Limbus Company – Game Mechanics Explanatory Guide

This is a summary of all info about Limbus Company.

Combat Mechanics

All credit goes to Isord!

Attack and Defense Skills

At the beginning of battle, there will be one column for each participating Sinner. With each passing turn, a new column is added for one random Sinner, up to a maximum of 12. When a Sinner has already gained a new column they will not receive another until all of their allies have gained one of their own. Once every Sinner has an additional column on the Dashboard , they are all once again eligible. Skills are randomly selected from each Sinner’s Identity Skillset and placed on the Dashboard. Used skills are treated as “discarded” until the entire Skillset has been spent, after which it will be refilled.

The first major property of attack skills is their type: Slash, Pierce, Blunt, Evade, Guard and Counter. Secondly, there are seven “Affinities”(aka Elements in other RPGs). The Affinities include: Wrath, Lust, Sloth, Gluttony, Gloom, Pride, and Envy. In order to use Slash, Pierce and Blunt skills you have to link them by dragging the chain from the bottom left circle to the right one.

Depending on how skills of the same Affinity are chained, you may cause them to ‘Resonate‘. When you have 2 or more skills of the same Sin anywhere in the chain, “Resonance” will occur. Resonance boosts each skill’s damage, and those later in the chain are boosted further. When you chain 3 or more skills of the same Sin in *direct* succession, “Absolute Resonance” will occur. Absolute Resonance boosts the damage of every resonating skill based on their number.

Block, Evade and Counter are referred as “Defense Skills”. Defense skills are reactive moves that play in response to enemy attacks. Unlike offensive skills, Defense skills don’t have any set targets, therefore, these particular skills won’t cause clashes unless an enemy approaches them. In order to use Block, Evade and Counter skills you have to click the heptagons bellow the resonance chain dashboard. Defense skills activate when under attack; multiple uses protect a unit against an equivalent number of attacks. 

Block activates when a unit is about to be attacked. The unit gains a shield that absorbs incoming damage with health based on the skill’s power. The shield lasts for the turn, and its health is not affected by Passives or Status Effects modifying unit health. Evade rolls an evade skill Coin for each Coin on the attacker’s skill. If the result is greater than or equal to the attacker’s, the evasion is considered a success and the opponent’s skill is nullified. After successful evasion, the skill Coin is stored for reuse. If they enemy rolls higher then you receive the full amount of damage. Counter activates after a unit has been attacked by an incoming skill and activates a Clash like it was a normal attack skill.

Every skill in Limbus Company consists of at least one Coin. Each skill has its “Base Power” and a “Coin Bonus”. The Base Power of a Coin is the same regardless of which side it lands on. The Coin Bonus applies when a Coin lands on Heads. Depending on the Coin’s type, this may add to or subtract from the base power value. The two types of Coins are Plus (+) and Minus (-). COIN BONUS ONLY WORKS ON HEADS, EVEN IF ITS A MINUS ONE. Skills and Coins may also have unique effects, examine your skills and Coins before using them.


Clashes are a combat interaction where the power of two opposing skills is compared. It is possible to cancel the enemy’s attack in a Clash. A Clash occurs when two characters directly target each other. In regular combat, attack skills target the slots of the nearest enemy and the targeted enemy’s slot is then matched to the Sinner’s skill. Your speediest Sinners (their current speed is the value that’s listed next to their picked skills in the battlefield) will be the first to get into a Clash with the enemies closest to your team. If your skills is almost always going to win the clash then you will see “Dominating” next to the skill icon on the Dashboard. Only use “Dominating” skills if you don’t wanna waste time thinking about clashes.

When confronting Abnormalities, Clashes will occur when a skill is set against an Abnormality’s action slot that’s targeting the Sinner. If a Sinner’s speed is higher than the slot’s, the Sinner can redirect its attack to themselves.

The outcome of a Clash is determined by the final power value after combining all factors and bonuses. In addition, a difference in the “offense level” between opposing skills acts as a modifier. Every few points of difference (seems to be around 5) in offense level adds 1 to the final power value of the skill. The side with the greater power value wins the Clash and 1 Coin is removed from the losing side. If both sides still have Coins to use, a subsequent Clash will occur and this process repeats until one side runs out of Coins and has their attack skill canceled. The winning side will continue attacking with their remaining Coins and also gains a damage bonus based on the number of Clashes that occurred.

