Limbus Company Sinking Team Build: Best Roster & Deluge
Sinking in Limbus Company attacks Sanity rather than HP. Definitions, the Heads formula it degrades, Deluge conversion, and every harvested Sinking line.
Sinking deals fixed SP damage each time its holder is hit, and non-SP units take Gloom damage instead. It degrades the enemy coin-flip odds rather than their HP.
Sinking is the status archetype that does not hit your HP bar at all. The Wiki definition, quoted exactly: “The next Y time(s) the unit is hit, take X fixed SP damage. (Non-SP Units take Gloom damage.)”
That wording puts Sinking in a different category from Bleed and Rupture. Those two remove HP; Sinking removes Sanity Points, which is the meter that decides whether an enemy coin lands Heads or Tails. Against a unit with Sanity, a Sinking stack is an attack on the enemy’s probability distribution rather than on its health. Against a unit without Sanity, the same stack converts into Gloom-affinity HP damage, which is why the parenthetical in the definition is load-bearing and not a footnote.
The panel Sinking is attacking
The Sanity page establishes the range and the odds. SP for a unit with Sanity is bounded in the range of -45 to 45, and the chance of landing Heads is 50 plus the unit’s current SP. The page’s own worked examples are a unit with 27 SP having a 50+(27)=77% chance to flip Heads, and a unit with -33 SP having a 50+(-33)=17% chance. Push SP down and every coin the enemy tosses gets worse; reach -45 and a Sinner does not act for that Turn at all, entering a Panic, or an E.G.O Corrosion if they are holding a non-personal E.G.O.
Sinking is the archetype that drives this dial from the outside, and it is the reason Sinking teams feel slow to the enemy rather than painful.
Every harvested Sinking line
| Identity (8 in the harvested roster) | Skill | Sin | Damage type | Coins | Coin Power |
|---|---|---|---|---|---|
| Dieci Assoc. South Section 4 Director Meursault | Studious Dedication (Skill 1) | Gluttony | Blunt | 2 | + 4 |
| Dieci Assoc. South Section 4 Director Meursault | Moment of Erudition (Skill 2) | Sloth | Pierce | 2 | + 6 |
| Dieci Assoc. South Section 4 Director Meursault | Scorch Knowledge (Skill 3) | Gloom | Blunt | 3 | + 4 |
| Dieci Assoc. South Section 4 Hong Lu | Expend Knowledge (Skill 1) | Wrath | Slash | 1 | + 5 |
| Dieci Assoc. South Section 4 Hong Lu | Unveil (Skill 2) | Gloom | Slash | 3 | + 4 |
| Dieci Assoc. South Section 4 Hong Lu | Cyclical Knowledge (Skill 3) | Sloth | Blunt | 3 | + 3 |
| Dieci Assoc. South Section 4 Rodion | Weight of Knowledge (Skill 2) | Envy | Blunt | 4 | + 3 |
| Dieci Assoc. South Section 4 Rodion | Excruciating Study (Skill 3) | Sloth | Blunt | 4 | + 3 |
| Edgar Family Heir Gregor | Sabre Slash (Skill 1) | Envy | Slash | 1 | + 6 |
| Edgar Family Heir Gregor | Remise (Skill 2) | Gloom | Slash | 2 | + 6 |
| Edgar Family Heir Gregor | Nightmare Hunt (Skill 3) | Lust | Slash | 4 | + 3 |
| Spicebush Yi Sang | Sprouting Bud (Skill 1) | Gluttony | Pierce | 3 | + 2 |
| Spicebush Yi Sang | Moment’s Floral Breeze (Skill 2) | Sloth | Blunt | 3 | + 4 |
| Spicebush Yi Sang | Bloodsteeped Scent (Skill 3) | Pride | Pierce | 3 | + 4 |
| 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 |
| Wild Hunt Heathcliff | Beheading (Skill 1) | Wrath | Slash | 2 | + 4 |
| Wild Hunt Heathcliff | Memorial Procession (Skill 2) | Envy | Slash | 3 | + 3 |
| Wild Hunt Heathcliff | Requiem (Skill 3) | Gloom | Blunt | 2 | + 6 |
| Wuthering Heights Chief Butler Outis | Knocking (Skill 1) | Pride | Blunt | 2 | + 4 |
| Wuthering Heights Chief Butler Outis | Dusting (Skill 2) | Gloom | Blunt | 3 | + 4 |
| Wuthering Heights Chief Butler Outis | As Mistress Commands (Skill 3) | Lust | Blunt | 4 | + 3 |
Sin distribution: Gloom (6), Sloth (5), Lust (3), Envy (3), Gluttony (2), Pride (2), Wrath (2). Damage-type distribution: Blunt (10), Slash (7), Pierce (6). Sinking is the broadest Keyword coverage in the harvested roster; the archetype board recomputes that ranking from the same dataset on every build instead of this article hardcoding it.
Deluge: the payoff that consumes the stack
The status page describes one conversion effect explicitly: “Deal SP damage by (Sinking Count * Sinking Potency), then remove Sinking. If target’s SP is -45 or lower, the excess SP damage is dealt as Gloom-affinity HP damage (Non-SP units take all of it as Gloom HP damage)”
Two things follow from that sentence. The payload is multiplicative in the two values the status carries, so Count and Potency both matter rather than only one. And it removes the Sinking as it resolves, which makes Deluge a spend-your-stack decision rather than an ongoing tax, unlike a plain Sinking application. The gate that decides whether the excess becomes HP damage is the same -45 floor as the Panic rule, which is why Sinking payloads and Sanity breaks are the same problem viewed from two angles.
What the harvested data does not settle
Sinking teams are usually discussed as an endgame boss tool. The snapshots behind this page contain the mechanic and the ally Identity panels, and no boss Sanity pools, no per-encounter SP totals, and no resistance table for enemies. Any claim about how much Sinking a specific boss can absorb would be copied from somewhere this site has not verified, so it is not made here.
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
What does Sinking do in Limbus Company?
It damages Sanity instead of HP. The Wiki definition: for the next Y time(s) the unit is hit, it takes X fixed SP damage, and non-SP units take Gloom damage instead. Sinking is therefore the archetype that attacks the coin-flip meter directly.
Why is Sinking considered strong against bosses?
Because Sanity is what governs coin odds. A unit's chance to land Heads is 50 plus its current SP, so pushing SP down degrades every coin the enemy tosses. At the bottom of the range a Sinner either Panics, which means they do not act for that Turn, or is forced into E.G.O Corrosion and goes out of control, using Corrosion Skills indiscriminately. The snapshots keep the formula and the floor behaviour, not a per-boss damage table.
What is Sinking Deluge?
A conversion effect: the status page describes it as dealing SP damage equal to Sinking Count multiplied by Sinking Potency and then removing the Sinking. If the target's SP is already -45 or lower, the excess is dealt as Gloom-affinity HP damage.