RED Team VS Sinners (Team Fortress VS Limbus Company)

 

“Death is not an escape”


The Teufort Nine, the hired gunmen from Team Fortress.


The Sinners, the ragtag Fixers of Limbus Company.


Death leaves behind an empty feeling that cannot ever be replaced. In the mercenary world, a field where lives are expendable in the name of the almighty dollar, it’s a good thing that these teams won’t have to be worrying about losing money or their lives. After all, they’re their own replacements. In this battle of seemingly unkillable mercenaries, it’s time to determine who would win… a DEATH BATTLE!  


Before We Start…

Customizable weapons / loadouts for the combatants’ respective games will be included for this fight. It would be rather limiting to simply restrict all fighters to their default loadouts, after all.


It should also be of note that due to the nature of this fight, this blog would take an obscene amount of scrolling to go through just to even make mention of every last one of the combatants’ equipment. As such, only notable weapons and abilities will be included, with all other equipment noted in an external link to their respective wikis.


As a last note, this blog may have spoilers to Project Moon’s universe as a whole, which includes not only Limbus Company, but Lobotomy Corporation, Library of Ruina, Leviathan, Distortion Detective, and more.


Research for this blog was completed on December 1, 2024.


Background

RED Team

“The nine of you were picked by the Administrator because you’re the best of the best.”


In an alternate 19th century, Redmond and Blutarch were born as the sons of wealthy entrepreneur Zepheniah Mann. When Zepheniah was stricken with every single illness in existence, he bought a useless piece of land and divided it between his two sons. As brothers do, and as the Manns had already been doing, they went to war over it. Though this Gravel War was hard fought by their hired guns, it resulted in a stalemate that would continue to last for another century.


In the 1970s, both brothers were killed by their long lost twin Gray Mann, who seized control of their respective companies, marking the end of the Gravel War. With the mercenaries now jobless, Gray attempted to seize control of Mann Co. by replacing its former hired guns with robotic copies. Saxton Hale, the mercenaries’ boss, immediately tasked them to defend the company’s facilities against the robot army, and they largely succeed, bringing their war to yet again another stalemate. This ends when Gray Mann cons Saxton Hale into giving up the company by using a policy Hale had created himself, ending the stalemate and leaving the mercenaries jobless yet again. This wouldn’t last for long, however, as the team found themselves back together at the hands of the Administrator, on a search for the last remaining caches of the rare metal Australium on earth.


And that’s where it ends, for now maybe. We need another comic. Badly.

Combatants

Jeremy


The Scout

A loudmouthed speedster from Boston, always ready for a brawl. Physically weaker than his teammates but is the most mobile of them all on foot, even being able to double jump.

Jane Doe


The Soldier

A crazy, jingoistic American soldier who enlisted in WWII but was never recruited, so he went on his own Nazi killing spree and continued long after the war ended. Specializes in utilizing rocket launchers.

The Pyro

An individual with unknown origins. As the name implies, they are a pyromaniac with possible delusions, seeing the world as some sort of utopian fantasy. 

Tavish Finnegan DeGroot


The Demoman

A self-described black Scottish cyclops, this drunkard and expert on explosives primarily utilizes grenade launchers and can set up sticky bombs to use as traps. Alternatively can use a sword and shield like some sort of knight.

Mikhail


The Heavy

A bulky man hailing from Russia’s snowy wilderness, he utilizes miniguns, allowing for high amounts of damage at a fast rate. If that doesn’t work out, he could alternatively fight you fist-to-fist.

Dell Conagher


The Engineer

A soft spoken Texan who specializes in constructing buildings that support the team in various ways, from sentry guns to teleporters.

Ludwig


The Medic

A German man with questionable medical practices who stays at the frontlines and keeps his teammates healthy, even being able to briefly turn them invulnerable.

Mr. Mundy


The Sniper

A Kiwi raised in Australia, this assassin specializes in staying far from the battlefield and picking off enemies one by one.

The Spy

An enigmatic Frenchman, specializing in the art of assassination. He mainly serves to sneak behind enemy lines and sabotage their utilities with his invisibility and disguises.


Sinners

“Lasciate ogne speranza, voi ch'intrate.”

(“Abandon hope, all ye who enters here.”)


In an unknown future, the entire population of humanity has been huddled into a dystopian capitalist mega city, split into 26 districts controlled by corporations, one for each letter of the alphabet. District 12 was home of Lobotomy Corporation, a company that produced a substance called Cogito, which could manifest the human mind into reality. Despite its horrific secrets, as was the case with all corporations, their ultimate goal was completing the Seed of Light, an attempt to “cure” humanity of its warped mentality. At its end, the project was interfered with by the company’s AI secretary as revenge against the founder, leading to an event known as the White Nights and Dark Days as a result. This destroyed Lobotomy Corporation, and its remnants left behind Golden Boughs, small branch shaped objects that were an incredibly powerful source of energy. Obviously something of its nature would be highly sought after, and those familiar with its power immediately took to searching for them.


In a dark forest, a person named Dante is being chased by three individuals. Dante has seemingly lobbed their head off and replaced it with a clock-like prosthetic while in the middle of burying something important, though the process of replacing their head has caused them to begin losing their memories, and seeing as they can no longer be of any use to them, the three decide to kill the clock-headed individual. Just before they are about to, a bus interferes, with its passengers coming out and forming a contract with Dante before coming to their defense. As they all fell one-by-one, the bus’s guide Vergilius enters the brawl and chases the three off before telling Dante to “rewind”, which causes all of those who fell to come back one by one as Dante faints from the pain of bringing them back. When Dante wakes up on the bus, their situation is explained to them; they have apparently been declared the Executive Manager of Limbus Company, a shady and mysterious company dedicated to finding the Golden Boughs. As their journey continues, Dante finds that managing this ragtag group of mercenaries will be much more of a hassle than they would like it to be.

Combatants


Yi Sang

A brilliant researcher and scientist from District 19 who was a part of the League of Nine before joining Limbus Company. He is the developer of the Mirror technology that the Sinners use for Identities.

Faust

A highly intelligent woman who is high ranking within the company despite being a Sinner. All of her arrogance is justified, given that she was the one who created Mephistopheles.

Don Quixote

A knightly woman who highly idolizes Fixers and wishes for nothing more than to be among the ranks of their greatest. Behind her mask of justice lies a darker personality that even she doesn’t know about.

