r/Chargesociety

My concept for Charge "savior" id

My concept for Charge "savior" id

Ignore the name and/or lack of visual, im too lazy and also the concept is matter more than them

TLDR: This is my idea for a solution to the Charge status: Snowball status. Reads the ID kit to see how i work with it.

One of the thing i see people dont really mention when they talk about "how to make Charge great" or "how to make Charge unique" is the fact that Charge doesnt do anything "new" now.

Before in ss1 and sometime of ss2, when all of the other status team outside of Charge is not real, the concept of "hoard something then spend them for big positive skill buff" is an interesting concept. Atleast to me, thats why im playing Charge since then. But, after Liu Ish (not trying to put all of fault on her because it all thanks to her ig), when we have more "positive skill buff based on status", the latter part of the above concept slowly vanished, cuz other status now can also reach those skill buff, but more consistent (cuz it placed on the enemy, not them) while doesnt negatively affect their gameplan, unlike charge ids who has their next few turns ramping again while doing less than those status id. This is a sad state, until late ss4, when Charge Potency comes out.

I look at it and imagine a playstyle of "snowballing", or "get stronger the more Potency you have". Guess i was too hyped. All we got is a series of ids with Charge Potency, yet being restrained from it rather than benefit from it, because PM decide to make an "invisible" ceiling for Charge Potency, and also limit the way to get to it. I'm keeping a simulation to see how many Potency (i'd just call "pot" from now on) an ID can have in X turns (which is not practical, but its basically a mimic of how charge work), and seeing the results, its just sad. MC Faust tooks like 6t to not even reach 4 pot consistently, and the recent DS Sang id, while much improved than that, also only able to reach 5 in some harsh condition.

Then, after reaching that ceiling, when all other pot is meaningless, would the ceiling itself worth it? Back to the MC Faust example, she has.......15% more damage at 5 pot, that change to 25% if the target is at 50-%HP, which is not consistent ofc. With DS Sang it scale with both pot and speed diff, but still capped at 20% which is still too low. At this point why doing all of the "hoarding then spending" anymore?

Then I look back at my dream: "get stronger the more pot you have". With how the HoS NF turns out to be so powerful, I decide to give it a try. The concept ID I bring here kinda "upscale" pot to give offense level for every few value of it. If you dont know, offense/defense level diff is in the same layer with crit (from poise) in the damage calculation formula, so this should at least bring some value. But the important thing is I dont cap it. IT CAN GO TO 99, which (in my version of this ID) is 198 offense level. This is something like the offense level you can get from playing Charge with full ego gifts and buffs in MDE :). It doesnt stop there, I also give it a Heart-powered jewel too at 5 pot (and thus the "seemingly" lack of % damage at the attack skills, gotta keep it balanced at some point). That is the way I think is the best for an unique yet powerful definition of Charge: Keep ramping and stronger along with it. It doesnt have to be fast (atp many thing is faster) and it doesnt need to, yet in a longer game it will still hold the line, while other status might fall back.

"But how do we get there?" This lead to another part of my design, which is less conceptually and more practically. I just took some of the design from other Charge IDs that has good Charge ramp: Every skill both gain and consume Charge at base (from QoH Don), the Passive 2 is somewhat get from AEDD Greg passive where he spend count at the end of the turn and gain count (once) at the start of the turn, Skill 2's puzzling Charge consume clause is taken from R Rodya S2 (she's like the first ID that can reach 4 pot at 6t due to that). Mark is basically PE but better: it helps other spend counts if they have too much and still gives counts if they need those.

From what i ran from my simulation, this id can reach 5 pot (when you start dealing true damage) in 5t or less, then after that, every s1 is 1 pot, every s2 is 1.5 pot and every s3 is at minimum 2 pot. And you dont actually "stop" at 5 pot cuz more pot = more offense level + more % true damage = more damage (and clashing but no one has to worry about clashing in 2026).

I think the status part of this concept ID can be safely ignored, this ID might or might not have it and its fine, but again this is 2026 and IDs are atleast dual status, so i just put Rupture in, and somehow i smoked too hard and give this ID neutral count. But i want other players to remember that this is still a Charge ID at first.

So, what do you think?

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u/Fantastic_Bug_2539 — 1 day ago

A look into the evolution of charge skill 3s throughout Limbus.

