Limbus Company

Limbus Company

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Sources of HP and SP healing for team building
By Flamesystems
Exhaustive list of the sources of HP / SP healing in this game!

Honestly i'll probably miss things too, just comment about how wrong I am and I'll fix it.
   
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Intro
Hello!
This guide is just to list the ID's and EGO that can restore health and / or sanity for the team. I am indeed making this just because I can't find a list anywhere else, and as the number of identities and EGOs just keep rising, it's getting more annoying. I will undoubtedly miss things, so please comment whatever I missed. I'll fix it, I promise!

A note about [on hit] vs. [before/after attack]
There is a critical difference between [on hit] effects and [before attack] / [after attack] / [heads attack end] etc.

[on hit] effects trigger every time a separate enemy or abnormality part is hit. This means that increasing attack weight increases their effectiveness.
  • abnormalities / enemies with only one body part but multiple skills will still be hit only once.
  • Some bosses have skill slots that soak up 2-3 attack weight each.

Before / after attack effects trigger as long as the attack happens.
  • [before attack] affects will trigger immediately before the damage roll, and can therefore give buffs to the actual EGO skill itself
  • [after attack] is very common for restoring / buffing EGO, as it lets the effects help the rest of the team that turn, but doesn't affect the EGO skill itself.
Team HP Healing EGO
Here is a list of the EGO that can heal team members, ordered from highest possible healing output to lowest. A couple notes:
  • most of these EGO have several effects. I will not mention any effect that is not HP healing, shield, or protection, because other effects are not what we're talking about.
  • I'm assuming uptie IV, but most healing EGO's don't actually increase their heal amounts past uptie III, or increase it by 3-5%
  • this only includes EGO that can heal the team. if it can't heal other sinners, it's not on here.
  • Most healing is done as a % of max HP. this can be the max HP of the identity using the EGO, which means tank identities will heal more.




Lantern Sinclair (He, standard fare)

[on hit] heal 2 allies with lowest HP for 15% of max HP
Passive: heal by (3 + gluttony A-Res) % of max HP on kill

max healing output: 150% max HP
Realistic healing output: 60-90% (2-3 targets)

Caveats: Needs to attack at under 50% HP for + 2 attack weight, and hit 5 separate enemies / parts. All the healing may be funneled into the two most injured characters.

corrosion, passives Corrosion has [on hit] heal by 50% of damage dealt which can hit up to 5 enemies.



Fluid Sac Faust (He, Season 1 pass)

heal all allies by 15% of max HP

max healing output: 90% max HP (6 person team)

zero caveats! gives full team healing spread rather than high healing to specific targets. Actually, negative caveats, as this EGO can restore more sanity than it spends, making it extremely spammable (does use 9 ego resources though).

corrosion, passives Corrosion is offensive and has no support. Passive provides 2 protection (take 20% less damage) to the lowest HP ally every turn.




Impending Day Sinclair (Teth, Season 1 pass)

[on kill] heal all allies by 15% of max HP

max healing output: 90% max HP (6 person team)

the caveat here is the "on kill." pretty great for regular enemy fights (like in mirror dungeon), not so great for bossfights. Increases damage against low HP targets, which helps.

corrosion, passives corrosion is offensive, passive increases EGO resources on kill.







Pursuance Rodion (He, standard fare)

heal 2 allies with lowest HP for 30% max HP. [Heads attack end] on stagger / kill, give those allies a 15% HP shield

max healing output: 60% max HP + 30% shield (on same targets)

caveat: shield is rather unlikely, especially for bosses. requiring a heads hit is also an issue, because the EGO costs 25 sanity, meaning your heads chance will be 70% at best.

corrosion, passives Corrosion is offensive. Passive heals an ally with the lowest health by 4% of max HP on enemy stagger, once a turn.