Ryōshū

A woman with a violent streak and implied connection to the Five Fingers of the Backstreets. She sees gruesome murder as works of art and can only be described as sadomasochistic.

Meursault

A cold, stoic Frenchman who expresses a desire to be clearly communicated with, carrying out any orders that he is told to. Physical powerhouse and well knowledged in many subjects.

Hong Lu

A sheltered aristocrat from an obscenely wealthy family who seeks to explore the City before he returns home.

Heathcliff

A former gangster under the Dead Rabbits Syndicate who joined Limbus Company to better himself before seeing the love of his life again. Brutish and straight to the point with a knack for violence.

Ishmael

A desk worker turned whaler in U Corp. prior to joining Limbus Company. The survivor who escaped the ill-fated voyage on the Pequod.

Rodion

Former second-in-command of the Yurodivy in District 25 before joining Limbus Company.

Dante

The amnesiac manager of Limbus Company. The clock on their head allows them to “rewind the time” on their Sinners, bringing them back from the dead.

Emil Sinclair

An inexperienced fighter who joined Limbus Company after his family was murdered by anti-prosthetic extremists. Despite his inexperience, he is extremely brutal under the right circumstances.

Outis

A military veteran with a redacted past who fought in the Smoke War. Number one Dante bootlicker.

Gregor

Poster boy of G Corp. during the Smoke War. His right arm is vermin-like, a bio-prosthetic attached to him through horrific experimenting.


Equipment

RED Team

Various Firearms

Every mercenary is equipped with some sort of firearm, whether they be their primary weapons or backups to fall upon.

Notable Firearms


Subtype / User

Description

Scatterguns


Scout

A mechanical anomaly of a shotgun category unique to Scout.

  • Scattergun

  • Force-a-Nature / Soda Popper

    • A double barrel shotgun that is so devastating, shooting them at the ground while Scout is airborne will launch him even further up.

    • The Soda Popper allows Scout to rack up damage and activate its ability, letting him jump mid-air up to five more times.

  • Shortstop

    • A derringer-shotgun hybrid with 4 shots.

  • Baby Face’s Blaster

    • A shotgun that slows down Scout’s movement speed but ramps it up to a little under double his running speed once he does enough damage.

  • Back Scatter

    • Overall weaker shotgun but will deal critical damage if the victim takes damage from behind at close range.

Rocket Launchers


Soldier

The Soldier’s preferred type of weapon. All of them somehow manage to hold multiple projectiles within one chamber.

  • Rocket Launcher

  • Direct Hit

    • Faster projectile speed with more damage, but has much smaller blast radius.

  • Black Box

    • Heals the Soldier upon damaging a target.

  • Rocket Jumper

    • Does no damage to Soldier’s benefit to rocket jump without self damage.

  • Liberty Launcher

    • Faster projectile speed and more rockets to shove in the chamber with less damage.

  • Beggar’s Bazooka

    • Stores up to three rockets before they all fire simultaneously.

  • Air Strike

    • This launcher’s fire rate is increased while Soldier is in the air, hailing down rockets much like an actual airstrike.

Flamethrowers


Pyro

What good is any arsonist without a firestarter? This is the Pyro’s main weapon, and some of them have the ability to blast compressed air that can deflect projectiles like rockets.

  • Flame Thrower

  • Backburner

    • Deals extra damage from behind, but costs much more ammo to use compressed air function and will not do random crits.

  • Degreaser

    • Less cumbersome to swap to in a pinch but does much less afterburn damage.

  • Phlogistinator

    • Cannot use airblasts but doing a certain amount of damage with it will boost this weapon’s damage output to the point of turning the victim into ashes.

  • Dragon’s Fury

    • A fireball launcher that does extra damage against anyone already suffering from burn.

Grenade Launchers


Demoman

A perfect weapon subtype for the Demoman’s explosive needs.

  • Grenade Launcher

  • Loch-n-Load

    • A double barreled grenade launcher that somehow holds three shells at a time. Requires a direct hit on target to trigger, but has a faster projectile speed.

  • Loose Cannon

    • Launches explosive cannonballs that can be charged to detonate faster than it usually would.

  • Iron Bomber

    • Projectiles fired are much less bouncier upon contact with the ground and detonate faster with an inferior blast radius.

Miniguns


Heavy

Handheld gatling guns tailor made for the Heavy’s hands. A blistering fire rate across the board contributes to the deadliness of all its variants.

Shotguns


Engineer, Soldier, Heavy, Pyro

Firearms that fire multiple projectiles for high damage up close, but fall off at longer ranges. These serve as the main weapon for the Engineer and backups for the Soldier, Pyro, and Heavy.

  • Shotgun

  • Reserve Shooter (Soldier, Pyro only)

    • Two less shells but faster to equip and deals more damage against targets mid-air.

  • Panic Attack

    • Not holding down the trigger on this gun while equipped causes it to fire continuously until empty.

  • Frontier Justice (Engineer only)

    • Kills gained by the Sentry Gun stocks up extra damage / crits on this gun.

  • Widowmaker (Engineer only)

    • No, not that one. This shotgun uses building resources as ammo, but damage dealt with it will build up said resources. In short, infinite ammo. Maybe.

  • Rescue Ranger (Engineer only)

    • A secondary fire mode allows the Engineer to pick up his buildings from long range, and fires bolts that can repair them as well.

Snipers (and also a Bow)


Sniper

The Sniper’s weapon of choice. It’s in the name. These weapons deal exceeding damage at long ranges, further boosted if charged up, but are poor for close quarters engagements.

  • Sniper Rifle

  • AWP

    • Costs $4750, and for that price, you can one shot anyone as long as you don’t hit their legs.
      I’m fucking with you. It’s a crossover with Counter-Strike and it’s no different from the normal sniper.

  • Huntsman

    • A simple bow and arrow.

  • Sydney Sleeper

    • A dart gun that fires Sniper’s piss, which apparently fills up his bladder faster and also extinguishes flames.

  • Bazaar Bargain

    • Slower charge rate but begins ramping up the more headshots Sniper lands.

  • Machina

    • Extra damage on full charge, but incapable of noscoping. No clips for you. They also fire tracer rounds, which can reveal Sniper’s position.

