Limbus Company

Limbus Company

How can you tell if an identity is good at winning clashes?
Title.

Also identity clashing recommendations would be nice
Last edited by Joshua Kurayami; Oct 29, 2023 @ 4:06pm
Originally posted by H11DN-D4NG3R:
Generally speaking, Base Power and coin power.

High offense level also important. there are plenty of ids to choose from
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H11DN-D4NG3R Oct 29, 2023 @ 4:20pm 
Generally speaking, Base Power and coin power.

High offense level also important. there are plenty of ids to choose from
Last edited by H11DN-D4NG3R; Oct 29, 2023 @ 4:21pm
Minh Oct 29, 2023 @ 4:37pm 
Skills should have more than 1 Coin. Skills 2 & Skills 3 maximum Final Power must be high, at least 14.

Use top / bottom Skills that have highest chance to Win Clashes. Use Defense Skills if both have Struggling / below. Use E.xtermination of G.eometrical O.rgan Awakening Skills & Corrosion Skills if they can get Staggered even if they use Defense Skills.
Last edited by Minh; Nov 30, 2023 @ 10:26pm
Angela Oct 29, 2023 @ 5:08pm 
For example:

https://limbus.kusoge.xyz/en/identity/10405

lv 35 with 40 offense or +5 compared to her level, when Id has +3 or more offense level compared to their opponent, they will have +1 clash power for their skills, and will deal 3% more damage every +1 offense compared to defense level (but with diminishing returns, +10 offense will only deal 28% more dmg).

Speaking of skills
Her S1 is a bit bad but you can ignore that since most S1 are bad (most of them cap at 10 or 11, She only have 9 clash power but remember she has +5 offense level)
Her S2 however, starts with 17 power and reaches 23 clash power at max charge
23 power for S2 is very high and higher than most S3 in the game
With charge, her S3 will reach 31 power, as strong as most Ego in the game.

Ignoring her average clash power for S1, she is more or less the best clashing id atm.
Last edited by Angela; Oct 29, 2023 @ 5:09pm
Ekimmak Oct 29, 2023 @ 5:34pm 
Also keep in mind that offence level rises with resonance/abs resonance, so a character's clashing potential goes up the more allies they have with similar Sin affinities.
Eleazar Oct 29, 2023 @ 5:43pm 
Originally posted by Joshua Kurayami:
Title.

Also identity clashing recommendations would be nice

You look at its skills, like for example an identity have base power, then coin power and number of coins... when you clash you start with the base power of the skill ...
for example one identity have 8 base power... and 4 coins wich every coin is +2 ... so in the best outcome with heads would be 8 + 2+ 2+ 2+ 2 = 12 clash in total same for enemies they clash the same, theres some buffs and debuffs but this is basicly how you calculate clashes
Good identities for clashes have around 18 - 30 skill clash power... usually on skill 3 or 2 for skill 1 a 14 - 16 if not better is fine too
Last edited by Eleazar; Oct 29, 2023 @ 6:12pm
A5G_Reaper Oct 29, 2023 @ 8:04pm 
Clashing IDs:

00
Amazing: Shi Quixote
Good: Molar Yi Sang, Seven Ryoshu, Shi Heath (especially under 50%), Shi Ishmael (only under 50%), Molar Sinclair, G Outis
Honorable mention: Lobotomy Faust, Rose Meursault, Hook Hong Lu, Rose Gregor

000
Amazing: W Ryoshu, W Quixote, Tingtang Hong Lu, R Ishmael, Molar Ishmael, Grip Sinclair
Good: Spicebrush Yi Sang, Zwei Faust, Regret Faust, Cinquixote, Kurokumo Ryoshu, K Hong Lu, R Heath, Liu Ishmael, Dieci Rodion, Molar Outis, Zwei Gregor
Honorable mention: Grip Faust, Chef Ryoshu, G Gregor
Eleazar Oct 30, 2023 @ 10:30am 
Originally posted by A5G_Reaper:
Clashing IDs:

00
Amazing: Shi Quixote
Good: Molar Yi Sang, Seven Ryoshu, Shi Heath (especially under 50%), Shi Ishmael (only under 50%), Molar Sinclair, G Outis
Honorable mention: Lobotomy Faust, Rose Meursault, Hook Hong Lu, Rose Gregor