Pursuance Meursalut (He, standard fare)

heal 2 allies with lowest HP for 30% of max HP. also apply 2 protection next turn

max healing output: 60% max HP

caveats?
nope, not really. this EGO costs 20 sanity, so it's kind of a toss up between versions of Pursuance. Rodion's is better in the support department, but also costs 5 more SP.


corrosion applies damage up and 2 fragile to the two allies with lowest HP, which is an issue if that corrosion happens accidentally. This isn't a major concern, but be warned.



Lifetime Stew Sinclair (Teth, S1 event)

[indiscriminate] [target lowest HP units] deals no damage to allies [heads hit] heal by 10% of Sinclair's max HP
Has an attack weight of 7.

max healing output: 50% of Sinclair's max HP (team of 6, 60% if team of 7).

caveats: can't heal himself. requires enemies to have higher HP than allies (a given for bosses). Has an 80% chance of hitting heads at max SP. other supportive effects, passive, and corrosion are not healing. it's a pretty good support EGO overall, but if sinclair hits -45 SP you've got an attack that targets lowest HP units and it may end your run.



Red Eyes (Open) Ryoshu (He, Standard Fare)

[on hit] if attack staggers or defeats opponent, heal self and 1 other ally with lowest max HP for 10% max HP

max healing: 60% (30% for team, 30% for Ryoshu, stagger/kill 3 enemies)
realistic: 20% (stagger/kill 1 target)

caveats: half of the healing goes to Ryoshu, and you also have to stagger/kill 3 separate targets. If ryoshu is at full health, half of the healing is wasted. Nearly useless against bosses.

Both awakening and corrosion have the same healing effect.



Soda Hong Lu (Teth, S2 event)

[heads attack end] heal 2 allies with lowest health for 15 HP. not %, just 15. [crit attack end] heal the lowest health ally for 8 more HP....

max healing output: 38 health points

caveats: basically useless! healing by a fixed number rather than a percentage is great when your identities are level 5, but is otherwise not useful. Also, you need to use a Hong Lu poise ID to get a chance to crit at all... Has better SP healing than HP, barely. (we'll get there).

corrosion is purely offensive, and passive has no healing.



Honorable Mention: Team Damage Reducers
Sunshower Yi Sang (Waw, season 2 pass)

Apply 3 protection to all allies this turn and next turn

impact: 30% reduction in damage taken for all allies for 2 turns.

actually kind of amazing if used at the right time. provides a ton of other buffs and some trickle SP healing with its passive.


Self HP Healing EGO
notes:
  • healing that targets "lowest HP ally" will target the user if they are the lowest, which applies to all of the EGO above.
  • This means you probably don't care about the EGO below, but here they are for completeness's sake.
  • Once again, EGO are in order from best to worst in max possible healing amounts.
  • Any effects that aren't HP healing, shield generation, or protection will not be mentioned.



Lantern Sinclair (He, standard fare)

corrosion only: [on hit] heal self by 50% of damage dealt
Passive: heal by (3 + gluttony A-res) % of max HP on killing enemy that mainly targeted Sinclair.

max healing output: literally hundreds. depends on number of enemies hit and if they have gluttony / slash weakness. Hitting 5 targets fatal to both attack and sin type gives 750% of damage dealt based on roll value.
Realistic healing output: 100-200% of damage dealt based on roll value.

Caveats: Needs to attack at under 50% HP for + 2 attack weight, and hit 5 separate enemies / parts to trigger [on hit] 5 times. Unreliable passive.



Effervescent Corrosion Hong Lu (He, Season 3)

Corrosion only: [on hit], heal by 50% of damage dealt

max healing output: literally hundreds. depends on number of enemies hit and if they have gluttony / pierce weakness. Hitting 5 targets fatal to both attack and sin type gives (50% * 300% * 5 targets) = 750% of damage dealt based on roll value.
Realistic healing output: 100-200% of damage dealt based on roll value.

Caveats: Must start attack with 25% or less HP to get 5 attack weight, and then hit 5 distinct targets. With all "heal by damage dealt" calculations, relies heavily on enemy weaknesses / resistances.