  • Hitman’s Heatmaker

    • Sniper locks in with kills, eventually entering a focus mode that charges his sniper faster but also leaves tracer rounds.

  • Classic

    • Can charge up without aiming in but less effective against bodyshots.

Syringe Guns


Medic

The Medic’s main weapon. These are pretty weak and the Medic isn’t supposed to be fighting anyway, but he has these as a last resort if he’s in danger.

  • Syringe Gun

  • Blutsauger

    • Medic’s passive healing is slowed down, but every successful shot on target will heal the Medic.

  • Crusader's Crossbow

    • Fires a single syringe that deals damage which becomes more potent over extreme distances. If the syringe lands on a teammate, it will instead heal them with the same range effect.

  • Overdose

    • Deals less damage but increases movement speed by upwards of 20% depending on the buildup of the ÜberCharge.

Revolvers


Spy

He’s no Arizona Ranger, but the Spy’s favorite weapons consist of big irons.

  • Revolver

  • Ambassador

    • Deals significantly more damage to the head, but has less overall damage and slower to shoot.

  • L’Etranger

    • Less damage, but increases invisibility timer, further added onto by any shots landed. Also appears to be named after a certain book.

  • Enforcer

    • Does bonus damage while disguised and bypasses any damage resistances, but shoots slower and cannot crit.

  • Diamondback

    • Deals crits for every backstab and building destroyed, but does less damage and cannot crit.

Pistols


Scout

Low caliber firearms that serve as an excellent tool to rely on in a pinch.

  • Pistol (also used by Engineer)

  • Winger

    • Increased damage and increases Scout’s jump height, but only has five shots to fire.

  • Pretty Boy’s Pocket Pistol

    • Restores Scout’s health for every shot that lands and shoots faster for less ammo count.

Flare Guns


Pyro

Flare guns that are supposed to be used for emergencies, but used by the Pyro for more inflammatory purposes instead.

  • Flare Gun

  • Detonator

    • A secondary mode fires a flare that covers a wider range but deals less damage.

  • Scorch Shot

    • The projectile knocks the target back on hit, later serving as a molotov of sorts once it falls on the ground.

Sticky Bombs


Demoman

Launchers firing Sticky Bombs that can detonate at the Demoman’s will.

Submachine Guns


Sniper

Fast firing machine guns that the Sniper has access to if he ever finds himself in a close quarters fight.

  • SMG

  • Cleaner’s Carbine

    • Dealing damage fills up a “Crikey” meter which, when activated, allows the Sniper to deal Mini-Crits. 

Ray Guns


Scout, Soldier, Pyro, Engineer

Weaponry using laser projectiles, these bad babies are more than enough to turn whatever poor human it hits from flesh to ashes or nothing at all.

  • Cow Mangler 5000 (Soldier)

    • A raygun that the Soldier can charge up to cause significant damage.

  • Pomson 6000 (Engineer)

    • A gun that shoots “high amplitude, cross spectrum radiation” which can negatively affect healing or invisibility

  • Righteous Bison (Soldier)

    • Pierces through its targets in a straight line.

  • Manmelter (Pyro)

    • Doesn’t require an ammo counter and has a faster projectile speed.

  • C.A.P.P.E.R. (Scout, Engineer)

    • Statistically no different from the standard Pistol except for turning the victim into ashes upon a kill.


Various Melees

If more guns don’t work, use any other weapon. Note that there’s multitudes of other melee weapons out there that only serve cosmetic purposes, so they won’t be added.

Notable Melees

Scout

  • Baseball Bat

  • Sandman

    • Comes with a baseball to whack at enemies, causing a significant concussion at the cost of Scout’s own health pool.

  • Candy Cane

    • A comically large candy cane that drops health packs for the Scout upon kills at the cost of his explosive resistance.

  • Boston Basher

    • A spiked baseball bat that causes the enemy to bleed for a few seconds, but will also recoil on the Scout if he misses his swing.

  • Sun-on-a-Stick

    • Increased damage against enemies on fire as well as Scout’s fire resistance.

  • Fan O-War

    • Does significantly less damage but “marks” a target to specifically deal bonus damage against

  • Atomizer

    • Allows Scout to triple jump and deal more damage against airborne targets, but does less damage overall and is more cumbersome to equip.

  • Wrap Assassin

    • Able to cause an explosion that causes enemies caught in its radius to start bleeding.

Soldier

  • Shovel

  • Equalizer

    • Does more damage the more injured Soldier is, but reduces his healing from the Medic

  • Half-Zatoichi

    • A katana that heals Soldier for every kill, but he will not be allowed to holster it unless he wants to take damage

  • Disciplinary Action

    • A riding crop that Soldier can whip his allies with to boost his and their movement speed. Definitely not used for inappropriate purposes.

  • Market Gardener

    • Does significantly more damage when the Soldier is rocket jumping.

  • Escape Plan

    • The Equalizer if it increased movement speed.

Pyro

  • Fire Axe

  • Axtinguisher

    • Stops his target from burning upon a hit! As long as they’re okay with taking more damage, of course.

  • Powerjack

    • Restores health upon a kill and increases movement speed while equipped.

  • Back Scratcher

    • Increased damage in exchange for less healing from the Medic.

Demoman

Heavy


Engineer

  • Wrench

  • Gunslinger

    • A mechanical hand the Engineer apparently keeps under that single glove of his. It replaces his standard Sentry Guns with Mini Sentry Guns, and three consecutive punches will deal increased damage. He can also grind someone to death with it.

  • Southern Hospitality

    • Causes the target to bleed for five seconds but makes Engineer more vulnerable to fire.

  • Jag

    • Increased swing rate and building construction speed, but less useful as a combat tool.

  • Eureka Effect

    • Activating its ability allows Engineer to spawn at his teleport exit, and enables him to use less metal cost while building teleporters.

Sniper

  • Kukri

  • Tribalman’s Shiv

    • Causes bleed damage for six seconds but does less damage overall.

  • Bushwacka

    • Causes crits when it would normally mini-crit, but makes Sniper more vulnerable to damage.

  • Shahanshah

    • Increases in damage the more injured Sniper is, but decreases in damage the healthier he is.

Medic

  • Bonesaw

  • Ubersaw

    • Slower swing rate, but every hit charges up the Medic’s ÜberCharge.

  • Amputator

    • Equipping this allows Medic to boost his passive healing, and playing violin on it also heals any allies in the vicinity.