000
Amazing: W Ryoshu, W Quixote, Tingtang Hong Lu, R Ishmael, Molar Ishmael, Grip Sinclair
Good: Spicebrush Yi Sang, Zwei Faust, Regret Faust, Cinquixote, Kurokumo Ryoshu, K Hong Lu, R Heath, Liu Ishmael, Dieci Rodion, Molar Outis, Zwei Gregor
Honorable mention: Grip Faust, Chef Ryoshu, G Gregor
L corp faust Honorable??? hahaahahaha shes the best 00 whos clashes are the pinacle of current 00 my dude... wtf
Coin Oct 30, 2023 @ 10:47am 
Clash value is determined by the base attack number, amount and value of coins and offense level. So for MDH you're looking for at least 10, 14, 16 max clash value for skills and offense level around 38 at level 35. Anything above that is great. Tingtang Hong Lu has one of the best S3 (third skill) in the game, which has a max clash value of 30, which is a decent EGO clash value. So at offense level of 38 he can win most clashes in MDH with just that skill. Provided he rolls heads on the coin flip.

Originally posted by Aurelion:
L corp faust Honorable??? hahaahahaha shes the best 00 whos clashes are the pinacle of current 00 my dude... wtf

She is the best.

L Faust, Hook Lu, Seven Ryoshu, Molar Yi Sang, Shi Don - are all great 00 imo.
CarThief Oct 30, 2023 @ 12:39pm 
Well, simply put, IDs that are good at winning clashes generally roll certain high values or better:
-They typically are able to max-roll a 16+ and a 18+ with two of their skills.
-Ideally their skills have 2 or more coins. 1-coin skills are more prone to failure. (Though sometimes the payoff/power is worth having only one coin...)

Say... The new Molar Outis. She has two 18's as her S2, and a 16-rolling S3. Or the new Lobotomy::Regret Faust with 16 on her S2 and 18 on her S3. Units with 16's and 18's (or higher) have the optimal clashing ability and should be considered the best at winning clashes.

And if you really want the BEST clashers that exist in the game...

Exceptional:
-TT Gang Leader - Hong Lu: A whoppin' 16 (S2) and 30 (S3). Best clasher, period.
-The One Who Shall Grip - Sinclair: A strong 30>30>30 on S3 + 16 on S2.

Special:
W-Corp Don: A 16-19 on S2, and if Charged, a S3 that rolls over 30.
W-Corp RyoShu: Similar setup as Don, though S2 rolls 17-20-23.
R-Corp Ishmael: Needs IV to be usable, but good 18-roll on S2, and 26 if Charged on S3.

If you wanna win clashes, these are the most noteworthy ones out there, for now. Maybe you know this, but for winning clashes, you also want IDs to be at 45 SP for their best chances to roll positive coins (say, about 95-99% chance or something).
jobhobster Oct 30, 2023 @ 12:59pm 
Originally posted by CarThief:
Well, simply put, IDs that are good at winning clashes generally roll certain high values or better:
-They typically are able to max-roll a 16+ and a 18+ with two of their skills.
-Ideally their skills have 2 or more coins. 1-coin skills are more prone to failure. (Though sometimes the payoff/power is worth having only one coin...)

Say... The new Molar Outis. She has two 18's as her S2, and a 16-rolling S3. Or the new Lobotomy::Regret Faust with 16 on her S2 and 18 on her S3. Units with 16's and 18's (or higher) have the optimal clashing ability and should be considered the best at winning clashes.

And if you really want the BEST clashers that exist in the game...

Exceptional:
-TT Gang Leader - Hong Lu: A whoppin' 16 (S2) and 30 (S3). Best clasher, period.
-The One Who Shall Grip - Sinclair: A strong 30>30>30 on S3 + 16 on S2.

Special:
W-Corp Don: A 16-19 on S2, and if Charged, a S3 that rolls over 30.
W-Corp RyoShu: Similar setup as Don, though S2 rolls 17-20-23.
R-Corp Ishmael: Needs IV to be usable, but good 18-roll on S2, and 26 if Charged on S3.

