What Makes a Tank? [Limbus Company]

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tanks are an interesting case in limbus company most people would agree on there being two main archetypes for IDs those being support and damage as well as the few that do a little bit of both yet there was a weird subset of IDs that don't really fit into any of those three categories perhaps you can Loosely fit them into one but it doesn't feel quite right these IDs are usually tanks but what even makes up a tank anyways support and damage are pretty straightforward definitions but is a tank just an ID with a lot of Health well in that case what constitutes a lot of health is warp Faust a tank well yes she applies debuffs and has a lot of Health she lacks aggro though that's surely what defines a tank right right I wish it were that easy basement salt is by all means designed to be a tank and yet he has no aggro in sight same with Mariachi Sinclair so how do I even talk about tanks when I don't know what they are how about let's just Define what a tank is easy as that for the purposes of this video a tank ID is one that has any one of these three things one aggro two an abnormally powerful defense skill or three a health pool in the 195 plus Health range so by these definitions warp Faust is indeed a tank but Leo murso is not a tank this leaves us with 14 IDs to discuss so let's begin by breaking them into groups the debuffers these IDs have an emphasis on debuffing the opponent as well as having decent bulk to take attacks on their own this via IDs uh yep there this is why IDs these IDs mostly have an emphasis on protecting others via spreading Buffs like protection while also gaining those Buffs themselves the hit me no really God please hit me I want to feel something I haven't felt pain in years to feel nothing at all has made me numb IDs I feel like I kind of covered it in the group name but these IDs actively gain benefit from being hit or at the very least are highly incentivized to be there's also the really good defense skill and maybe low stagger threshold tanks these IDs have a really good defense skill and maybe some low sagger thresholds wow nice commentary thanks I worked hard in it lastly bass Marcel we'll talk about him at the end I'll be going through all 14 of these IDs with varying levels of depth and giving my thoughts on how well they perform their function as tanks and specifically as tanks if I say an ID is a bad tank it does not mean they are a bad ID and if I say they're a good tank it doesn't necessarily mean they are a good ID but what makes a good tank I would say a good tank has one of these three traits one very high effective Health effective Health means not just the number you see in the bottom of the centers page but also accounting for effects like protection Defense level up and even the defense level to an extent two interception the main reason to bring a tank ID is to protect your smaller more fragile IDs so a tank ID with high speed is able to take those unwinnable clashes that another ID would take fatal damage from three not having to take what I know it sounds unintuitive but really the best defense is a good offense if a tank is able to win a clash and also absorb one unopposed attack in a turn that is the true sign of an effective tank before we start note that all ID information will be an uptight 4 though I will be mentioning differences if I find it necessary and if you want to know about what exactly changed from uptight3 update 4 I've got a video for that now without any more delay let's get into the groups first we have the debuffers this group Duo really includes two IDs insults and work Faust despite being very different on the surface looking a little deeper they are actually very similar both warp Faust and end salt have a bind and attack power down is the main focus of their kit with insult applying it via his skill 2 when the opponent has five plus nails and faustifying bind on her skill too and attack power down on her skill 3. so warp Faust there really isn't much more to say about warp Faust but first let's talk about why bind is actually a useful debuff when it comes to being a more effective tank say we are fighting against an abnormality this abnormality always rolls a 5 in terms of speed let's say we got some unfortunate speed rules and now all of the attacks the abnormality does are going on to our poor Sinclair and there's nothing we can do about it now let's rewind and instead assume we have inflicted four bind via warp vow skill too now the abnormality can only relate one on speed allowing more Foust to take the Clash on herself even if she loses she's able to divert away from the vulnerable Sinclair so bind to attack power down and a relatively good health pool compared to other tank IDs we have coming up this is pretty underwhelming especially since her defense skill is very bad so you can't really tank that way making her effective Health the lowest in this video overall warp Faust is somewhat screwed over by the definition of tank in this video but she could say 4 out of 10 on the effective tank scale now and salt I don't really like this ID but he does do tanking really well he's already at the top tier in terms of Total Health and his effective Health isn't bad assuming you use that counter every turn to get the protection you can soak up a lot more than 218 damage he also has quite a bit of aggro which is nice since aggro does something what does aggro do exactly malt take this with a grain of salt since I could not find any official percentages or anything but this is the simplest analogy I can give you for how aggro actually works imagine that at the start of the turn every skill slot on the field is put into a bag and is then chosen at random by the abnormality and that is done as many times as there are attacks to do