Passive Skills

Depending on the Affinities of the chained skills, certain Passive abilities may activate after you used X amount of skills with Y affinity. Passives can be unlocked as your Sinners level up and each Passive skill has its own Affinity threshold. Sinners in battle have Combat Passives and those not directly participating provide aid with Support Passives.

Health and Stagger

You will find on the health bars of both your Sinners and enemies. When an attack puts a unit’s HP below one of the yellow-lined thresholds, it will become Staggered. Staggered units cannot act and are vulnerable to all three physical attack types. The Stagger will last until the end of the next turn. What’s more, if you deplete a unit’s HP past multiple Stagger thresholds in a single turn you can further amplify the damage they take. Do note that this will not extend the duration of the Stagger.


All units—allies and foes alike—have different Resistances to these Types and Affinities. The Resistances are: Fatal, Weak, Normal, Endured, and Ineffective. A weaker Resistance means more damage taken from attacks with that attribute. Conversely, a stronger Resistance reduces incoming damage.


With the exception of Abnormalities, every character in Limbus Company has a Sanity value. This number will always be within the range of -45 to +45. All the enemies your Sinners confront will have SP within these values.Every character will enter a new battle with a starting value of 0 SP. However, in Story and Mirror Dungeons, the SP of previous battles is carried over. Sanity is increased each time an enemy is defeated or a Clash is won. Conversely, when one side’s ally dies, the entire team’s SP is impacted. Sanity will have varying effects per character each turn, all depending on its level. If one’s SP is positive, the probability of successful coinflips increases. Likewise, if one’s SP is negative, skill coins are more likely to yield unfavorable results. Enemy units (again excluding Abnormalities) may fall into a state of Panic at low SP.

EGO Skills

E.G.O Skills are powerful moves that you can equip before each battle and they can either be Single target or AoE (Area of Effect:aka skills that target multiple enemies) attacks. EGO attacks can and will clash with enemy skills (in the case of AOE EGOs, multiple clashes occur). Each E.G.O has its own set of Resistances. Weaker values in a Sinner’s Resistances are overridden with the E.G.O’s when you use it and won’t override the Resistance values that are already stronger than its own.

As powerful as E.G.O Skills are, they require certain resources to be used. Firstly, you need differing types and amounts of Affinity-based resources. When you use skills via the control panel, you will gain Affinity resources corresponding to each skill’s Sin Affinity (you can select an E.G.O Skill’s icon to check what resources you need). Additionally, E.G.O Skills use up SP (sanity points). If the Sinner’s SP is in the positives, the E.G.O will manifest correctly and attack your targeted foes. However, the closer a Sinner’s SP is to negative values the more likely they are to use an uncontrollable form of the E.G.O. At the absolute lowest level of Sanity, your Sinners will be completely out of your control. This is referred to as E.G.O Corrosion. E.G.O Corrosion renders a Sinner uncontrollable, and they may target allies as well as foes for significant damage.

Status Effects

  • Poise: on hit gain critical chance, reduced by 1 at the end of turn
  • Tremor: stacks that raise Stagger threshold when attacked by skills that Burst Tremor, reduced by 1 at the end of turn
  • Damage up: deal +X dmg (max 10)
  • Protection: take -X dmg (max 10)
  • Attack power up: attack skill final power +x for this turn
  • Attack power down: attack skill final power -x for this turn
  • Offence Level Down: Offence level decreases by X for one turn
  • Sin/Attack type Fragility: Attacks taken by the corresponding Sin/Attack type deal extra dmg (max 10 stacks)
  • Haste: speed + X for this turn
  • Bind: speed – X for this turn
  • Charge: resource used by other skills (max 20) reduced by 1 at the end of turn
  • Rupture: the next X time this unit take a hit, take Y fixed dmg
  • Sinking: the next X time this unit take a hit, take Y fixed Sanity dmg (Abnormalities take Gloom dmg instead)
  • Bleed: the next X times this unit tosses attack skill coins, take Y fixed dmg
  • Burn: Take X dmg at the start of the round
  • Paralyze: Fix the power of the next X Coins to 0
  • Curse: Turn End: Self apply 1 of the following effects: Attack Power Down/Defense Power Down/Offence Down/ Defense Down, then reduce this effects count by 1.