  • Solemn Vow

    • A bust of Hippocrates that allows the Medic to see the health of his enemies.

Spy

  • Butterfly Knife

  • Your Eternal Reward

    • Backstab kills with this knife instantly disguise the Spy as its victim, leaving nothing behind of their body.

  • Conniver’s Kunai

    • Makes the Spy incredibly fragile, but any backstabs done will siphon whatever health the victim had onto his own.

  • Big Earner

    • Kills recharge the Spy’s invisibility cloak and boost his movement speed, but decreases his own health.

  • Spy-cicle

    • Backstabs turn its victim into ice, and also provides brief fire immunity if hit, though the Spy-cicle will be lost afterward.

Miscellaneous Utilities


Scout

An energy drink apparently made up of water, radiation, and sugar.

  • Atomic Punch

    • Upon consumption, Scout becomes fast enough to dodge every weapon thrown at him (translated in-game as taking no damage), though he himself will not be able to attack due to the intake.

  • Crit-a-Cola

    • Grants Scout the ability to deal Mini-Crits for 8 seconds upon consumption, although he will become more vulnerable to damage as well.

  • Mad Milk

    • This milk in a jar allows Scout to siphon 60% of the damage he does to an enemy covered in this to his own health. It also extinguishes fire!

  • Flying Guillotine

    • A cleaver that Scout can throw at a target to cause bleed damage for eight seconds. Recharges after six seconds, with a long distance hit reducing it slightly.

Soldier

  • Gunboats

    • Reduces the self-damage taken by rocket jumping.

  • Mantreads

    • Extra resistance from knockback caused by any external forces.

  • Buff Banner

    • Ramps up charge through damage dealt to then allow Soldier to boost his teammates’ damage for 10 seconds.

  • Concheror

    • Buff Banner for movement speed.

  • B.A.S.E. Jumper

    • It’s a parachute.

Pyro

  • Thermal Thruster

    • A jetpack that extinguishes teammates on fire, pushes away enemies, and allows Pyro to jump up short distances.

  • Gas Passer

    • This ctf_2fort needs a hero- I’m gonna stop there. Enemies covered in the petroleum of this canister will immediately set on fire upon taking damage.

Demoman

Heavy

  • Sandvich

    • A sandwich that he can eat to restore his own health or give to others for their own.

  • Dalokohs Bar

    • A chocolate bar. Less healing overall but consuming while healthy will grant overheal.

  • Buffalo Steak Sandvich

    • Forces Heavy to use his melee but will allow them to do extra damage.

Engineer

  • Wrangler

    • A device that allows the Engineer to manually control his Sentry Guns. His Sentry Guns’ fire rate gets doubled and gains a protective shield, but receives less ammo / repairs while active.

Sniper

  • Jarate

    • A glass jar of Sniper’s piss, getting doused in it will deal increased damage to the enemy and also extinguish the flames on a burning ally.

  • Razorback

    • Protects Sniper from a backstab but prevents overhealing.

  • Darwin’s Danger Shield

    • Increases Sniper’s fire resistance and makes him immune to afterburn.

  • Cozy Camper

    • Reduces Sniper’s flinch while aiming and provides health regeneration if he hasn’t taken damage for some time.

Medic

  • Medi-Gun

    • The Medic’s main method of healing his teammates, its ÜberCharge ability lets its target become invulnerable briefly.

  • Kritzkrieg

    • ÜberCharge grants critical damage instead of invulnerability.

  • Quick Fix

    • ÜberCharge grants Medic and his target a faster healing rate and makes them immune to concussive effects.

  • Vaccinator

    • ÜberCharge allows Medic to cycle through different resistances for any necessary damage types.



Spy

  • Invisibility Cloak

    • A watch that allows the Spy to go invisible for ten seconds.

  • Cloak and Dagger

    • Invisibility meter drains based on the Spy’s movement rather than a timer, allowing him to remain invisible indefinitely if standing still.

  • Dead Ringer

    • Drops a fake corpse upon usage, allowing Spy to move out of harm’s way while fooling his enemies. Has an extremely distinctive uncloaking sound.

  • Disguise Kit

    • Allows the Spy to disguise himself as an enemy player, apparently through the use of a simple paper mask.

  • Sapper

    • Disables and slowly destroys mechanical buildings.

Buildings (Engineer)

The Engineer specializes in building devices in order to support his team and additionally reinforce their defenses, in the event of unwanted mercenaries on their briefcases.


In short, he solves practical problems.


Sentry Gun

An automated turret on a tripod that fires upon the closest enemy within its sight and range.


Further upgrades equip the Sentry Gun with an additional gatling gun and the ability to shoot rockets.

Mini Sentry Gun

A smaller version of the Level 1 Sentry Gun that the Engineer can only use with the Gunslinger equipped. It costs less resources to build and takes less time to make but does less damage and is more fragile with no upgrades.

Dispenser

The Dispenser, once built, can slowly stock up the ammo and health of allies nearby, reducing the load of the Medic’s job and permitting the mercenaries to lock down an area for resources instead of having to look around.

Teleporter

Teleporters permit the mercenaries to go from one place to another easily, though it is a one way trip.

Reanimator


A device that the Medic can use to revive his allies, regardless of if their bodies have been blown into chunks. When the Medic uses his Medi-Gun or other variants on this device, it will continuously charge up; when it reaches half the maximum health of the deceased individual, they will respawn immediately. This process slows down heavily the more teammates die.

Sinners

Various Weapons


The Sinners’ default weapons. Nothing too special about them unless noted.

  • Yi Sang wields a saigeom

  • Faust wields a zweihander

  • Don Quixote wields a lance

  • Ryōshū wields an oversized odachi that’s sharp enough to still be usable even while sheathed

  • Meursault uses gauntlets

  • Hong Lu wields a guandao

  • Heathcliff wields a metal bat

  • Ishmael wields a shield and mace

  • Rodion wields an axe

  • Sinclair wields a halberd

  • Outis wields a kopis

  • Gregor’s bug arm, which can regenerate if it is cut off


Identity Cards


Across a vast infinity of worlds, the Sinners as we know them could have ended up doing entirely different things. Yi Sang’s Mirror technology, installed into the engine of Mephistopheles, has condensed this into cards the size of mahjong tiles for the Sinners’ usage, allowing Dante to override the Sinners with alternate versions of themselves from other futures that could have been, sometimes even taking on the forms of the enemies that they have most recently faced.