now if we use a skill that gives Aggron use that skill slot would be given X more tokens in that bag where X is the aggro amount the exact thoughts are probably a lot simple and there are lots of circumstances where this rule is not followed but that is a general idea aggro also does not do anything in human fights as far as I'm aware besides maybe give you that cool glowy aura so all that being said aggro is pretty good if tanking is your job and it certainly is and salts his main value really does come from that skill too he's able to apply to attack power down in five buying total next turn five Nails sounds steep but a single skill three to turn prior ensures the enemy will have five Plus Nails his main problem comes from clasher because he is really bad at it his skill one is effectively a dead skill in a clash but it has an interesting effect if you go unopposed the only other notable thing is the small amount of healing on the Skill 3 which is increased by an okay amount depending on nails overall and Mercer is an effective tank s for not being able to win clashes particularly well and needing a bit of RNG or patience to set up his debuffs when not on an encore team he gets an 8.5 out of 10 for effectiveness so those were the debuffers they are a strange Duo but I really would like more tanks that fall into this category it's a shame these two don't really fit into more teams since you'd be losing significant value on both of them by not running them with their respective archetypes let's move on though this via ID section contains the zwai IDS I don't know what you expected but specifically zvi Gregor survive Faust survivorodian and spy Sinclair though funnily enough they really shouldn't be grouped together let me explain Faust are fine they released on the same Banner so it makes sense they would have similar mechanics and they do Sinclair and rodian though feel like completely different IDs both from each other and from Gregor and Faust let's start with virodian as a disclaimer I do not own this ID and I am too broke on Eagle shark greats to afford her uh I swear but anyways since the last time I talked about this ID in the uptight tier list my thoughts have settled on her this is a weird idea relying on Poise count to gain tankiness was not on the bingo card for ID releases but I guess this is what we got her numbers are not great her skill one is a throwaway skill actively thrown into the mix basically to just lose a clash except it's kind of hard to do that when your speed is so low thankfully she has aggro regardless virodian is maybe all right at tanking the problem lies in being reliant on constantly gaining Poise count meaning she can't really be the most effective guard spammer if you want any further value out of her the 15 plus Shield requirement is a strange trend her effective health is decently high and she gains a large amount of aggro alongside a strong 20 roll on her's defensive skill overall survivorodian gets a 5 out of 10 for Effectiveness her confusing way of tanking alongside numbers that are just alright means she lands about in the middle this is far better than what her uptight 3 state would get but that does not say much zvai Sinclair I don't really know what to say he got a little bit better from upside four being able to spread protection around is nice and the problem comes from it being spread around you can't rely on zwai Sinclair to protect one person this passive isn't even as good as you might think it is easy to activate and the bonus is not bad but he's so slow which means it's very likely this passive Only Hits one person as it is only adjacent allies and if there's only one person adjacent he will only give it to that one ID I have no idea when this would even be useful though there's too many RNG factors to make his projection spreading anything more than oh man I lost a clash but thank God I'm taking 10 less damage from it the only time this is useful is with the second tank on the team which okay sure this is a use case but other than that his Skill 3 can win clashes which is an upside but he still one and two both roll a ten so outside of very easy clashes you are banking on the Skill 3 alone overall spy Sinclair is not a very strong Contender for her slot on your team maybe someone in the comments can explain what I'm missing but I just can't see it he gets a 5.5 out of 10 for Effectiveness simply because he can get some protection on himself and make use of it with aggro but he doesn't do anything besides that all right let's break up the mediocrity with the funny nicotine addict it's VI Gregor I instantly went with this guy unreleased since I mean I'm a hopeless Gregor simp hell my steam review for the game is I want to be just like bug guy either way this ID doesn't seem great on paper it doesn't seem bad either since his skill 2 has what I have dubbed I can cook anything numbers which is always pretty good for damage in terms of being a tank though Gregor falls into a very nice niche in my opinion and I'd like it very much thematically for being a spy ID he acts as one of those intercepting IDs with extremely high speed that's only beaten by seven Otis he will almost always be able to intercept an attack on the field in abnormality like fights also this is the only ego I will mention in this video but with the four paralyzed on Leisure domain as vydrager going first can absolutely devastate opponents in terms of effective health I don't even really know where to begin he gains a lot of shield on Clash lose for a steal one which is nice but the main mechanic really is stacking up those Defense level UPS in fact his steel 3 gives three Defense level up to every Ally next turn which is about equivalent to one protection this makes Vice and Clary even less relevant the coin power on this Skill 3 is relatively easy to activate and it