Lantern Gregor (Teth, Standard Fare)

Awakening: [on hit], heal by 60% of damage dealt (atk. weight of 3)
Corrosion: [on hit], heal by 30% of damage dealt (atk. weight of 5)
Passive: after defeating an enemy with rupture, heal by (glut-A-Res %) of max HP (3-6% usually)

max healing: 180% of dmg dealt (awakening), or 150% of dmg dealt (corrosion) based on roll value. can be 3x higher if fatal to glut and pierce damage.
realistic healing: about 120% of roll either way.

Caveats: Needs to hit 3-5 separate enemies / parts to trigger [on hit] the max number of times. Relies heavily on enemy weaknesses / resistances.



Effervescent Corrosion Rodion (Teth, Season 3)

Corrosion only: [on hit], heal by 30% of damage dealt

max healing: 120% of damage dealt (360% of damage roll if fatal to gluttony and pierce damage)
realistic healing: 60% of damage dealt

Caveats: Must target an enemy with 75% or more HP to get increased attack weight, but it targets randomly. must then hit 4 separate targets. Good luck! With all "heal by damage dealt" calculations, relies heavily on enemy weaknesses / resistances.





Blind Obsession Ishamel (Waw, Season 3)

Corrosion only: [on hit] heal 3% of own max HP

max healing output: 21% max HP

Caveats: must hit 7 separate targets. this EGO does so many things that healing isn't the important one.











Ya Śūnyatā Tad Rūpam Heathcliff (He, Standard Fare)

Passive: When recovering from staggered state, raise max HP by 15% of base max HP, then heal by 15% max HP. If at less than 30% of max HP, heal by 25% instead. Can trigger 3 times per encounter. Reverts to base max HP based on percentage at encounter end.

max healing: 75% of max HP per fight, increases max HP by 45%
Realistic: 15-30% of max HP per fight

Caveats: It's really hard to trigger and recover from stagger thresholds 3 times in a fight. an identity that triggers their third stagger threshold will probably die from that same attack, and some identities don't have a 3rd stagger threshold. still great for survival.


AEDD Heathcliff (Teth, Season 2)

Passive: when hit, spend 1 charge count to gain 2.5% of max HP. at 40% or lower HP, gain 1 charge count before activating (becomes charge neutral). can trigger 10 times a turn.

25% own max HP / turn (must get hit 10 times / turn).

Caveats: healing when getting hit is generally bad because you have to get hit, but Heathcliff has some good tanks, so if you use those and maybe some protection application, it could become healing positive. more likely, it slightly delays Heathcliff's untimely demise.




Dimension Shredder Hong Lu (He, Standard Fare)

Passive: when HP hits 0 for the first time, revive and spend all charge count to restore HP (up to 25% of max HP, should be ~1.3% HP healed per charge count).

max healing: 25% once per fight.

Caveats: very useful, mostly because "revival" will reset stagger and ignore any amount of "overkill" he suffered. kinda needs to be used with W corp Hong Lu (or use this EGO to generate charge count). Counterpoint: why are you letting him die?? it shouldn't really be happening.






La Sangre De Sancho (zayin, base EGO)

[on hit] heal by 50% of damage dealt.
Passive: on hit, if the target has bleed, heal 3 HP

theoretical max healing: 150% of coin roll (fatal to pierce and lust)

Caveats: rolls a max of 26, so it won't give that much healing (or damage) as it only has one target. but it's healing, so it's here. Heal by 3 HP on hit is okay if you're running a bleed team with a Don ID with a lot of coins (4 coins? heals by 12 HP) but is otherwise too low to be important once your Don ID is above level 30 or so.






4th Match Flame Rodion (He, Season 1)

Passive:
after defeating an enemy with burn, heal by (wrath-A-res)% of max HP
Healing output: this will be 3-6% for focused encounters, and theoretically as high as you want for regular encounters. Realistically, it won't go above 10%.

Caveats: Rodion has to be the one to land a killing blow. basically useless on bosses / focused encounters where you don't gain more skill slots.