When extracted, the Identity of said Sinner won’t be able to immediately transfer their strength and abilities fully over to the world they’re visiting yet. By using Tickets and Thread to level and uptie the Sinner respectively, the Identity will slowly be linked to the main world even more, eventually reaching the maximum potential that the Golden Boughs stored in Dante will allow.

Notable Identities

Full list of Identities available to all Sinners can be found here


Faction / Name

Description

Zwei Association


Faust, Rodion, Sinclair, Gregor (South)

Ishmael, Sinclair (West)

One of the 12 Associations of the City, specializing in civil protection and peacekeeping.


Zwei members focus on providing defensive buffs to themselves and their allies. West members in particular take aggro away from their allies and direct attacks onto themselves to clash with.

Liu Association


Rodion, Meursault, Ishmael, Ryōshū, Hong Lu, Gregor

One of the 12 Associations of the City which specialize in combat and warfare.


Members are equipped with weapons that can start fires on contact. They are also heavily trained in martial arts and are experienced in dealing with multiple hordes of foes at once.

Dieci Association


Meursault, Hong Lu, Yi Sang, Rodion

One of the 12 Associations of the City, specializing in collecting and researching knowledge. Their strength comes from said knowledge, and once used up in combat, the knowledge is lost and must be regained through studying once more.

Lobotomy Corp. Headquarters


Faust, Ryōshū, Don Quixote, Outis, Yi Sang

A group of workers at Lobotomy Corporation who perform extensive research on Abnormalities and utilize their E.G.O. Equipment for combat.


Nagel und Hammer Inquisition


Faust, Sinclair, Meursault, Heathcliff, Rodion, Don Quixote

An extremist subgroup of N Corp, enacting brutal torture against anyone just for wearing a prosthetic. As the name would suggest, they usually fight with hammers and nails.

RRR Corp. 4th Pack


Heathcliff (Rabbit)

Ishmael (Reindeer)

Meursault (Rhino)

Members of a private military company. Rabbits are gunfighters, Reindeers use mental power converted into electric waves, while Rhinos are powerhouses. All three types have their own negative quirks, however.

TimeTrack Corp. Collection Staff


Don Quixote, Rodion

This is the IRS the Joker fears. Instead of taxes, these collectors will literally take your perception of time away. A secondary mode on their weapons inflicts an effect called “Time Moratorium”, and attacks made after it is applied onto a victim will store up until it bursts. In short, you are already dead.

WARP Corp. Cleanup Crew


Outis, Yi Sang, Ryōshū, Don Quixote, Hong Lu, Meursault, Faust

A group of cleanup workers for WARP Corp. They utilize space ripping technology for their weapons; once charged up, they are perfect for tearing the horrible secrets of the company’s Singularities down.

Blade Lineage


Meursault, Yi Sang, Faust, Don Quixote, Sinclair, Outis

A vagabond Syndicate who are experts in swordsmanship and specialize in critical damage. Meursault in particular has a move named “Yield My Flesh”, which upon losing a clash with, turns into an absolutely devastating counter-attack named “To Claim Their Bones”.

The Ring Pointillist Students


Yi Sang, Outis

A faction of the Ring, one of the Five Fingers of the City and psychotic in every meaning of the word.


These Identities utilize paint brushes doubling as spears and thrive based on how much their enemy bleeds, inflicting a random negative status effect such as burn.

Bloodfiends of La Manchaland


Rodion, Gregor, Outis

Bloodfiends from the fabled La Manchaland amusement park, extremely deadly in spite of being starved of blood for hundreds of years.

Wild Hunt


Heathcliff

An identity of Heathcliff who has given in to his despair after the loss of his love, seeking vengeance against the manor that had mistreated him for so long.


Heathcliff has mastered necromancy, able to revive his allies briefly if they are defeated in combat. Other proficiencies include having his own headless horse that boosts his offensive capabilities and an iron maiden to crush his foes inside of, or to summon a storm with if they’re too big. He also sounds like the Clash Royale guy.

Dawn Office Fixer


Sinclair

An identity of Sinclair that mirrors Phillip, a guest from Library of Ruina.


Initially a weaker fighter, this Identity can manifest a Volatile E.G.O that significantly improves his attacks, which includes AoE and a devastating slash that increases in power based on how hot the target is burning.


Extermination of Geometrical Organ “E.G.O”


E.G.O. is the manifestation of the human mind, which usually takes the form of incredibly powerful armor or weapons.


There are two kinds of E.G.O., one manifested by oneself and the other extracted from Abnormalities. Limbus Company’s Sinners have their own E.G.O. that don’t quite fit under either category, but they generally make use of the latter kind of E.G.O. from the Abnormalities they defeat. E.G.O., much like Abnormalities, have danger classifications ranging from ZAYIN, TETH, HE, WAW, and ALEPH, ZAYIN being the weakest and ALEPH being the strongest, based on their affinity with the Abnormality. ALEPH E.G.O. have yet to be extracted by the Sinners.

Notable E.G.Os

Full list of E.G.Os available to all Sinners can be found here


Name

Description

Crow’s Eye View (ZAYIN)


Yi Sang

Yi Sang teleports a short distance in front of the enemy, then stabs them. After the attack, the speed of all allies are increased while the enemy is slowed down.

Representation Emitter (ZAYIN)


Faust

Faust slams the floor with a staff (?), sending a shockwave affecting multiple enemies and restoring sanity for four of her teammates with the lowest.

La Sangre de Sancho (ZAYIN)


Don Quixote

Don Quixote charges at the target and impales them on her lance, healing her for half the damage dealt.

Chains of Others (ZAYIN)


Meursault

Meursault ensnares his target in chains, restricting their movement and attack power significantly.

Screwloose Wallop (TETH)


Meursault

Meursault gains a robotic arm that increases his defense following a spinning attack. He also gains “Surgery”, an effect that decreases his maximum health but also increases his damage output up to five times before dying from overuse.


If Meursault is on the verge of death, he can use this E.G.O. to further increase his power output, but will die shortly after.

Regret (TETH)


Wow that’s a lot of Meursault

Upon use, Meursault removes two negative status effects on himself and slams the floor with a giant ball and chain, causing enemies to stagger more easily.

