









A look into the evolution of charge skill 3s throughout Limbus.
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So since the beginning of Limbus, Charge has been known for one thing above all. The big nuke skill 3s, which spend your charge count for a huge damage pay off.
Now, as time has changed, the skills themselves have also evolved. In this post i will start with the most simple skill 3 we started with in Limbus, and see where charge has ended up.
For this post i will mainly be focusing on damage dealing skill 3s. So i won't be going over things like W corp Meursault or Faust S-3
W corp Don Quixote and W corp Ryoshu.
These two fit very comfortably into the first kind of charge skill 3s. Simple big damage nukes.
Don has a very simple skill 3. When she has 10 charge count she'll gain a lot of coin power. This is enough to deal a nice amount of damage, but by season one standards, this damage was incredible.
W corp Ryoshu is more of the same, but just refined a bit more. She can use the skill earlier, by spending hp rather then charge count, and has some extra additional damage for the final coin.
These skills aren't very interesting, but they are strong. Skills that have little depth, but gave good results.
Of course though, Charge potency would be introduced later, which would go on to try and add some more depth to charge. Lets have a look at the first example of charge potency, which is W corp Outis.
This skill is rather basic. Spend charge count to gain coin power as expected. However, charge potency allows you to use the skill much earlier, without any punishment, like using up your hp, as Ryoshu's does. This is nice! But unfortunately this is about all potency actually does for the skill.
Beyond potency though, the skill also gives Load to your allies. Now despite this seeming very strong, load is actually incredibly mediocre. The damage buff is not particularly notable for the Resonance you want for it, and it can be unreliable on what allies will actually gain load. Overall a weak effect, but at least gives the skill more depth then the totally selfish skill 3s that came before this. A step in the right direction in terms of making charge do more.
I'll skip Multicrack Faust for a moment, to talk about Red eyes and penitence first. Now this might seem like another step back, as this id doesn't have any interaction with charge potency like the ids that came before it. But this id was actually the first time in which a charge id would have a skill 3-2. Now instead of just buffing up the skill 3, through the use of charge count, you will use a different skill.
As for the 3-2 in question. It's good! Does some solid enough damage on the final coin, along with nice support too! Inflicts debuffs and heals. This is really appreciated to give the skill 3 some more actual utility beyond damage.
However Returning to Multicrack Faust, i would like to talk about her along with Reindeer Hong lu, as these two ids are rather similar in how their skill 3s and kits in general work.
Unlike a traditional skill 3 on a charge id, these special fellas use their skill 3s as another source of charge count and spend charge with their skill 2 for big damage. This is an interesting approach, and does have its own strengths.
Obviously the skill 3 does less damage, but the skill 2s compensate for this, while being morw frequent then a skill 3.
This approach works, but project moon has seemed to deviate away from it in future ids. Though i wouldn't be surprised if they return to it.
After these attempts, project moon seemed a little stumped on how to continue. How do we do more with charge, all they do is big nuke skills with their skill 3, how can we improve that?!
So obviously their solution was to just give the ids more skill 3s. Qoh Don has a very powerful skill 3, stronger then every other on the team even and with attack weight, but this was not enough to make the id exceptional still. So project moon gave her a super busted ego, with the incredible effect of granting her another skill 3! How incredible. This managed to make her the strongest charge id (at least the strongest primarily charge focused id).
They would take this to the next level with W corp Heathcliff not soon after, who would only have to use his clashable guard for a skill 3. However. This would not end up nearly as powerful as what was done with Don Quixote for a few reasons. The skill 3 simply isn't as strong, and relies on having more charge potency for big damage. Additionally, you have to wait two full turns of doing almost nothing to gain this skill 3. It's a real shame, since he's such a cool id, but this gimmick just doesn't feel as great to use as it should've been.
Finally, we come to the last stage of charge skill 3s, the ones released in season 7. Now the main thing to note about these skill 3s is that charge potency is an incredibly important part of their kits, with project moon seemingly having figured out how to make it do more for these big nuke skills.
Gregor cannot use his skill 3-2 unless he has 3 potency, and the skill gains a massive boost in power from this, because of the attack weight gained from it.
Yi sang gains a coin reuse on his skill 3-2 at five charge potency. This may seem a bit high, but it's not too difficult to reach in actuality, as this id ramps very quickly.
Beyond that... there's not much to say about these skill 3s. For such modern ids there's not much to say. They benefit well from potency sure, but otherwise, they're very simple, not even especially stronger skill 3s compared to what came before.
There isn't really a conclusion to this post for that reason. There still a lot of room to grow for charge ids even with project moon having tried a bunch already.