An (Exhaustive) Overview of Charge [Limbus Company]

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a few weeks ago if you asked me what the strongest team composition in Olympus company was I don't think I would have had an immediate answer for you I probably would have listed off various strong IDs and just mashed them all into one team however project moon really likes charge like really really likes charge since the release of War pong Liu an especially warped ryoshu it's become clear that building around charge is probably one of the best ways to succeed why though what makes charge so strong in limbus company in this video I'll be going through every and I mean every charge related thing in this game I'll start by giving an overview of a pure yet very potent charge team then we'll go through the other charge IDs and lastly an alternative charge team and the loose ends as well as my final thoughts on charge as a whole as always everything in this video will be at upside 4 but we will also touch on that topic a bit later as well let's not waste any more time as you can probably tell there is a lot to cover starting with the purest charge team named as such because this is what most would think of when they think of a charge team I'll be starting by using five Sinners but we will expand to seven the two additional centers are the ones I deem less necessary to the team overall this team consists of w Don w mercel w ryoshu reindeer Ishmael and rabbit Heathcliff the two extra centers would then be warped Faust and warpong loo now let's go through and explain the purpose of each ID on this team alongside the notable charge related ego W Don this is the charge ID people can argue about whether W ryoshu has better damage or not but she will never be better for charge teams than W Don why this god-forsaken ego and by God forsaken I mean God blessed Don telephone is the most broken ego in the game is it the strongest that's a bit more debatable but telepole enables so many IDs to be stupidly strong here's exactly what it does it gives 10 charge count to Dawn on hit then gives every Ally charge count by Envy resonance but that's just the Awakening version the corroded version gives 10 chart to Don alongside 10 rupture then every Ally gains 12 charge 5 fragile and 10 rupture the craziest part is an uptight 4 this game's three attack weight for some reason this means that Dawn Gaines or would gain 30 charge on hit due to hitting three targets but 20 charges the max any it can hold meaning you only need to hit two Targets to get to Max charge in case that wasn't enough it also made the 12 charge given to allies consistent since it used to be only after hitting heads with the corrosion speaking of the corrosion giving 12 charge to everyone else really is the big thing here and the relatively cheap cost to this ego means that overclocking only costs 8 resources to wrath three Gloom and three Envy looking at our sin resource spread we cover all of those sins very well meaning running out of resources this ego is hardly a problem it should be pretty obvious why 12 charge to allies is insanely strong but you'll understand more when we get to the other IDs let's talk about W Dawn's actual kit first her skill one is pretty standard gains some nice benefit from high charge count leap is a very strong skill and is made Stronger by charge while giving a ton on its own then rip space which needs 10 charge to become an insanely powerful nuke yes conveniently Dawn telepole gives Dawn more than enough charge to just use rip space and then basically use it again the main downside is the 20 sanity cost of telepole this means you're unlikely to entirely make up the Sandy loss in just one Clash Win Regardless W Don is one of the best damage dealers on a charge team which says a lot since there's like four of them W Rousseau is a very different kind of useful skill one is his main form of charge generation outside of telepole it rolls average and generates a good amount of charge and it always leaves him with at least 5 charge his skill 2 and 3 conveniently gain plus one coin power if he has five plus charge making them roll a 14-17 respectively and his skill 2 inflicts 2 slash fragility his skill 2 is probably his best skill for a charge team since rip space and a very similar skill coming up are both slash skills though his Skill 3 isn't worthless either rolling a 17 is pretty good and eight defense level down is not to be taken lightly especially with his fast speed every three Defense level down is about equivalent to nine percent more damage so 8 defense level down accounting for scaling ends up to be about 20 more damage this is universal damage however unlike the slash really wmrso can also act as a tank with his guard but that is rarely necessary on a team like this due to the sheer power of the other members I'll address this now why not Rhino Marcel well simply put you can use him but for a purest charge team wmrso makes more sense in my opinion and he has more Synergy overall due to that slash fragility W ryoshu is up next of course the one time I'm away on vacation is when they release an insanely powerful ID wyoshu acts as an incredibly strong damage dealer alongside a little bit of utility on