Suddenly one day Gregor (zayin, base EGO)

passive: at the start of the turn, if below 25% HP, gain 2 protection and heal 15 HP.

terrible, but its there.

Team SP Healing EGO
Here is a list of the EGO that can restore sanity to team members, ordered from highest possible SP output to lowest. A couple notes:
  • assume all effects are [after attack], unless otherwise stated.
  • most of these EGO have several effects. I will not mention any effect that is not SP healing or sanity gain/loss efficiency, because that's not what we're talking about.
  • I'm assuming uptie IV, and for most SP EGOs, that 4th uptie matters.
  • this only includes EGO that can give SP to the team. if it can't heal other sinners, it's not on here.



Fluid Sac Faust (He, Season 1 pass)

heal 15 SP for all allies. [Heads Attack End] Heal 10 SP for all allies

max sanity output: 150 SP (6 person team, 25 per teammate)

zero caveats! gives full team sanity regen. Actually, negative caveats, as this EGO can restore more sanity than it spends (costs 20 sanity, can recover 25), and has a 75% chance of heads if used at full sanity.

corrosion, passives Corrosion is offensive, passive gives protection to lowest HP sinner.




Ya Śūnyatā Tad Rūpam Heathcliff (He, Standard Fare)

heal 25 SP for 4 other allies with the least SP.

max sanity output: 100 SP

The caveat is that this EGO cannot restore Heathcliff's sanity. It's not that much of a caveat, especially because the corrosion can heal SP for heathcliff [on hit] (go to the next section of the guide).

corrosion, passives Corrosion is offensive, passive is a whack max HP buff thing.






Representation Emitter Faust (Zayin, Base EGO)

Heal 12 SP for 4 allies with the least SP

Max sanity output: 48 SP

costs 6 ego resources, but otherwise no caveats.

Passive gives the ally with the lowest SP +2 SP heal efficiency when Faust staggers an enemy (basically useless).








Sunshower Yi Sang (Waw, Season 2)

Passive: restore 3 sanity to all allies at turn start

max sanity gain: 18 /turn

Caveats: there's a 60% chance to hit heads if you use this EGO at 45 sanity, due to its high sanity cost of 35. that said, it's extremely worth it, due to the [heads hit] heal 15 SP effect and the multitude of buffs it adds. the passive team sanity gain is also quite nice for longer bossfights.

Corrosion is offensive.





Soda Hong Lu (Teth, S2 Event)

[tails attack end] heal 15 SP for 2 allies with the lowest sanity. [crit attack end] restore 8 more SP to the ally with the least SP.
Passive: when an enemy is defeated, heal 1 SP to the ally with lowest SP. Each kill increases the SP healing by 2 (up to 9). Resets every wave.

Max sanity output: 38, plus 43 (killing 7 enemies) per wave. 25 if it's a 5 enemy wave.
Realistic sanity output: 0 or 30. flip a coin! haha. ha.

You have to use a poise identity at low SP if you want the full 38 healing amount. Oof. The passive is good, but it's dependent on the amount of enemies. great against bosses that summon underlings, because kills 5+ get you 9 sanity. worthless against regular bosses.


Land of Illusion Hong Lu (Zayin, Base EGO)

Give -2 SP loss efficiency to all allies; -2 to SP cost of EGO for that turn.
Passive: at combat start, heal ally with lowest sanity by (highest A-res) SP.

Max sanity output: A-res /turn. sanity loss efficiency is again almost pointless.

No caveats. heals 15 SP for Hong Lu on use, making the EGO net neutral Sanity wise.

no corrosion, passive mentioned above.
Self SP Healing EGO
Self SP healing EGO are weird. Basically, they let a character regain some of the sanity they spent on the attack after the attack has taken place. Some things to note:
  • because sanity is regained after the attack happens, it doesn't help with the roll, and can't help if the ID has bottomed out at -45 sanity.
  • [on hit] effects are critical, as they can trigger as many times as there is attack weight.
  • this is not a very common feature for EGO.



