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status_archetypes Protocol: Tactical Verified · Standard Operating Procedure

Limbus Company Rupture Build: Trigger, Count, Roster

Rupture in Limbus Company triggers when its holder is hit. Definitions, Potency and Count rules, and every harvested skill line that inflicts it.

Quick Tactical Takeaway

Rupture deals fixed damage each time the afflicted unit is hit: Potency is the damage, Count is the number of hits it pays for. Three harvested Identities inflict it.

Rupture is the fixed-damage status that pays out on your side of the exchange. The Wiki definition, quoted exactly: “The next Y time(s) the unit is hit, take X fixed damage.”

Compare that line with Bleed, which reads “The next Y time(s) this unit tosses an attack skill Coin, take X fixed damage.” Both statuses remove fixed HP per Count spent, and both are governed by the same Potency and Count machinery, but the trigger is opposite. Against an enemy that attacks often, Bleed does the work for you. Against an enemy that attacks rarely and hits hard, Rupture converts its own turns into damage you chose.

Potency and Count apply here exactly as elsewhere

“Generally, Potency determines the strength of the effect, while Count determines its duration.” For Rupture that means Potency is the fixed damage per hit taken and Count is how many incoming hits the stack can still pay for. “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.” So the timing of your own attacks matters more with Rupture than with any other archetype in this set: the stack is a limited number of hits, and spending it on a low-value coin is a real cost.

Every harvested Rupture line

Sponsored
Identity (3 in the harvested roster)SkillSinDamage typeCoinsCoin Power
Heishou Pack - Mao Branch Adept FaustBlinkstep (Skill 1)SlothSlash2+ 4
Heishou Pack - Mao Branch Adept FaustClearing the Path, My Lord. (Skill 2)PrideSlash2+ 6
Heishou Pack - Mao Branch Adept FaustTraceless to Sight and Sound Alike. (Skill 3)GluttonySlash3+ 4
The Ring Pointillist Student Yi SangPaint Over (Skill 1)GloomPierce3+ 3
The Ring Pointillist Student Yi SangSanguine Pointillism (Skill 2)LustPierce1+ 8
The Ring Pointillist Student Yi SangHematic Coloring (Skill 3)SlothPierce4+ 3
W Corp. L3 Cleanup Agent Don QuixoteRip (Skill 1)SlothSlash1+ 6
W Corp. L3 Cleanup Agent Don QuixoteRip Space (Skill 3)EnvySlash5+ 2

Sin distribution: Sloth (3), Gloom (1), Lust (1), Pride (1), Gluttony (1), Envy (1). Damage-type distribution: Slash (5), Pierce (3). Aggregate coverage is recomputed by the archetype board at build time, so this page prints the rows rather than a total that could drift.

What the rows are worth for a build plan

The Rupture carriers in the harvested roster sit on a narrow base, and the table shows why: the lines are split between a Pierce core and a Slash core, and the coin counts run from one to five. Two consequences are readable straight from the printed fields.

First, because Rupture is spent per hit taken, the value of a stack depends on how many hits the enemy lands, which is a property of the enemy’s skill line rather than yours. The dataset here carries ally Identity data, not enemy data, so this page deliberately publishes no per-encounter Rupture value.

Second, the Skill 1 and Skill 3 lines in the table carry different printed status amounts (amt in the source template). A kit whose Skill 1 line applies the status with the small amount and whose Skill 3 line applies it with a larger one changes the order you want to use them in, which is a dashboard question, not a damage question.

Rupture Protection, because it is the mirror of this archetype

The status page lists a defensive counterpart: “Take -X damage from Rupture effects this turn.” It appears on the enemy side of encounters too, so a stack that has been protected spends Count on hits that deal less. That is the whole extent of what the snapshots support here.

Panel data for a Rupture carrier

FieldValue
Base HP70
HP growth per level2.4
Speed3~7
Defense modifier-2
Slash / Pierce / Blunt resistanceNormal / Ineff / Fatal
Stagger gates (% of max HP)65 / 35 / 15

Base HP plus per-level growth, a Speed range, and a Defense modifier are the fields the source prints. The Identity database computes level-scaled panels from those same fields; this article keeps the raw source values so nothing here can drift away from the snapshot. The kit below is one of the carriers in the table above rather than a headline pick: the harvested roster ties several Identities at the same number of printed Rupture lines, so no single carrier outranks the others on coverage.

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 does Rupture damage trigger in Limbus Company?

By being hit. The Wiki defines Rupture as: for the next Y time(s) the unit is hit, it takes X fixed damage. That makes Rupture pay out on your own attacks rather than on the enemy's, which is the structural difference from Bleed.

What is the difference between Rupture and Bleed?

The trigger, not the payout. Both are fixed damage governed by a Potency and a Count; Bleed is consumed when the afflicted unit tosses an attack skill Coin, while Rupture is consumed when that unit is hit.

Does Rupture work against units that guard?

Rupture is consumed by being hit, so a Defense skill that takes a hit still spends the stack. What the snapshots establish is the trigger wording, not a per-skill interaction table, so this page does not claim any specific guard exemption.

Related Tactical Operations

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