her skill too her skill one is just all right it's good damage and good Char generation but that's about it her skill 2 can Clash insanely High to 23 when at 15 plus charge it also inflicts slash fertility though it is same turn at a mediocre speed range so it is less valuable than wmosos her Skill 3 is simply insane and is the other slash nuke I mentioned before the fact that this skill can deal more damage than rip space a skill with an extra coin is insane its balance around costing 50 more charge than rip space and having a pretty nasty penalty for using it below 15 charge guess what ego solves that problem yep by the way if you get a kill with d d e d r after spending 15 charge you basically refund back seven of your charge and give an ally 7 charge via the new charge barrier effect this effect gives three times its count in Shield health to the attached unit unless they're from W core in which case it is five times the count meaning this is either 21 or 35 Shield health then the effect expires next turn and gives you charge based on how much Shield out you had left over since this is on kill it is extremely likely that ryoshu shoots back up to at least seven charge and an ally also gets the benefit which is great overall War for Yoshi was probably the second most important ID to a charge team simply for her damage output now who am I kidding it's all about how cool that Katana looks while glowing and ryosh's reverse grip I mean massive style points I looked away for two seconds how ugh for the sake of the video I'm just gonna pretend it's never happened reindeer Ishmael is the third most important idea on the team in my opinion and weirdly at uptime 4 reindeer is one of the ideas that is least reliant on Don telepole whereas she was one of the most reliant on it at uptight 3. she perfectly fuels every sin for dawn telepole has a fantastic skill one her skill 2 is great and then mind whip at uptight 4 this skill only spends eight charge instead of all of your charge it also got an increase to coin power meaning mind whip is now a consistently good nuke and her passive also got reworked for the better you'll notice that Gloom is an incredibly common sin Affinity on this charge team making three residents barely a problem especially with seven Sinners this triggers both W Don and reindeerish Mills passives wdon's passive allows her to counteract the end of turn loss of one charge count and reindeer gains an attack power up for free so long as she deals damage I am going to run out of ways to say this idea is strong they do good damage but it's true reindeer smells a strong Clash are in damage dealer for charge teams she also has strong blunt damage something the rest of the team lacks so in case you thought charge teams were basically mono slash teams nope they have good damage type coverage as well rabbit heathcliffe it's rabbit heathcliffe I could end the section there but I'll keep going he provides gluttony and wrath which are generally somewhat lacking wrath especially is one of her dontelible corrosion other than that it's I mean it's rabbit Heathcliff if you don't know why he's strong let me just slide this skill on screen real uh quick it's no secret rabbit he Cliff doesn't use charge very well or at all really however he does have aedd and teleport which are both charge based people talk about add later but telephones an incredibly strong classroom and AOE ego that is mostly well fueled by this team I would recommend the Awakening version of this ego since you saved the resources and get the most value out of your charge which will most likely be gaining in Surplus the power of heat telepole in Santa with rabbit heathcliff's already incredibly strong kit means that he is kind of a no-brainer so those are the core five of a charge team in my opinion you can already see how powerful this team is the numbers these IDs can put out are pretty much unmatched with the only limiting factor being charged except that's not much of a limit with her let's talk about the last two IDs before I get ahead of myself warp Hong Liu is an interesting one he mostly acts as a fast intercepting tank with his passive allowing him to go consistently very fast he's also the main source of charge barrier Buffs spreading lots of them around via his seal three his skills aren't bad either with an 11 14 clashing into 16 if he has Shields and a 17. this ID reaffirms to me that project moon really loves Hong Liu not allowing him to have a single bad ID dementia Shredder is also worth noting allowing Hong Lu to gain even more charge and have a second life I wouldn't call this ego essential but it is very strong and allows the opportunity to lean into rupture damage with the dimensional riff giving some decent rupture count W Hong Lou is overall not a completely poor part of a charge team but he does work to spread around charge and tankiness more Faust is an ID who earns respond to the team from her decently useful utility and fluid sack as well as just being a charge ID her passive is an interesting Mini telepole and not many like w Hong loose charge spreading with his charge bearers I mean tiny once per attack warp Faust gives one charge to a random Ally this is an alright benefit but that's about it