Fell Bullet


Heathcliff (TETH)

Yi Sang (HE)

Heathcliff fires bullets into a portal that splits into multiple, dealing heavy damage to a crowd of people.


Yi Sang, instead of a portal, uses his own teammate with the lowest health to pass the bullet through; if the bullet kills his teammate, it will deal significantly more damage to its targets.

Red Eyes (TETH)

Red Eyes (Open) (HE)


Ryōshū

Ryōshū binds her target in spider webs, reeling them in for a powerful slash attack.

4th Match Flame (HE)


Ryōshū

Ryōshū draws a sign on the enemy, then lets it explode into flames.


This E.G.O. does extra damage against burning units and provides an attack power boost.

Fluid Sac (HE)


Faust

An AoE E.G.O. which, upon a successful attack, heals and restores the sanity of every Sinner on the field.


The corroded version will instead deal massive sanity damage and also lower the attack power of its unfortunate victim(s).

Dimension Shredder (HE)


Yi Sang, Hong Lu, Outis

An E.G.O. that allows its user to open up portals that they can use to ambush their target and slice up their victim quickly.

Ebony Stem (HE)


Outis

A massive AoE attack that summons vine spikes up onto the field, impaling anyone caught in it.

Pursuance (HE)


Meursault, Rodion

The E.G.O. user gains wings and flies into the sky before dropping down on the victim with a powerful attack.


The attack heals the user’s allies. Meursault additionally provides defensive buffs while Rodion inflicts Sloth fragility.

Solemn Lament (HE)


Gregor

Gregor fires upon a group of enemies with Solemn Lament, using his own sanity to fire more bullets that can deal bonus damage to enemies already low on sanity.

Wingbeat (HE)


Ishmael

This E.G.O. heals Ishmael upon attacking an enemy, and any heal not given to her due to already being healthy will be passed on to her teammates.

Sunshower (WAW)


Yi Sang

A massive AoE attack. Acid (?)  rain falls from the sky as Yi Sang summons umbrellas underneath his allies to protect them from its devastating damage while also giving them attack buffs for Sloth skills.


The corroded version instead summons umbrellas from the sky to impale its victims and provides Sloth buffs for himself only.

i’m not putting in Meursault’s it’s way too big for this table

Yearning-Mircalla (WAW)


Don Quixote, Meursault

This E.G.O. increases in power based on how much the enemy is bleeding, and its attacks can summon vines that impale its victims and crush them for their blood.

Blind Obsession (WAW)


Ishmael

Ishmael uses a giant anchor to whack every enemy on the field with, doing massive damage and increasing the critical damage chance for a random ally.


Gesellschaft “Faust” (Faust)


Despite what she might have you believe at first, Faust isn’t usually referring to herself when she speaks in the third person. Rather, she’s referring to the Gesellschaft, a connection between many different versions of herself across different dimensions that aren’t just limited to her known Identities. It’s somewhat unknown as to how it works, but to put it simply, it’s kind of like if Faust had a Discord chat in her ears at all times giving her constant information about her situation.

Last Resort (Dante)


If all else fails, Dante can use themselves as a nuclear bomb. By inputting a sequence into the back of their head and waiting 30 seconds, Dante can detonate a charge within their prosthetic with enough heat to, as Faust describes it, “melt even the Stars of the City”, as well as the Golden Boughs. Mind you in Library of Ruina, by the time the Library is ranked as a Star of the City, it has already attracted the attention and defeated the likes of several Associations, Fingers, Corporations, even a Color Fixer, and so forth, so one must imagine how devastating its damage output would be.

Abilities

RED Team

Double Jump (Scout)



In addition to his speed training, the Scout also inexplicably learned how to jump in the air. This ability can further be boosted by additional weapons such as the Atomizer and Soda Popper.

Rocket Jumping (Soldier, Demoman)


A technique utilized since the 18th century to go up on high heights and long distances, up until Abraham Lincoln invented stairs. And Franklin Roosevelt perfected it. Because Team Fortress.


Soldier is especially adept at this since he’s the only one using a rocket launcher, and with much of his arsenal mentioned, he can further boost this ability by reducing the harm done to himself or outright nullifying it.


The Demoman can also perform this technique with his Sticky Bombs, but they are far and away much less effective than the Soldier’s.

Immortality? (Soldier)


Soldier accidentally ate a whole bottle of Merasmus’s “Kill Me Come Back Stronger” pills thinking it was heart medicine. It’s not very specific on how it works, but after Merasmus found out, he decided it’d be pointless to target Soldier and went for the people he “cares” about instead.

Poisoned Blood (Demoman)


The Demoman’s blood is a lethal weapon. Seriously. After being confronted by robots programmed to suck out their blood, all of the mercenaries within the area would have stayed dead if they didn’t make an attempt on Tavish.

ÜberCharge (Medic)


With the baboon hearts he placed inside of the mercenaries, the Medic’s Medi-Gun, once utilized enough, can activate its ability on a target. Each Medi-Gun has its own ability, but the Medic’s main one has the ability to give his target brief invulnerability, strong enough to prevent instant death from getting several train cars dropped on top of them.

Revival (Medic)


The Medic is… exceptionally good at bringing people back to life. He’s frequently shown bringing his allies back to life through various unconventional means. A full body surgery on the Sniper in six hours brought him back after being riddled with bullet holes, and his solution to everybody in his immediate vicinity dying of blood loss from vampire robots was to scrub up all of their blood (with no regards to blood type or garbage picked up) with his underwear and dump it back into their bodies with some slightly unfortunate side effects. Because who needs medical school, right?


The mercenaries are also soulless! Kind of. More on that later.

Sinners

Time Manipulation (Dante)


As a part of the contract made during their first meeting with the Sinners, Dante is able to “reverse” the time on the Sinners, reverting any injuries that they may take and even from death. Because of this contract, this even extends to the Sinners’ own personal “time” being linked to Dante, preventing any sort of time manipulation on themselves as shown in Timekilling Time, where the Time Ripper is incapable of ripping away Hong Lu’s hours in T Corp. due to his connection to Dante.

Sapling of Light (Dante)

The Sapling of Light is a greater part of Dante’s contract with the Sinners, caused by the growing influence of the Golden Boughs collected by Limbus Company. As of writing this, the Golden Boughs currently held by the Sinners grant Dante two abilities.