makes him roll a 17 which is pretty good for clashing all you need to do to get this active with no outside help is use your skill 2 to the turn prior giving you two Defense level ups and aggro so you should have an attack targeting you then you ignore that attack and clash with another one now two attacks are targeting you activating his passive meaning once you activate the Skill 3 you would have 7 defense level UPS this was a bit more in depth to his kit since his ID is new and people don't really know what to think about him yet so I figured I would clarify how I believe he should work overall I'd love this design and I don't just mean Gregor himself though I do also mean that his Effectiveness is a 9 out of 10 for tanking simply because he fits all three categories of what makes a good tank High effective Health interception and can win clashes and the last is via ID welcome to almost objectively better zwai Sinclair zweifaust is an interesting supportive tank don't get it twisted her clashing and damage is pretty good considering her passive is really nice providing two Defense level up to adjacent allies oh but what is this an average speed range I'm sorry I can't help but make fun of his wife and Claire but this means it is far more likely that you can actually hit two allies with this passive and it is owned Gloom meaning this triggers always the defense level UPS double when the Allies are below 50 Health which is a substantial increase one thing to note is that her Skill 3 Defense level up in haste does not specify as it being next turn thankfully it does apply next turn otherwise this would be worthless and you might be seeing a thumbnail like this in your future outside of that there isn't much more to say about spy fast ly compared to the other two stars by Ides she gets a 6.5 out of 10 as a tank she doesn't do anything super well but she spreads tankiness in a far better way than spy Sinclair and at least she doesn't force you to make sure to use two Gloom skills to activate her passive but wait I missed something the Sheep wait let me clean my glasses this can't be right she heals 4 HP on Clash win on her skill three that at least doubles her effective health I can't believe I missed such an important line in her kit 10 out of 10. easily so that's it for this via IDs a pretty mixed bag but all of them are at least usable in my opinion though this virodian absolutely requires up Type 4 to use the others like it of course but she needs it I really don't like roading or Sinclair much so I'm really glad I enjoyed both Faust and Gregor's kits at least in the short amount of time I have had them the third group is the hit me IDs this includes K corpong Liu Rhino mersau Mort murso and sloshing Ishmael ugh let's deal with her first sloshing Ishmael is a good tank out of Type 4 she gains about 19 health and shield every turn she doesn't deal damage so uh if you want a tank to literally sit there and do nothing go crazy the thing I don't like about this ID specifically is that her Skill 3 is actually good at winning clashes but it is awful for Tremor since it reduces Tremor count by four for such a minor benefit and since you can actually win a clash with that Skill 3 you never want to use it so you just Spam guard how horribly boring maybe I'm wrong but seriously all she has going for her is a very high effective Health amount she's a six out of ten for Effectiveness but don't blame me for the brain sales you lose for using this ID word Rousseau is an IDI almost omitted from this list but he is rewarded pretty nicely for using his guard and getting hit and he is fast enough to intercept clashes with decent numbers his only problem is not having very high Health to sustain taking all that damage this is ignoring ego of course since pursuance or fluid Sac means that is not an issue this is another tank that needs uptight 4. since his uptight restate is about as worthless as Side characters in Kanto 1. at upside 4 though he is pretty competent unlike Side characters in Kanto one so long as you maintain that five plus charge his main benefit really is that high speed allowing him to use his decent guard skill to take the hit or clash with his skill 2 or 3. so while his numbers do leave a little bit to be desired wmrso is an alright support slash interception Tech tank Effectiveness is just barely a 7 out of 10. Rhino merso next and he is quite good he's very similar to wmrso and that's a byproduct of them both being charge Reliant they also both fall into the interception category of Tanks though Rhino marso needs a little bit of time to go really fast kind of like an African slash Asian land animal whose Name Escapes me at this time unlike that land animal Rhino mersau gets stronger the more he is hit charge-wise of course his Skill 3 is an excellent clasher rolling a 21 out of 10 plus charge count his main downside is not having any real damage prevention outside of clashing skills and a defensive skill of 20. that being said taking no damage due to Simply winning The Clash is superior to taking a small amount of damage my number so gets an 8.5 out of 10. Simply for his insane top speed which makes you very likely to be able to intercept those clashes and potentially win them no one else is even close to the level of tanking that k core pong Liu can provide these effective health is at least one thousand that is a low ball estimate he clashes better than all of these IDs with an 11 14 16 and a 16-20 combine that with high aggro on every skill besides his third and you have an ID whose only weaknesses being slow like a tank should be oh wait no he's only a little bit below average speed meaning this guy can also intercept oh and I forgot to mention that he gets three lives if you play him right I would give him an 11 out of 10 if I could and I can so I will k core Hong Lou is the