it's only really useful if you're running a full charge team which in this case you are it's unfortunate this hits rabbit Heath as opposed to literally anybody else on the team but it's really just a small benefit no matter what now what's that you say she also has a table ego no not really this is by far the weakest of the telpoles and is completely unnecessary so of course this was the first ego I pulled from gotcha but really the most use you'll get out of this is the passive and even that is all right at best flu attack competes for the same spot and is just a far better tool for sustained purposes so that's an overview of a pure charge team you have four very potent damage dealers and three supports tanks for the damage dealers even though I said W Don is one of the best out of the four it it's kind of impossible to say he will deal the most damage well Ranger Ishmael isn't exactly in the running but between w ryoshu w Don and rabbit Heathcliff those are three very strong IDs and you really do want all of them if you want to just kill as fast and effectively as possible the last three are somewhat interchangeable though personally I like w Hong Liu and no not because he steps on enemies and no I don't wish that were me WF house is definitely the most replaceable on the team though in fact looking at the sin affinities well overall there is a good balance the team does lack a little in lust for Heath telepole and Faust fluid sack if you want to use them if you wish to rectify this problem I would recommend El core Faust over W Faust wfaos does her job fine and if you think you'll need the debuffs go for it however elkhor brings more damage to the team alongside those sweet lust resources for the aforementioned ego though elfhouse skill 1 isn't very good at upside three she is completely usable even without up type 4. unlike W Faust speaking of up ties this team is expensive in fact here are all the IDS and ego from what I mentioned that gain a significant benefit from uptight 4. yeah that's like most of the IDS and only one ego but ego are really expensive to uptight for especially a heat ego like Don telepole is of course you can still use charge teams at uptight 3 but just know that to get close to the peak of charge teams you will want to start giving some resources to it is it worth it though it is a huge investment after all and I mean it's so expensive and how much grinding yeah it's worth it this team outputs so much damage alongside decent utility and sustain fluid Sac is a huge part of the sustain but you could potentially use pursuance or just not get hit while this team is pretty basic literally just putting every W core and our core member onto one seven center team the numbers and results really do speak for themselves so now we've covered a good majority of the charge IDs but we do need to talk about a weird subset of charge units the rose banners these guys are kind of fake charge units and while you can't build a full team with them they are still worth mentioning except hey get out of here Marcel you don't even use charge oh never mind seriously though that's his only source to charge and I had no idea he had it before making this video it's also his only source of spending charge it's entirely self-contained so it's pretty hard to call Rose Banner so a charge ID thankfully the other Rose banners do utilize charge at least a little bit more than mercel Rose spanner Gregor is actually pretty interesting to talk about for a couple of reasons and he could theoretically find his way onto that purest charge team from before if you're a fan of rupture yes I know this is the charge video but stay with me wmrso W Don and W Hong Liu all inflict rupture in various amounts and practicality but the potency is not too bad honestly the issue as always is Count Rose panelbecker's skill 2 helps slightly same with his Skill 3 but man I wish this wasn't capped at four but that's not all for his rupture count application Gregor's aedd ego has a few things for both charge teams and rupture it gives Gregor 10 charge count then inflicts a unique debuff on the enemy spark discharge this effect makes it so whenever you hit The Afflicted enemy you gain one charge if you hit with a Gloom skill the Target also gains one rupture count so in an Ideal World you stack up a bit of potency then keep it going as long as you can with Gloom skills however that extra charge is also a pretty nice benefit especially with the passive which siphons too charge away from Gregor which is generally fine as he doesn't use it too well and gives one charge to the Ally with the least amount combining aedd Gregor with Don telepole can mean sustaining far more charge than what should be possible if only this ego wasn't essentially tied to a very mediocre charge ID if Gregor ever gets a good charge ID this would actually be pretty interesting which I mean it's not like they teased one super long ago just another thing the French have stolen from us Rose spanner brodian is far less interesting in comparison he's entirely self-sufficient in terms of charge consumption so her benefit from dawn telepole is non-existent and Tremor doesn't really synergize with any of the other charge IDs besides the other Rose banners