. However, the existence of Boatswork Ishmael and Spicebush Yi Sang makes it from a undersupported effect to utter mad damage dealer, being the by far strongest inflicted Skill in the Game so far. So yeah, Rupture will probably have it's time to shine, we have not hit it yet. Compaired to Bleed, PM at least does love slapping it on ID's, so they do have a intrest for it.
@@plinfan6541 Well Sinking would still be bad if not for the absolute bombshell of an EGO Rime Shank is for Sinking. If Bleed and Rupture had an easy to fuel 3 Attack weight EGO that just said "Fuck it, give them 10 potency and 8 count", people would probably not be so down on them lol
At this point might as well change those ids that inflict tremor on themselves like spicebush yisang, topless sinclair and sweat ishmael to gain charge instead
Given I have all the EGOs and Most of the IDs (Minus W Sault and R Ishmael)
Which would be the best to Uptie 4 first ?
Telepole Don is probably the answer the following Wdon and Wryo but another perspective would be nice since UT 4 us ludicrously expensive as of now