perfect tank ID he's fun to use stupidly tanky not horribly slow has a team he fits on in the form of rupture and he's got that cool effect like rabbit Heathcliff and Rhino mercel where he puts on the helmet and talks all differently borderline broken so those are all the please hit me IDs they are all relatively simple but on average these are the strongest tank IDs though that's perhaps due to one particular ID boosting the rest like me getting carried by the YouTube algorithm if you're in this far by the way thank you for watching oh man there was a shill caught in my throat anyways let's get back into the video fourth up the strong defense skill tanks lccb Ishmael 7 Otis and Mariachi Sinclair all of these are a little weird the weirdest probably being Mariachi Sinclair because he's the only ID in this video with an evade defense skill Which is far superior to guard in almost every way so long as you hit heads if Mariachi Sinclair just had aggro this would be a really useful ID since your effective Health becomes infinite on any attacks that roll below a 16. unfortunately this is not the case so Mariachi Sinclair is left at the hands of RNG even more so since his skills suck on a team that is not a sinking heavy one so unlike every other idea on this list except for maybe some ice and glare marianchi Sinclair struggles to gain sanity from Clash wins unless he starts off with a lucky skill 3. this severely hurts his viability since missing heads on an evade skill is far worse than missing it on a guard and so marachi Sinclair kind of becomes the gambling man's tank if you can get enemies to focus him somehow you are nicely rewarded with poise count and no damage taken if not he is virtually worthless since this guy isn't intercepting anything reminds me of another Sinclair ID okay I'll stop I'll stop bullying him enough zabai Sinclair slander Mariachi Sinclair Clarity 5.5 out of 10 for tankiness for being a bit too reliant on RNG to start but once the ball gets rolling he will do all right lccb-ishmail next another wacky one I talked about Encore P Cliff being a hybrid ID in my last video but lccb Ishmael really is all three support damage and tank however does she perform the tank roll well no she's a one-trick pony she can use her guard to gain aggro and additional aggro when she's out of bullets and it's a good guard skill and all but that's it I don't even have any jokes sorry I checked my bag of jokes just now and only found svice and Claire in it lccb Ishmael is a 3 out of 10 on tank effectiveness seven associations South section 6 director Otis man I understand why we use abbreviations seven Otis is similar to lccb Ishmael on paper but actually does a lot more right she has slightly higher Health much higher speed better clashing numbers and inflicts paralyzed and external her skill 1. as opposed to same turn for lccb Ishmael all of that combined with a guard scale that gets better the next turn you use it if only by a little means 7 Otis is actually incredibly effective if you choose to use her as just a fast Interceptor with her guard I have personally done this on the my form empties hard mirror dungeon fight I went into this video thinking seven notice would be kind of bad but she actually is a very effective high-speed tank she gets an 8 out of 10 for hitting all three requirements of a good tank the strong defense skill tanks are an interesting subcategory you can make the argument for 7 Otis being a d buffer instead and it's fair but she isn't quite on the same level as those other two debuffers there are actually Sinclair and lccb Ishmael though are both very strange tanks lastly the odd one out base mercel weird right the most traditional tank in the game and he doesn't really fit any of these categories he applies Tremor but that's not a debuff we care about for tanking purposes he's not part of this VI he's not rewarded for being hit he doesn't have aggro nor is his defense skill particularly good so where does that leave basement so I don't really know All Things Considered his numbers are not that terrible at uptime four though that offense level is atrocious and the plus three to Defense level matters less since his guard is the second worst on the list so what is his purpose I don't think he has one the only good thing he gets is three protection is skill three I'm giving him a 2.5 out of 10 on tank Effectiveness this guy just can't keep up oh that's all of them I really do think tanks as a whole are somewhat underrated but it makes sense why tanks are very different they encourage you to slow down especially IDs like slosh Mill that straight up don't want to deal damage outside of measly rupture potency part of the problem is they also require that uptight for investment which just simply isn't worth it for some IDs Marceau is also part of the problem as you may have noticed he was on this list four times meaning four out of the 14 tanks are on one sinner this means it's likely you just up tie your favorite murso three star and then move on since it's likely you don't care to have multiple tanks at up die 4. so are tanks in a healthy spot in limbus company I think yes strangely enough even though I bash certain tanks in this video that's just because all they did was be mediocre at tanking that's just how it is sometimes not every ID is going to be the K corpong lieu of tanking that being said I would love to know what you guys think of the tank IDs you use if you use them at all I think zweigragger Takes the Cake in terms of animations and play style for me that's all from me thank you for watching this video ends
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Channel: ESGOO
Views: 67,789
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Length: 23min 10sec (1390 seconds)
Published: Thu Aug 17 2023
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