she doesn't even have any charge related to Ego and Rose Banner murso is worse like I mentioned before it's hard to even remember this guy as charge but you also have to forego running Rhino or Wort murso so it makes absolutely no sense to use him so really the only idea I can even somewhat recommend is Rose Bennett rigor it's a shame too I think there's a lot of interesting things they could have done with the charge on these guys even if that would have been just spending the charge for more Tremor application but it would have been better than what we got let me quickly talk about Rhino Rousseau the last charge ID I haven't fully covered his skills gain power based on both speed and charge this is due to his gimmick of gaining more maximum speed when at higher charge count his only source of spending charges on his Skill 3 to inflict lots of bleed count and also to bump up his coin power so Rhino murso's kit is pretty solid in a vacuum the only problem is that no one else on a charge team really cares about bleed very similar to how project Moon also doesn't care about bleed this isn't really a point against rhino mersau since like I said his kit is just good as it is but he doesn't fit quite the same mold as the other warp IDs and reindeer Ishmael his best Synergy is with Don telepole making him go very fast very quickly of course alongside being able to use his Skill 3 instantly as I mentioned the wmrso section using Rhino is almost entirely a matter of preference as I think if you've played to wmrso's strengths he can be a fitting replacement but Rhino murso is certainly the better generalist now we really have talked about most IDs and ego that use charge so let's quickly tie up two loose ends and then cover that budget charge team I mentioned at the beginning of the video first let's briefly talk about the last charge based ego Dimension Shredder you sang what's that you say he doesn't have a charge ID at all why is this a thing the answer well like I said at the beginning project Moon loves charge anyways this ego is pretty good in terms of charge usage this is similar to telepool Heathcliff gaining more damage instead of skill power though of course there's a question of where you sang is meant to get the charge from besides the passive I'll give you one guess realistically this doesn't fit anywhere on a charge team you can bring in individually strong ID like spice bushy sang and feed him some charge through Don telepole and say that he's part of your charge team but like I mentioned he just doesn't have an ID with charged Synergy yet also a dimension Shredder competes for the same he slot as sunshower does so if you have the battle pass this season have fun trying to decide between the two it's not a hard choice there's also a charge related interaction I want to talk about with none other than Sun shower Heathcliff now I did talk about this briefly on my whole entire video on him but I wanted to talk a little bit more about it here Cliff's aedd passive can allow him to be extremely sustainable since every time he is hit while he has charged he will regain 2.5 percent of his max HP while this isn't that much healing combining it with Sunshine Cliff's natural large amount of protection can lead to him being alive far longer than he should be the best part is when running into the charge team you have done telepol Sun shower also has another Synergy with charge teams because telepole is great with him since the coin value is negative and he wants to be at low sanity leading to more damage on average ironically sunshower heathlift might be more of a charge ID than rabbit Heathcliff due to both of the charge you go having objectively better Synergy with him now here's a fun charge team for those who don't have all these fancy three star IDs this team consists of w Don base Heathcliff 7 ryoshu W Hong Liu and Rhino mersau slash wmrso up to you the two extra centers don't matter that much but the main idea of this team is being relatively cheap while also having a fun gimmick W Don is here for telepole and rip space of course she is a staple on charge teams even once less focused on charge like this one base Heathcliff is here because he's decently strong and everyone has him alongside his sinophenities being pretty good for telepole both his and dawns W Hong Lou is here for more charge spread and tankiness as well as providing more wrath and a bit of gluttony for another ego Rhino Rousseau and W Marcel feel the same role of being slash focused though wmrso has the slash fragility which is why I prefer him for this specific team then lastly 7 ryoshu she ties together the gimmick of this team which is slash fragility on samrio's Skill 3 you can inflict 5 fragility next turn with W more so then going first or even just faster than W Don you can bump that up to seven slash fragility meaning you can have rip space steal 70 more damage than it normally would this only gets better if you use more IDs with Slash skills if you don't have swash some ryosh's Skill 3 in rotation you can instead use the red eyes ego for a smaller slasher agility buff though that one also requires you to be faster than the target so while this team doesn't really entirely focus on charge it is relatively cheap