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status_archetypes Protocol: Tactical Verified · Standard Operating Procedure

Limbus Company Charge Team Build: Best Roster & Skills

What Charge actually is in Limbus Company: a capped resource with per-turn decay, plus every harvested skill line that uses it.

Quick Tactical Takeaway

Charge is a resource, not a debuff: its Count goes up to 20 and drops by 1 at the end of each turn. Certain skills spend it for extra effects. Two harvested Identities use it.

Charge is the odd one out among the keyword statuses. Bleed, Rupture, Sinking and Tremor all describe damage or a stagger change landing on a target; Charge describes a budget. The Wiki definition, quoted exactly: “Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.”

That single paragraph changes what a Charge team is optimising for. Charge is counted on the unit that spends it, it has a hard ceiling, and it leaks away every turn end. So the question a Charge build answers is not “how fast can I stack this on the enemy” but “does my turn generate enough Charge before the decay tax spends it”.

The harvested roster that touches Charge

Identity (2 in the harvested roster)SkillSinDamage typeCoinsCoin Power
W Corp. L3 Cleanup Agent Don QuixoteRip (Skill 1)SlothSlash1+ 6
W Corp. L3 Cleanup Agent Don QuixoteLeap (Skill 2)GloomPierce3+ 4
W Corp. L3 Cleanup Agent Don QuixoteRip Space (Skill 3)EnvySlash5+ 2
W Corp. L3 Cleanup Agent RyōshūE.C. (Skill 1)LustSlash3+ 2
W Corp. L3 Cleanup Agent RyōshūLeap (Skill 2)PrideSlash3+ 5
W Corp. L3 Cleanup Agent RyōshūD.D.E.D.R. (Skill 3)EnvySlash4+ 2

Sin distribution: Envy (2), Sloth (1), Gloom (1), Lust (1), Pride (1). Damage-type distribution: Slash (5), Pierce (1). Coverage counts are recomputed by the archetype board on each build, so this article keeps the rows and lets the homepage keep the arithmetic.

Both carriers come from the same World in the dataset, and both run their Charge lines as Slash-heavy offense with a single Pierce exception. That is a data observation about which skill lines print the Charge Keyword, not a claim about how the archetype performs in any particular encounter, which the snapshots held here do not cover.

Reading a Charge kit from printed fields only

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The dataset records for each line: slot, Sin, Sin level, damage type, coin count, skill Power, Coin Power, and the status names appearing in that line’s effects. Those are the fields the table above prints. A Charge build plan can be reasoned about from them without guessing:

  • coin count bounds how many times the line can pay out and how much Dashboard space it takes;
  • Coin Power sets the clash expectation for those coins;
  • the Sin label decides which resonance the line contributes to, and Sin resources persist between encounters in Mirror Dungeons, so a Sin-consistent Charge core is cheaper to run there.

What the dataset does not contain is a Charge generation table per skill, so this page publishes no “X Charge per turn” figure. Anyone writing such a number would be copying it from somewhere other than the snapshots behind this roster.

Where Charge interacts with the rest of the dashboard

Because Charge decays at turn end, a Charge core that also holds long-coin lines is spending its own resource while feeding the enemy’s coin count. The four-coin and five-coin lines in the table above are exactly where that tension shows up, and they are also the lines that break a Clash chain open, since a winning side keeps its remaining coins for the one-sided phase.

Charge read beside the damage statuses

The status page prints all of these as Keyword statuses, which hides how differently they behave. Set the definitions side by side, quoted exactly as stored:

StatusDefinition as printed
Bleed“The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.”
Rupture“The next Y time(s) the unit is hit, take X fixed damage.”
Sinking“The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.)”
Tremor“When hit by attacks that trigger Tremor Burst, raise the Stagger Threshold by X. Lasts Y turn(s).”
Burn“Turn End: Take X fixed damage. Lasts Y turn(s).”
Charge“Resource used by certain skills for additional effects. Its Count can go up to 20. Count lowers by 1 at the end of each turn.”

The first five rows each name an event that consumes the stack: a coin toss, being hit, being hit again, a Tremor Burst trigger, a turn end. Charge names no event at all. It states a ceiling and a decay, and it leaves the spending to whichever skill line says so on its own effect line. Two consequences follow for build planning. A Charge core cannot be evaluated by its stack speed the way a Bleed core can, because the stack is not the payload; and a Charge line that never gets spent is worthless in a way a Bleed stack never is, since Bleed at least keeps ticking down on the enemy’s own coins.

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

How much Charge can a unit hold in Limbus Company?

The Wiki states Charge plainly: its Count can go up to 20, and the Count lowers by 1 at the end of each turn. Charge is a resource consumed by certain skills for additional effects, not a damage debuff.

Does Charge expire on its own?

Yes. The same definition line says Count lowers by 1 at the end of each turn, so a Charge stack is a decaying budget you spend rather than a permanent buff.

Is Charge an enemy status effect?

Not in the sense Bleed and Rupture are. The status page classes Charge under the keyword statuses but describes it as a resource used by certain skills for additional effects, which is why the harvested Charge lines below belong to W Corp. Identities whose kits spend it.

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