Limbus Company Bleed Build: Coins, Count, Roster
Bleed teams in Limbus Company explained from harvested Identity data: what triggers Bleed, Potency versus Count, and every skill line that inflicts it.
Bleed deals fixed damage each time the afflicted unit tosses an attack skill Coin. Potency is the damage, Count is the number of coins it pays for. Seven harvested Identities inflict it.
Bleed is the status archetype that makes the enemy spend its own turn damaging itself. The Wiki definition is short and worth quoting exactly: Bleed means “The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.” Two consequences follow from that wording, and they explain most of why a Bleed squad feels the way it feels in combat.
First, the trigger belongs to the enemy. The damage lands when the afflicted unit tosses an attack skill Coin, which is before the coin resolves, so an enemy that attacks into your Defense skill line still pays the Bleed damage for every coin it threw. Second, the effect is counted, not timed: the definition says “the next Y time(s)”, which is a Count, so a long-coin enemy skill eats more of the stack per turn than a one-coin skill does.
Potency and Count, because every status argument below depends on them
The status page separates the two values a status effect can carry: “Generally, Potency determines the strength of the effect, while Count determines its duration.” The same page adds the removal rule that decides how long any stack survives: “In single-value or double-value modes, if one or more of the values reach 0, the status effect is removed from the unit. Additionally, the values of a status effect are always consumed before they are gained or inflicted.” And it records the ceiling that governs most keyword statuses: “Max Value, the maximum value of the status effect. The default Max Value is 99.”
For Bleed that machinery means Potency is the fixed damage per coin toss and Count is how many coin tosses the stack can still pay for. Building a Bleed team is therefore two separate problems: keep putting Potency on the target, and do not let the Count drain faster than you replace it.
Every harvested Identity that inflicts Bleed
| Identity (7 in the harvested roster) | Skill | Sin | Damage type | Coins | Coin Power |
|---|---|---|---|---|---|
| Kurokumo Clan Wakashu Hong Lu | Cleave (Skill 1) | Lust | Slash | 1 | + 7 |
| Kurokumo Clan Wakashu Hong Lu | Cloud Cutter (Skill 2) | Pride | Slash | 2 | + 4 |
| Kurokumo Clan Wakashu Hong Lu | Cloudburst (Skill 3) | Sloth | Slash | 3 | + 2 |
| The Middle Little Sister Don Quixote | Checking the Book (Skill 1) | Wrath | Blunt | 2 | + 3 |
| The Middle Little Sister Don Quixote | Proof of Loyalty (Skill 2) | Envy | Blunt | 2 | + 6 |
| The Middle Little Sister Don Quixote | A Just Vengeance (Skill 3) | Pride | Blunt | 4 | + 3 |
| The One Who Grips Faust | Cackle (Skill 1) | Envy | Pierce | 2 | + 3 |
| The One Who Shall Grip Sinclair | Amoral Enactment (Skill 2) | Lust | Blunt | 4 | -4 |
| The One Who Shall Grip Sinclair | Self-destructive Purge (Skill 3) | Wrath | Blunt | 3 | -12 |
| The Pequod Captain Ishmael | To Me! (Skill 1) | Envy | Pierce | 2 | + 4 |
| The Pequod Captain Ishmael | Pursue Them to the End! (Skill 2) | Pride | Pierce | 3 | + 4 |
| The Pequod Captain Ishmael | Harpoon of Obsession (Skill 3) | Wrath | Pierce | 4 | + 3 |
| The Pequod Harpooneer Heathcliff | Stalk Prey (Skill 1) | Pride | Pierce | 2 | + 4 |
| The Pequod Harpooneer Heathcliff | Snagharpoon (Skill 2) | Envy | Pierce | 3 | + 4 |
| The Pequod Harpooneer Heathcliff | Sever Knot (Skill 3) | Envy | Pierce | 4 | + 3 |
| The Ring Pointillist Student Yi Sang | Paint Over (Skill 1) | Gloom | Pierce | 3 | + 3 |
| The Ring Pointillist Student Yi Sang | Sanguine Pointillism (Skill 2) | Lust | Pierce | 1 | + 8 |
| The Ring Pointillist Student Yi Sang | Hematic Coloring (Skill 3) | Sloth | Pierce | 4 | + 3 |
Sin distribution across those lines: Envy (5), Pride (4), Lust (3), Wrath (3), Sloth (2), Gloom (1). Damage-type distribution: Pierce (10), Blunt (5), Slash (3). The homepage status archetype board recomputes coverage counts from the same dataset on every build, so the ranking numbers live there instead of being retyped into this article and drifting.
What the roster table does and does not tell you
What it tells you is factual and load-bearing: which Identity lines carry the Bleed Keyword at all, at which Sin, on how many coins, and at what printed Coin Power. That is enough to reason about dashboard economy, because a one-coin Bleed line at high Coin Power is a clash tool, while a four-coin line at low Coin Power is a coin-dump tool that spends the enemy’s Bleed Count for you.
What it does not tell you is relative strength. The dataset has no per-Identity damage multiplier table and no enemy HP curve, so a power ranking of these seven Identities is not derivable from anything we hold, and this page refuses to invent one. The same discipline is why the site publishes an identity stat database rather than a tier list.
Where the coin math actually bites
Bleed’s value scales with how many coins the enemy throws at you, so it is strongest against multi-coin enemy skills and weakest against single-coin burst. The harvested lines above show the same trade-off on your side: Bleed infliction sits on Skill 1, 2 and 3 with different coin counts, and the coin count of a line is what feeds the Dashboard, chains and Clash chains in turn. Read the two columns together rather than the status name alone.
Nails is worth naming separately because the Wiki treats it as a Bleed variant rather than a new archetype: “Unique Bleed. Turn Start: Gain 1 Bleed and increase the Bleed Count by X. Turn End: Halve this effect’s Count. (Rounded down)” A Nails carrier therefore shows up in Bleed conversations without its skill lines printing the Bleed Keyword in the table above.
How this page was built
Every identity row above is rendered by scripts/write_guides.py straight from src/data/builder-data.json, and that file is written only by scripts/harvest_identities.py, which parses the Wiki source of each listed Identity page. Those pages were fetched and stored byte-for-byte under researchPack/sources_raw/ with SHA-256 hashes registered in a manifest, and the fact gate rebuilds its numeric whitelist from those bytes, so a number that appears here has to appear in a snapshot. Panel values are shown as the Wiki prints them (base HP plus per-level growth, Speed range, Defense modifier); we do not print computed level-65 panels in prose because a computed total is not what the source page contains. Where the snapshots stop short of an answer, this page says so rather than filling the gap.
Frequently Asked Questions
When does Bleed damage land on a unit in Limbus Company?
On the target's own coin tosses. The Wiki definition is that for the next Y time(s) the unit tosses an attack skill Coin it takes X fixed damage, so the damage arrives before the coin is flipped and lands regardless of whether that coin would have hit you.
Does Bleed still tick on a Staggered enemy?
There is nothing left to pay it. Bleed is consumed when the afflicted unit tosses an attack skill Coin, and the stagger rule is that a Staggered unit cannot use their Skills for the current and subsequent Turn, so the stack sits unspent while they are staggered. It stays on the unit until something consumes it or a source removes it.
How is Bleed different from Rupture?
Trigger. Bleed is defined against the unit tossing an attack skill Coin, while Rupture is defined against the unit being hit, so Rupture pays out on your own attacks and Bleed pays out on the enemy's.