Dungeons and Abnormalities

Each chapter, you and your Sinners will explore a Dungeon as the final mission. Your ultimate goal is to find and recover the Golden Bough. Within, you will find foes seeking buried riches as well as unknown creatures referred to as “Abnormalities”. As you explore, you will most certainly run across these Abnormalities as they wander about. In Abnormality Battles, you can individually pick skills from the Dashboard and assign them to the Abnormality’s slots, corresponding to the Body Parts you wish to target. Each part of an Abnormality has its own Speed value and set of skills. Clashes with an Abnormality occur when a Sinner targeted by it uses a skill back in return or when a Sinner uses an attack skill while having higher Speed than that of the targeted part. You can break its parts to prevent powerful attacks or stop its actions altogether but do note that some parts can regenerate, and that in rare cases breaking parts may cause further danger.

As you encounter and battle with Abnormalities, data on these entities will be recorded in the encyclopedia. The encyclopedia contains useful info such as Skills, Resistances, Body Parts, and Observation Logs. The encyclopedia fills out as battle progresses. Subsequent encounters with the same Abnormality raise its “Observation Level” , and observation logs will be penned. At higher Observation Levels, your attacks will deal more damage to the Abnormality.

While exploring dungeons and fighting Abnormalities, you will face certain events that require you to pass a “check”. To pass a check, you must choose a Sinner with the right Sin Affinity. Next, a random attack from that Sinner’s skillset is chosen to be rolled (you get to see the attack and the odds of passing the check before you start rolling). Then the attack flips the coins just as if you were clashing with an enemy and the final attack value of the Skill is compared to the skill check value. If its higher (or equal I haven’t tested it yet) then you pass the check.

Passing checks will reward you with various benefits such as helpful status effects and E.G.O Gifts. On the other hand, a failed check may result in your Sinners taking damage or suffering from negative effects. Those EGO gifts will aid your battles with various special effects.

Mirror Dungeons

This is a sort off roguelite mode like slay the spire that you can play and earn upgrade materials. To start a normal battle in Limbus company you need to use a resource called Enkephalin (traditionally called Stamina in other Gatchas). You need 3 Enkephalin Modules (one Enkephalin Module=20 Enkephalin) to enter Mirror Dungeons but one MD can be entered per day at no cost. Afterward, the Modules are required. A simulation mode allows you to do trial expeditions of Mirror Dungeons without spending Enkephalin but you won’t get any rewards from the simulation mode.

The layouts of Mirror Dungeons are procedurally generated each time you enter. The Uptie/Threadspin Tiers of your Identities and E.G.O are the only things that influence Mirror Dungeon preparation. Your Sinners must be leveled up from square one as you progress through each run of a Mirror Dungeon (they will get restored to your normal levels when you exit the MD). When you first enter, you will be given a random selection of E.G.O Gifts to choose from.

After choosing an E.G.O Gift, you will form a team of Sinners to begin the run. The starting roster and E.G.O Gift will not change unless you start a new expedition. There are events you may encounter within. Some allow you to recruit more Sinners, and others might reward you with E.G.O Gifts. They can also be swapped with Sinners at low health. Sinners can be powered up to gain levels and equip additional E.G.O. When you complete a run of a Mirror Dungeon, you will earn rewards based on the number of cleared sectors. The rewards may include Manager EXP, Battle Pass EXP, Identity Training Tickets, and Egoshard Crates (both random and nominable). You can earn extra bonus rewards 5 times a week.

Upgrade Mechanics and Gacha

Upgrade Mechanics

You can upgrade Sinners and E.G.O to make them more powerful and unlock new skills. The three types of upgrades available to you are leveling up Identities, “Uptying” and “Threadspinning EGO”. Sinners will gain experience points from battle and Identity training tickets. When a Sinner’s level goes up, their HP, defense, and skill offense levels will rise. “Thread” can be used to Uptie Identities and Threadspin E.G.O. When you first acquire an Identity or E.G.O, its Uptie/Threadspin tier will be at 1. At Uptie Tier 2, Identities gain a new combat passive, and their skills and speed range will be improved as well. At Uptie Tier 3, skills and speed range are further improved. In addition, a new skill and a support passive will be unlocked. The Identity will also get a new artwork at Tier 3, and a short scene featuring their story will be unlocked. The new skill will be shown in close-up when the Sinner uses it in battle.

E.G.O will gain a new passive ability at Threadspin Tier 2. At Threadspin Tier 3, the E.G.O skill is improved, and using the E.G.O displays its own background over the stage.