    Sunshower Yi Sang (Waw, Season 2)

    [heads hit] heal 15 SP (attack weight of 7)

    max sanity gain: 105 (needs to hit 3 targets to gain 45 sanity)

    Caveats: there's a 60% chance to hit heads if you use this EGO at 45 sanity, due to its high sanity cost of 35. that said, it's extremely worth it, because buffs stack when this EGO is used multiple times back to back.

    corrosion, passives: corrosion is offensive (ideally use awakening and corrosion back to back). Passive restores 3 sanity to all allies at turn start (18 / turn with a 6 person team).



    Ya Śūnyatā Tad Rūpam Heathcliff (He, Standard Fare)

    Corrosion only: [tails hit] heal 4 SP on self

    max sanity output: 20

    caveat: has to result in sanity being at -15 or lower [before attack] to get attack weight up to 5, and then has to hit tails. Not that difficult to be honest, it's the corrosion version anyways.










    What is Cast Rodion (Zayin, Base EGO

    Gain +2 SP heal efficiency and -2 SP loss efficiency next turn.
    Passive: SP heal efficiency +1, SP loss efficiency -1

    These effects are so small (changing SP gain by 2 or 3) that it's probably not noticeable in normal gameplay, but it's there!


HP & SP healing Support Passives
Let's talk about support passives that allow for HP or SP healing! Yes, there are a couple characters that have pretty good vampirism (heal by % of damage dealt), and like 4 with sanity regenerating moves or passives, but realistically let's talk about support passives. Who can you throw on a team for a quick and easy benefit?
  • These aren't really ordered best to worst, because they mostly aren't comparable.
  • these are great for railway and dungeons, when there's a lot of fights (and EGO resources), but maybe not so great for story fights where your EGO resources are severely limited.
  • I mark down which season the characters come from as well. SW = walprugishnacht, S0 = standard fare, S1E = season 1 event, etc.

HP Healing
Name
Rarity
Season
Passive
Cost
K Corp Excision Staff Hong Lu
000
S3
give 2 K corp Ampule to ally with lowest HP percentage (provides 10% of max HP healing per turn, but if the same character gets it twice they die, as 4+ stacks is instantly fatal. can be managed by not using 4 glut res on purpose.)
4 Glut (res)
Lobotomy EGO::Lantern Don Quihote
00
SW-2
ally with highest Aggro heals 4 HP on hit against enemy that targets them
5 Glut (owned)
R.B. Chef de Cuisine Ryoshu
000
S1E
when an enemy is defeated, ally with least HP heals 15 HP (once per turn)
5 Lust (owned)
LCB Gregor
0
S0
at turn start, ally with least HP heals 5 HP
3 Gloom (owned)
R.B. Sous-Chef Gregor
00
S1E
at turn start, ally with least HP heals 5 HP. Boost R.B. chef Ryoshu's healing passive by 5 (from combat or support passive)
5 Lust (owned)
G Corp. Manager Corporal Gregor
000
S1
ally with least HP heals 5 HP when winning a clash
5 Glut (owned)
Sanity Restoration
Name
Rarity
Season
Passive
Cost
Middle Little Brother Meursault
00
S3
1 ally with the least SP heals 10 SP at turn end if there is another ally from the same faction
3 Envy (owned)
LCB Yi Sang
0
S0
at turn end, heal 10 SP for ally with least SP if they lost SP that turn
4 gloom (owned)
LCB Hong Lu
0
S0
at start of turn, ally with least SP heals 6 SP
5 sloth (owned)
The One Who Grips Faust
000
S1
heal 1 ally with least SP for 15 SP
3 lust (res)
2 Comments
PaperAleks 12 May @ 1:55pm 
"[Lifetime Stew Sinclair] is a pretty good support EGO overall" wait till Esgoo hears about this one lol
omardbp11 10 May @ 3:35am 
What about Dieci Hong Lu support passive?