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team_building Protocol: Tactical Verified · Standard Operating Procedure

Limbus Company Team Builder Guide: Best Squad Synergy

How Limbus Company teams work from harvested Identity data: clash rules, six deployed slots, Sin and damage-type coverage, and panel math you can recheck.

Quick Tactical Takeaway

Build from the rules the game enforces: at least 3 Attack and 1 Defense Skill per Identity, usually six deployed Sinners, and up to 12 Skill Slots in General Encounters.

This is the pillar page for building a Limbus Company team from the data this site actually holds: 19 Identities harvested from the game Wiki, each with its full attack and defense skill lines, panel fields, resistances and stagger gates. Every number below either comes from one of those harvested records or is quoted from a stored snapshot of a mechanics page. If a figure is not in one of those two places, this page does not print it, which is also why the site publishes a stat database rather than a power tier list.

The rules the combat system gives you to build inside

Sin Affinity is the seven-way axis carried by every Attack and Counter Skill, and most Guard and Evade Skills have no Affinity of their own until that Identity reaches Tier 4. Each Sinner Identity has at least 3 Attack Skills and 1 Defense Skill. Often, a maximum of six Sinners can be selected for a battle. In General Encounters the Dashboard grants additional Skill Slots from the second Turn onward, up to a maximum of 12 slots; in Focused Encounters you choose the target of each Skill Slot yourself instead of relying on the Dashboard Chain.

Three of those constraints are the ones that decide whether a team works:

  • six deployed slots means the roster has to cover damage, defense and status application with very little redundancy;
  • the at-least-3-Attack-and-1-Defense shape means every Identity contributes a fixed skill mix, so the Dashboard is built from line counts rather than from free choice;
  • the Clash rule below means coin counts and Coin Power matter more than raw skill Power in the exchange that decides who takes damage this turn.

Clash, because it decides the turn before damage does

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A Clash happens when two units attack each other with skills. Both sides toss the coins of the colliding skills, and the side with the lower clash power loses one coin; the duel repeats while that side still has coins. Once one unit is out of coins, the winner keeps its remaining coins and attacks in a one-sided phase. Higher Offense and Defense levels usually add clash power during the duel.

Read the roster tables below with that rule in mind: a one-coin line at high Coin Power is a clash tool that can win the exchange and still leave its owner with nothing to spend, while a four-coin line is a one-sided-phase tool that converts a win into damage.

What carries which Sin, and which damage type

SinSkill lines in the harvested roster
Envy10
Sloth9
Pride9
Gloom9
Lust9
Wrath7
Gluttony4
Damage typeSkill lines in the harvested roster
Slash21
Blunt20
Pierce16

These are counts of harvested skill lines, not of Identities, and they are printed by the generator that renders this article, so they cannot drift away from the dataset. The team builder uses the same records to compute a live Sin meter while you pick slots.

Status coverage, counted from the same records

Keyword status coverage across the roster is on the homepage archetype board, and the per-archetype pages list the exact skill lines that carry each Keyword: Bleed, Rupture, Sinking, Tremor, Charge.

Sin Resonance is worth naming honestly here. The combat page describes resonance as a condition the game checks when matching Sin Affinities across deployed Identities, and the fact ledger for this site records it as such. The snapshots kept in this repository do not contain Resonance bonus percentages, so neither this page nor the team builder publishes any. A build guide that quotes a resonance multiplier is quoting something this site has not verified.

Panel math, so you can check any database page

The Identity records store base HP and per-level HP growth, a Speed range, and a Defense modifier, exactly as the Wiki prints them. Level-scaled panels are derived, not harvested:

  • HP at level L = base HP + (HP growth x L), rounded.
  • Defense at level L = L + the Identity’s defense modifier.
  • Stagger gates are printed as a percentage of that level’s maximum HP.

The Identity database applies those three rules to every harvested record, and the formula line is shown next to each ranking so a reader can recompute it.

Methodology

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 many Sinners can be deployed in a Limbus Company battle?

The combat page says that often, a maximum of six Sinners can be selected for a battle, and that each Identity brings at least 3 Attack Skills and 1 Defense Skill. In General Encounters the Skill Slot count grows toward a maximum of 12 slots, with extra slots granted from the second Turn onward when fewer than the maximum number of units were deployed.

Do Sin affinities matter in Limbus Company?

Yes, in the sense that a matched affinity is a condition the game checks and a resonant line is treated as one continuous chain. The snapshots held here do not publish Resonance bonus percentages, so this page does not print any.

What actually reduces an enemy's turn in Limbus Company?

Stagger. Damage is tracked against stagger gates printed as a percentage of the unit's maximum HP, and the combat page states that a Staggered unit cannot use their Skills for the current and subsequent Turn, with all physical Resistances changed to Fatal during it. Tremor is the status effect that moves those gates instead of dealing damage.

Related Tactical Operations

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