Your basic LBC Identities and unique Sinner E.G.O. will automatically reach Tier 2 when you clear chapter 1 and then get further upgraded to tier 3 after beating chapter 2.

Gacha Mechanics

Through “Extraction”, you can acquire Identities and E.G.O for your Sinners. Identities of higher grades are less likely to be extracted. On the other hand, E.G.O of all grades have equal odds of extraction. E.G.O you already possess will no longer be extracted, making it more likely for other E.G.O to appear. If you extract Identities you already possess, they will be converted into Egoshards of the corresponding Sinner, 3 shards per 0 Identity dupes (=1 star), 15 shards for 00 (=2 star) and 50 shards for 000 (=3 star) Identity dupes . Egoshards can be exchanged at the dispenser for Identities or E.G.O you don’t own or traded for spindles of Thread. You can also acquire Egoshards in Mirror Dungeons. You require 150 shards from that same Sinner to buy a 00 identity and 400 shards for 000 and E.G.O attacks. As far I can tell I don’t see a way to exchange egoshards of one sinner for the egoshards of another.

There are 2 types of gacha banners: a banner that has specific rate ups for a Sinner and the ones that don’t have any rate up at all. Now each banner has 3 rolling options: a single daily pull using 13 PAID lunacy, a single pull using 130 lunacy and a 10-pull using 1300 lunacy. On 10-pulls you are guaranteed to get at least one 00 Identity or higher so Single extractions to me sound like a waste of money. While its pretty random who you will get, rate-ups act in a way that gives you a higher chance of getting the rate up unit. Every time you roll the game first generate the rarity of whatever it is you are rolling. On a single pulls you have the folllowing probabilties:

Rarity1st to 9th Extraction10th Extraction

If there are any IDs/ EGOs on rate up, after the game rolls what rarity you are going to get it then has a 50% to be the corresponding rate-up of the same rarity. For example on the current banner we can get a 000 Gregor Identity. If we use our Sanity and roll a 000 Identity we have a 50% of it being the Gregor Identity that the banner markets. That being said, it is only a 50% and I don’t see a system in place guaranteeing the rate up so its possible to keep getting 000 identities but not the ones we wanted (different units than the one the banner is showing off are often called “spooks”). Now for EGOs, there are X unique EGO attacks on each banner and you can’t get a dupe (not even on a different banner, each EGO is unique). When you get all of the EGOs available in a banner, the percentages change:

Rarity1st to 9th Extraction10th Extraction

There is also a Battle Pass that runs throughout a whole update Season and its split unto free and premium rewards. Level up your pass by playing the game and completing special battle pass missions (available to everyone even if you didn’t pay). When you purchase the Limbus Pass, you can earn extra rewards in addition to those available for free. The items you can earn from the battle pass include Lunacy (=gacha currency), E.G.O, Thread, Egoshards, Identity upgrade tickets, Enkephalin and more. The E.G.O rewarded by the battle pass is distinct from what you can find in Extractions but if you were unable to obtain the Battle Pass EGOs, Project Moon has said that you will be able to obtain them in later seasons. Pass missions will still give you bonus rewards even if the pass has reached the maximum level.


Egor Opleuha
About Egor Opleuha 7719 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.


    • it means 5 skills are from x affinity and one(or more) Ego uses that affinity.
      For example, it could be just one ego using 3 or two using 2 and 1 (displaying that X/3 on your screen).

  1. Great guide. I’d like some clarification if you understand this mechanic.

    Each skill has something that may do something additional. For example.

    I. [On Hit] Inflict 2 Bleed
    II. [Heads Hit] Apply +1 Beed count.

    What does the I and II refer to? I’m only asking because I don’t understand why these two bonus effects aren’t merged.

    • If I’m not mistaken, they refer to each hit the skill makes.

      First hit will inflict 2 bleed on hit, and the second hit will apply +1 bleed count if the coin is on head for that hit.

      For the one in the link, it’s also just the same effect for both hit count.

  2. You should probably clarify for Sinking that it’s SAN / SP damage for non-Abnormalities, otherwise it currently reads like it’s the same as Rupture.

  3. Great guide! Although i didn’t have any issues with understanding it i feel like it could use some images for new new players

    • I don’t think I will explain the UI since almost every screen has an button that you can click and it will do exactly what you asked.

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