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Limbus Company – How to Defend

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Guide to Defend

Introduction

In all honesty, this guide was written out of spite for all these new players (and old players) who keeps banging on about how low clash power makes the game hard, without understanding how important defense skills are.

If you’re having trouble clearing stages in any of the game mode because you keep losing clashes or think you don’t have enough clash power to clear a level, that is 100% a skill issue. Every case of these complaints I’ve seen are from people who do not utilize defense skills. And higher tiered players I’ve spoken to utilizes defense skill constantly.

So this guide is to teach people how and when to use defense skills.

Why Defend?

Con

  • You get hit.

Pro

  • Because defense scales.

Unlike coin power which largely remains static, the power of defense skills – aside from evade – scales with the level of you Sinners. In Mirror Dungeon, defensive skills – aside from evade – are as powerful on the 1st floor as they are on the 5th. They will never lose their value.

Evade

While many sees evade as the best defense skill because success negates all damage, it is actually the worst. Unlike the other skills, evade is incredibly situational and doesn’t scale with character levels, because it works on coin power instead of potency.

A single evade coin is flipped against ALL of the opponent’s coins. If the evade coin fails once, it will fail the remaining coin flips.

Pros

  • Completely evade individual damage of coins
  • Affected by coin up

Cons

  • Does not scale with potency
  • Relatively low coin value
  • Single failure cascades
  • Reliant on sanity
  • Usually on IDs with low HP
  • Can fail on coin toss

When to use

  • When in sin resonance for the evade skill
  • Against low sanity opponent with low minimum/max coin power
  • When attack skills are hopeless and attack cannot be redirected

Guard

Perhaps the most consistent – and therefore the best – of the defense skill. The shield generated scales with potency, meaning the higher the ID level is, the stronger it becomes. And as ID level cap increases, while coin power will remain the same, the guard power will only become stronger.

Guard generates a temporary shield that lasts the entire turn at the start of the attack.

Pros

  • Scales with potency
  • Versatile
  • Generates shield
  • Shield lasts for whole turn
  • Usually on IDs with high HP
  • Activates on use so never fails

Cons

  • No offensive capabilities
  • Can take damage shield breaks

When to use

  • When attack skills are neutral or below
  • When an attack redirection is needed
  • Against powerful attacks
  • When being targeted by multiple weak attacks
  • At high health against fatal/weak attacks
  • Not near stagger against normal/weak attacks
  • Practically anytime against endure/ineffective

Counter

While not as good as a pure guard, counter is a personal favourite, because there’s really nothing cooler for me than watching your little bean of a sinner dodge a strike and return it.

Unlike evade, which activates on coin toss, or guard which activates on use, counter activates only after surviving an attack, which might seem unintuitive in saying it is the second best defensive action. But like the others, there are scenarios of when to use it, and why it is so powerful.

Pros

  • Looks cool
  • Deals damage
  • Usually on IDs with high damage or…
  • on IDs applying debuffs
  • Damage scales with level
  • Usually on IDs with distant stagger value

Cons

  • Takes HP damage
  • Must survive attack to use
  • Not good against finishers

When to use

  • Against low damage attacks
  • When sinner is not near being staggered
  • Against normal/weak/endure/ineffective damage types
  • To redirect attacks when there are not enough clash advantages
  • When sinner can survive/not get staggered by the attack

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Written by benderboyboy