Pigritia

Allows Dante to create a “temporal deceleration field that slows everything except [the Sinners] within a certain radius”.


In short (and gameplay terms), this halves the speed of the enemy.

Superbia

Allows a Sinner to use an E.G.O. without consuming Sin resources.


Heightened Senses (Ryōshū)


The extent of this ability is not exactly known, but Ryōshū’s senses are heightened to the point where Dante genuinely questions if she can see through solid walls. During The Unchanging, she was the only person in the room who picked up on a member of the Shi Association moving for a kill behind a solid wall, and later on in The Dream Ending, she outs a group of Bloodfiends hiding within a coffin by… “smelling their dirty cowardice.”

Bloodfiend (Don Quixote)


stop looking at her feet and lock tf in


Previously unknown to the Sinners, even to Don Quixote herself (except for Faust and later Dante), she is in reality a Bloodfiend; more specifically, a Second Kindred named Sancho. Her power limiter takes the form of her running shoes, Rocinante, which hid all of her characteristics as a Bloodfiend (eye color, fear of running water, abilities, etc.) except for her desire for blood, and her memories as one, though the latter no longer applies following The Dream Ending.


As a Bloodfiend, Sancho is incredibly powerful, easily enough to overwhelm every single Sinner while clashing, and can also form many combat oriented items out of blood, which includes items like a sword, a bow and arrow that she can fire off at blistering speeds, and even the fur boa on her back serves as a sort of armor for her if she doesn’t use hardened blood to protect herself first. Even her E.G.O. weapon in La Sangre de Sancho is made out of hard blood, which explains how she was kept healthy with a fresh supply while working as a Sinner.

Feats

RED Team

this truly was our team fortress, 2

Overall

Power

Speed

Durability

Sinners

let them cook… or don’t

Overall

Power

Speed

Scaling

  • Abnormalities - The Sinners fight Abnormalities on a constant basis, all the way up to WAW Level threats. With access to Lobotomy Corporation HQ workers and R. Corp Rabbit Identities, they should scale to some of the biggest threats that can be found within Lobotomy Corporation.

    • The Firebird’s (WAW) mere presence can raise the temperature of entire rooms to the point of setting those inside of it on fire as well as completely melting them (22.4 tons)

  • Bari (Sancho only) - The Knight of the White Moon was one of the Bloodfiends’ closest friends, and the First Kindred later forced Sancho to join her on an adventure following the fall of La Manchaland. Clearly some influence or training was involved since Sancho copies her techniques when she’s fought, and when Don Quixote and Bari had their duel, Sancho states that her intervention could’ve turned the tide.

    • Bari fought Don Quixote to a stalemate for three days without any rest

    • In one of the bad endings of Library of Ruina, Bari is the one who kills Angela

      • Angela should easily scale to the rest of the Library (its residents are her creations), which consists of and has fought against Color Fixers and Arbiters that can crater the ground (203 tons)

  • Other

    • Librarians can launch low grade Fixers into armored vans and fragment them casually (199 Megajoules)

    • Librarians using Key Pages from the Index Proselytes can deflect bullets (Mach 249)

Weaknesses

RED Team


Almost all of these guys are either stupid, clinically insane, or both at the same time.

  • Scout is a glass cannon and easily the frailest of the mercenaries. This is more of a showing for the mercs really, because the Scout is quite tough in his own way.

  • Soldier is legitimately stupid in every conceivable way. There’s a reason they even had to fight a giant bread monster in the first place.

  • Pyro’s weapons are all lacking in range. 

  • Demoman is almost always drunk and is usually impaired. He’s also a literal lobotomite, but that doesn’t really affect his combat performance all too much.

  • Heavy… well there’s not really much to say here outside the fact that he’s relatively slow.

  • Engineer’s buildings are easily destructible and require him to be around to maintain its health, leaving him largely immobile. They also require a ton of time to set up to full strength, and the upgrade process can be interrupted.

  • Medic isn’t combat oriented and whatever weapons he has are not very strong. And despite gameplay saying otherwise, ÜberCharge only protects its target and not the Medic himself (as seen in Meet the Medic and Expiration Date), leaving him vulnerable for attack.

  • Sniper heavily falters at close quarters engagements even with his backup weapons.

  • Spy is not protected from environmental factors such as fire or his own footsteps while disguised or invisible, which can compromise his status / position to the enemy.

Sinners


As Faust puts it, “the lack of plan becomes the plan”. Despite having a manager, the Sinners are horrifically reckless and frequently throw themselves at their enemies until they die or the enemies do. E.G.O is also risky, as it drains the sanity of the Sinners and may even corrode, leading to indiscriminate attacks and resultant friendly fire.


Dante’s revival ability also recoils on them; they feel the pain of every injury and death that the Sinners take whenever they use the ability. However, the most fragile thing about Dante is their lack of defense. The team’s revival is entirely dependent on Dante’s survival, and though the Sinners won’t die immediately if Dante does, they won’t be able to be revived any longer. Outside of the Sinners being able to act as meat shields, Dante’s only method of defense is a suicide bomb, which, you know, kills them. It’s not like they can just disguise themselves; they literally have a giant clock for a head. It shouldn’t and hasn’t taken long to put two and two together for enemies to begin targeting Dante if a fight drags on for too long.


Many of the individual Sinners have faults of their own too, which includes and is not limited to;

  • Faust, though intelligent on her own, is limited without Gesellschaft, as seen in Murder on the WARP Express.

    • It should be noted that Faust being disconnected from the Gesellschaft is an incredibly unlikely scenario as it was only seen to cease functioning while the Sinners were traveling in what was basically a dimensional void.

  • Don Quixote is (was?) impulsive and has frequently gotten the Sinners into situations they shouldn’t be in, like the incident at K Corp’s checkpoint.

    • As a Bloodfiend, Don Quixote / Sancho has an irrational fear of water.

    • Long periods of abstinence from blood can weaken a Bloodfiend, and additionally degrade their mental state. This wasn’t a problem for Sancho or her Father though, because apparently getting a hobby just solves the issue.

  • Ryōshū will sometimes let shit happen for the vine. During the siege on La Manchaland, she already knew a Fixer they were working with was going to betray the group and just let it happen because she wanted to see how he would do it, much to her dismay of the result.

  • Meursault needs explicit orders or else he may not act on concerning situations.