​

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.

u/Big_Nebula_455 — 2 days ago

I wanna start buildinh a Charge team

I have W-corp Yisang, W-corp Ryoshu, Wcorp mersault, AEDD Gregor. Are these units or are there better alternatives. Also if you have a good charge team pls gimme the lineup

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u/Fish-fucker19 — 5 days ago

I don’t get the hate

People hate him so much because they think he’s the charge saviour and then after seeing his kit they call him a bum, he’s supposed to be a glass cannon. And about the E.G.O. synergy and that missing resource, who cares unless your in story mode but at the same time the battle ends before even using E.G.O. and if for some strange reason you want to use it, just get a unit with the same resource.

u/IceDragonAvatar — 8 days ago

My hypothetical threadspin 5 for red eyes open Ryoshu, which aims to try and buff up reap Ryoshu.

This is my first time creating something like this, so if it makes no sense, is really bad for whatever reason or has awkward wording please do tell me!

I just made this since i really do love this id and she has had a really unfortunate fall off.

u/Big_Nebula_455 — 8 days ago

If project moon were to really lean into a team combining two different status together for charge, similar to tremor scorch, what do you think would be a good combo for charge?

u/Big_Nebula_455 — 13 days ago
▲ 29 r/Chargesociety+1 crossposts

The (3rd) BEST charge ego in Limbus company.

Now, last week it seemed as if no one could stop talking about the dimension shredder ego, talking about how Yi sang couldn't fuel it with his id, and that this was such a huge flaw with his design. And i agree! It's a bit silly that in a full charge team he can't very easily use this ego!

But this also doesn't matter, because dimension shredder Yi sang is MID AS FUCK. Spends all your charge to do mediocre damage, and delayed rupture count. The passive, while nice is not very necessary for dimension shredder yi sang the id, as his charge count gain is already nuts. The best part is rolling really high.

But enough about that ego, it's been talked to death about already. What I'd instead like to discuss is an actually good and very much unappreciated ego, Dimension shredder Hong Lu. I will go over all of it's strengths, and why it manages to be so good in a charge team, along with it's best users.

(1)-the cost

Now, the main problem people had with yi Sangs dinky little dimension shredder is that it requires sloth to use, which as we know is a fake sin affinity and as such not available for charge. Hong lu does not face this problem, with this HE being rather cheap to use at just 3 gluttony and 3 pride. These are not the most popular sin affinities for charge, but they are definitely far more accessible than sloth. You can get pride very easily from dimension shredder yi Sangs skill ones, and gluttony from a pleathora of charge skill ones.

(2)-the numbers

This ego rolls 28 on awakening. This is pretty good, especially for the price. Obviously there are higher rolls, but very often 28 will more then be enough for scary high clashing skills. Additionally, the corrosion (which is actually worth using and discussing) rolls a solid 34! Very nice.

(3)-ego effects.

Now for the actually interesting part. The egos effects! Firstly, you gain 5 charge count and some next turn haste. Nothing spectacular, but it's pretty nice to have. Then you inflict some dimensional rift and fragile. The rift is whatever, but fragile is always nice to have. Unfortunately hong Lu's main charge id reindeer, isn't known for it's speed, but this can still have it's uses if you get a lucky speed range, or for whatever reason use the ego two turns in a row benefiting from the haste.

Now the passive is actually very strong as well. It will give you charge count when hitting an enemy with any negative effects on them. This should realistically be, nearly all the time, so up to 4 extra charge count is always nice to have every turn. The passive also gives you a sort of extra life, if you happen to die while having any charge count, by spending all of your charge count to heal 1% for every charge spent. This can be kinda helpful for story content, letting hong Lu fight a little longer.

Now i talked about the corrosion being worth while earlier, and here's why. At threadspin 3, you'll only have one attack weight, making it pretty safe to go for some times. Although it'll take a fair bit of sp, it'll inflict the same effects+ haste gain as the awakening but better. Additionally, it will actually SPEND charge to do this. This can be pretty helpful in ramping up Ring Lu and Reindeer faster, if you're lacking a skill that spends charge at this point.

Conclusion

I know i hyped up this ego a lot at the start of this, but in all fairness, it's nothing exceptional, which is the main reason it's not talked about as often, or as good as Don Quixote's telepole or Qoh ego. It's Just incredibly solid overall, and that is actually it's best strength. Simple strong effects, good clashing, cheap to use, and very reliable. It's good for all of his charge ids, and always nice to have. You will very rarely be unhappy using this ego i think.

u/Big_Nebula_455 — 13 days ago