If you wanna win clashes, these are the most noteworthy ones out there, for now. Maybe you know this, but for winning clashes, you also want IDs to be at 45 SP for their best chances to roll positive coins (say, about 95-99% chance or something).
TT rolls 18 with s2 btw, it's the new Hook Lu who rolls 16 under condition
Regarding OP post, here's the best rolls regular ID can expect from skills

S1 - Usually rolls 11-12, but ID's like R Ish or Dieci Rodion can get to 15, which is massive.
S2 - 18, like Chef Ryoshu/TT Hong/Molar Outis. Most good old ID's roll 16 tho, which can cause you some troubles. IIRC the only two ID's that can surpass 18 barrier is Shi Ish under 50% HP and charged W Ryoshu, but those are exceptions
S3 - Kinda tricky, since S3 can be either utility skill/require setup/roll high. Those which roll high (around 20) you can find suprisingly often, and generally you want to look out for rolls between 20-30, the higher the merrier. Most Charge ID's have insane rolls on S3, but being charge ID's they require either setup or T4 Don Telepole. And yes, TT Hong is best at it, since he rolls 30 with no condition.

Honestly, it's mostly a matter of good s2, since you use it most of the time. S3 is a double edged sword, since you're not always want to use it, and S1 is unreliable most of the time, unless it's R Ish as example.
Last edited by jobhobster; Oct 30, 2023 @ 1:00pm
CarThief Oct 30, 2023 @ 3:15pm 
Huh, it actually IS a 18-roll. Weird, but good to be wrong on that front I guess. Just another reason for everyone to use that living cheese factory. Even his S1 is a cut above the rest, and his dodge is insane. He's litterally God-tier.

Well, I guess there's definitely a benefit to IDs with 18-rolls as their S2 since they'll get 2 of em, but I wouldn't disregard IDs whose 18+ roll is on their S3 instead, either. A 16 is ussually enough anyway to deal with most attacks. Gonna need to fill the ranks anyway.

Besides Charge-based IDs, there's other IDs whose S2 or S3 can be powered up tremendously, but so far I haven't found any that can do so reliably. They just got nothing on Charge-based units so far.

Can't say I've been considering the power-up of those effects in the end, simply sticking to the "does it roll natural 16's and 18's (or close/higher)?" method of quality-control.
jobhobster Oct 30, 2023 @ 3:44pm 
Originally posted by CarThief:
Huh, it actually IS a 18-roll. Weird, but good to be wrong on that front I guess. Just another reason for everyone to use that living cheese factory. Even his S1 is a cut above the rest, and his dodge is insane. He's litterally God-tier.

Well, I guess there's definitely a benefit to IDs with 18-rolls as their S2 since they'll get 2 of em, but I wouldn't disregard IDs whose 18+ roll is on their S3 instead, either. A 16 is ussually enough anyway to deal with most attacks. Gonna need to fill the ranks anyway.

Besides Charge-based IDs, there's other IDs whose S2 or S3 can be powered up tremendously, but so far I haven't found any that can do so reliably. They just got nothing on Charge-based units so far.

Can't say I've been considering the power-up of those effects in the end, simply sticking to the "does it roll natural 16's and 18's (or close/higher)?" method of quality-control.
Same, coin power for tremor/burn is cool and jazz, but not really when you actually step into the battle. Some battles are just too quick, sometimes you just get wrong skills, sometimes you need to use E.G.O/Defense, meanwhile Charge team just does T4 Don Telepole and they set to go for entire fight from here on now
Angela Oct 30, 2023 @ 3:47pm 
Originally posted by CarThief:
Well, simply put, IDs that are good at winning clashes generally roll certain high values or better:
-They typically are able to max-roll a 16+ and a 18+ with two of their skills.
-Ideally their skills have 2 or more coins. 1-coin skills are more prone to failure. (Though sometimes the payoff/power is worth having only one coin...)

Say... The new Molar Outis. She has two 18's as her S2, and a 16-rolling S3. Or the new Lobotomy::Regret Faust with 16 on her S2 and 18 on her S3. Units with 16's and 18's (or higher) have the optimal clashing ability and should be considered the best at winning clashes.

And if you really want the BEST clashers that exist in the game...

Exceptional:
-TT Gang Leader - Hong Lu: A whoppin' 16 (S2) and 30 (S3). Best clasher, period.
-The One Who Shall Grip - Sinclair: A strong 30>30>30 on S3 + 16 on S2.