and can be effective for nuking down larger opponents and even for General fights it will do well since all the members are pretty strong and that's everything I wanted to talk about in this video except what do I think of charge overall well it's incredibly strong definitely the strongest status effect in the game currently except is it really even a status effect charge via the in-game description is just a resource used by certain skills that can go up to 20 and the count goes down by one at the end of the turn that is all it does normally now an ID like Rhino mersau actually uses charge in a way I'd like there was a little bit of debate on whether or not to spend charge with him since you do gain lots more speed while hoarding charge more priyoshu has the much smaller version of this effect gaining coin power with more charge this design philosophy is something I want to see more of and even Rhino and warp ryoshu fall into the problem of two skills that generate charge and just one big one to dump into as do most charge IDs weirdly enough Rose spanner rhodian is one of the only charge IDs to break this trend having her effect be constant and on Tremor burst over the course of making this video I slowly began to like this idea more and more as uninteresting as rosebank Rodin is to talk about in the grand scheme of charge teams that passive of hers is actually a really good way to do a charge ID so in case it isn't clear I don't like charge on its own it's boring it's strong don't get me wrong but like really this is the saddest effect you chose to focus on Project mode I am releasing this video The Day of the new seven IDs so hey maybe those will bring some new life to rupture which at least does something and requires management you would think charge requires management too right but it doesn't so long as you have one specific ego who I have mentioned a lot but not enough to truly get across to you how much it breaks charge Don Quixote's he ego telephone now you can absolutely use a charge Team without dawn telepole but the point remains that without it every ID functions as intended which is taking a few turns to set up then doing their big attack whereas Don telepole skips all of that setup and while that is great for going fast it also makes every charge ID inherently unbalanced W ryosho can use her Dance Dance Revolution skill on turn one Rhino Rousseau can use this Skill 3 on turn one warpong Luke can immediately spend his charge on giving allies charge barriers on turn one warp fousts can get her debuffs up immediately okay so that one isn't quite as game breaking but the point remains I really could rant on about this ego forever but I don't think anyone wants to hear uncut footage of me losing Sandy faster than the one who shall grip so instead let's talk about another aspect of charge how goddamn good their IDs are not to mention simply how many of them there are and for so many of them to be good it borders on unfair W Don W ryoshu Robert heathcliffe if you want to count him Randy or Ishmael Rhino Rousseau is also a great ID and I think W risotto Type 4 is also pretty all right not as great as the other IDs but still in case that wasn't enough let's look at some of the unique fun things charge has like how it has charged barriers and Spark discharge meanwhile bleed only has bleed well I do understand that charge is not a status back in the same way that bleed or burn is it's still very much is a status effect however I understand why people like charge outside of it being really strong and the animations for the IDS usually being pretty cool doing a few smaller attacks to build up a strong attack is a pretty classic gameplay Loop and for good reason since I don't want to bore you all with any further ranting let me just say this if you are going to take away anything from this video don't let it be charge is boring that is just my opinion and if you happen to share it that is totally fine but if you're new to Olympus company and just found my videos you can see all of these charge IDs and ego as building blocks charge is one of the few status effects that can really be built in multiple ways you don't have to just shove every charge ID on one team you don't even have to use Dawn telepol as incredibly broken and Powerful as it is that slash fragility team from before should show you that there are many ways to build a charge team that isn't just optimal damage rotations and nuking with insanely strong skills now that you do have at least a baseline understanding of what these IDs can do use that knowledge to make a team that you like best that is the best advice I can give you that's the end of my ranting thank you for staying this long and watching as some of you may know I always like to do a funny bit near the end of my videos and between you and me all of you who stay to the end are my favorite viewers but just don't tell the other guys that okay gonna be our little secret what's not a secret though is the fact that this video ends up
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Views: 55,278
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Length: 25min 22sec (1522 seconds)
Published: Thu Sep 07 2023
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