Special:
W-Corp Don: A 16-19 on S2, and if Charged, a S3 that rolls over 30.
W-Corp RyoShu: Similar setup as Don, though S2 rolls 17-20-23.
R-Corp Ishmael: Needs IV to be usable, but good 18-roll on S2, and 26 if Charged on S3.

If you wanna win clashes, these are the most noteworthy ones out there, for now. Maybe you know this, but for winning clashes, you also want IDs to be at 45 SP for their best chances to roll positive coins (say, about 95-99% chance or something).
1 coin for Clashing is a bit risky, even at max sanity they will have 5% change to rolls tail and suddenly they will lose to opponent with less than 10 clash power, happen many times to R Ishmael S2 from my experience.
Last edited by Angela; Oct 30, 2023 @ 6:32pm
Minh Oct 30, 2023 @ 6:28pm 
Originally posted by CarThief:
Well, simply put, IDs that are good at winning clashes generally roll certain high values or better:
-They typically are able to max-roll a 16+ and a 18+ with two of their skills.
-Ideally their skills have 2 or more coins. 1-coin skills are more prone to failure. (Though sometimes the payoff/power is worth having only one coin...)

Say... The new Molar Outis. She has two 18's as her S2, and a 16-rolling S3. Or the new Lobotomy::Regret Faust with 16 on her S2 and 18 on her S3. Units with 16's and 18's (or higher) have the optimal clashing ability and should be considered the best at winning clashes.

And if you really want the BEST clashers that exist in the game...

Exceptional:
-TT Gang Leader - Hong Lu: A whoppin' 16 (S2) and 30 (S3). Best clasher, period.
-The One Who Shall Grip - Sinclair: A strong 30>30>30 on S3 + 16 on S2.

Special:
W-Corp Don: A 16-19 on S2, and if Charged, a S3 that rolls over 30.
W-Corp RyoShu: Similar setup as Don, though S2 rolls 17-20-23.
R-Corp Ishmael: Needs IV to be usable, but good 18-roll on S2, and 26 if Charged on S3.

If you wanna win clashes, these are the most noteworthy ones out there, for now. Maybe you know this, but for winning clashes, you also want IDs to be at 45 SP for their best chances to roll positive coins (say, about 95-99% chance or something).
He's not best Clash Winner. The 1 below that is best Clash Winner because Skills 2 Amoral Enactment & Skills 3 Self-destructive Purge minimum Final Power is 12 & 18 which is higher.
Last edited by Minh; Oct 30, 2023 @ 6:29pm
Minh Oct 30, 2023 @ 6:41pm 
Originally posted by AI Angola:
Originally posted by CarThief:
Well, simply put, IDs that are good at winning clashes generally roll certain high values or better:
-They typically are able to max-roll a 16+ and a 18+ with two of their skills.
-Ideally their skills have 2 or more coins. 1-coin skills are more prone to failure. (Though sometimes the payoff/power is worth having only one coin...)

Say... The new Molar Outis. She has two 18's as her S2, and a 16-rolling S3. Or the new Lobotomy::Regret Faust with 16 on her S2 and 18 on her S3. Units with 16's and 18's (or higher) have the optimal clashing ability and should be considered the best at winning clashes.

And if you really want the BEST clashers that exist in the game...

Exceptional:
-TT Gang Leader - Hong Lu: A whoppin' 16 (S2) and 30 (S3). Best clasher, period.
-The One Who Shall Grip - Sinclair: A strong 30>30>30 on S3 + 16 on S2.

Special:
W-Corp Don: A 16-19 on S2, and if Charged, a S3 that rolls over 30.
W-Corp RyoShu: Similar setup as Don, though S2 rolls 17-20-23.
R-Corp Ishmael: Needs IV to be usable, but good 18-roll on S2, and 26 if Charged on S3.

If you wanna win clashes, these are the most noteworthy ones out there, for now. Maybe you know this, but for winning clashes, you also want IDs to be at 45 SP for their best chances to roll positive coins (say, about 95-99% chance or something).
1 coin for Clashing is a bit risky, even at max sanity they will have 5% change to rolls tail and suddenly they will lose to opponent with less than 10 clash power, happen many times to R Ishmael S2 from my experience.
Yes.
Last edited by Minh; Oct 30, 2023 @ 6:41pm
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Date Posted: Oct 29, 2023 @ 4:05pm
Posts: 40