    • His actions in recent chapters such as The Heartbreaking has shown he is slowly beginning to take action on his own more to assist his team.

  • Heathcliff is prone to anger and may rush into a fight recklessly.

  • Ishmael, during the events of The Evil Defining, was shown to be incredibly neurotic and belligerent towards her team members due to the nature of their mission.

    • Seeing as her quest for vengeance has ended, she’s returned to her normal self and does not act this way anymore.

  • Sinclair isn’t a particularly experienced fighter and gets scared easily. Despite his combat boost if enraged, he’s also much more volatile and may act rashly. (seen in The Unconfronting)

    • His Identities aren’t usually like this and many of them are shown to be incredibly competent at their jobs.

Notes

Limbus Company Game Mechanics


You may have noticed that in Limbus Company’s section, several game mechanics are used in order to explain notable information about their equipment or feats.


To put it simply, yes, just about all of Limbus’s game mechanics are canon and have an in-game explanation, even down to the main menu. These explanations come from in-game dialogue and Dante’s Notes, which frequently make mention of things such as currency for gacha pulls (Lunacy and Thread) and game mechanics (leveling up, identity uptying, etc.) and are described in their perspective as a part of the actual lore itself.


For anyone who’s familiar with basic story progression in any game, where fights get more difficult the further you progress, you might be under the assumption that the same would apply in Limbus Company. And that’s mostly true to an extent, but the game does recognize how ridiculous it’d be for a generic thug to be the same level as a boss fight and scales them accordingly. Just as an example, this is a comparison between the first thugs you fight in Canto VI and the final boss against the Erlking, back when the level cap was 45:


(These thugs are lower leveled than generic N. Corp Inquisitors from three Cantos prior)


Just as a general comparison, scaling like this can be considered similarly to power levels from Dragon Ball. Sure, you can argue that this is rather murky and you wouldn’t be wrong, but also like them there isn’t really much to go against using it as a sort of baseline comparison when it comes to scaling fights in Limbus Company.

What is “Quantum Disentanglement”?


So this has been a hot topic in favor of Team Fortress buffs recently, and it’s a pretty big one all things considered. Dr. Grordbot’s weapons such as the Cow Mangler 5000 and Pomson 6000 generally only go so far as to be shown of simple disintegration in-game, but further inspection describes these weapons as being capable of “quantum disentanglement”.


To get it out of the way first, “quantum disentanglement” is not a real thing in physics. But assumptions can be made as to how it works. Quantum entanglement, the assumed opposite of “quantum disentanglement”, is described as a phenomenon where two subatomic particles remain deeply connected, even if separated by billions of light-years.I’m no master at physics but I would like to put down two perspectives regarding this matter below from KingCorporeal and Speedy (mostly summarized for me by Rina Antiqua).


  • In order for these high ends to be true, one must assume that “quantum disentanglement” actually involves subatomic manipulation, and it’s helped by direct statements describing the weapons as capable of subatomic destruction, therefore leading to calculations ranging from 2.06 megatons to 42.41 gigatons.

  • Quantum entanglement is only referring to the correlation between particles rather than any subatomic bond. Particles do not need to be bonded in order to be entangled, and therefore “quantum disentanglement” would only be severing the “entanglement” rather than the bond of the particles, which doesn’t have any effect on the structural integrity of the target, so simple disintegration values would be fine to use.

    • Quantum disentanglement could, instead, be more linked to quantum decoherence, which is something that can happen as naturally as a particle interacting with the environment.


Believe what you will, but I’ll be further elaborating (or not, depending on how you view it) about this in my verdict.

Verdicts

Violet

(”From my castle walls, I glower down at you”)


The dumbest fucking idiots of today vs the dumbest fucking idiots in history.


Since Bowser VS Eggman is now out, I was thinking now would be an appropriate time to start writing up this blog while army battles are still hot. And while I’m writing this, I really need to shout out other Death Battle blog writers in places like G1 because oh my god this was a goddamn nightmare to put together. A lot of it was just trying to figure out Project Moon’s stats, and another spent trying to organize everybody’s arsenal and abilities.


Even though we just had Bowser VS Eggman, a fight of this magnitude feels like it’d be implausible. Unlike Bowser VS Eggman, the armies are not fodder and actually need screen time to make full use out of what they can do, like in Red VS Blue. Still, even in my head I can only imagine the interaction potential between these two teams. Don Quixote and Soldier, Spy and Meursault, Heathcliff and Scout, Faust and Medic, and the list goes on. This matchup just feels right in a lot of senses of the word.


But enough rambling. In a war of attrition between these groups of undying mercenaries, who would win?


To start, I’d like to begin with their physical stats, starting with strength, which is where almost all of my ire of creating this blog comes from. As a much older game and a… not visual novel, RED Team has much more to go off of in this regard. Knocking out bears with a femur bone, wrestling with bears and robots naked, even the weakest of the bunch is nothing to scoff at when it comes to these mercenaries. Buuut, there’s a few recent calcs that need to be addressed beforehand.



The Sinners, unlike the RED Team, pretty heavily rely on scaling, not just because Project Moon is underutilized in versus but because whatever they do have is really vague. What they scale to however, should pretty handily outmatch the mercenaries. As a part of their jobs, the Sinners frequently take on Abnormalities all the way up to WAW level threats; a category that includes the Firebird from Lobotomy Corporation, a being that can raise the temperature of an entire room enough to burn anyone inside to a crisp. This gets up to 22.4 tons of kinetic energy, 3.4x stronger than Heavy stopping the train, and they have taken on several different kinds of other Abnormalities like a gigantic brazen bull made out of copper and zinc, a giant whale-fish thing, and a huge automated steam machine. With that in mind, though the RED Team have loads to show on their own merits, the Sinners’ strength against threats of similar power should more than suffice against the mercenaries.


Speed is where I think this debate begins to heat up. On foot, the fastest mercenary, Scout, runs upwards of 17 mph (at least based on his movement speed in-game, though its measurements are debatable) and can move faster with the Baby Face Blaster; the other mercs should be able to scale even though they’re all slower than he is. Of note is the Cross-Comm Express, a cosmetic for the Scout in-game, describes him as needing to slow down in order for light to catch up to him, which would make him FTL. Team Fortress as a whole is pretty unserious in nature and it’s easy to take this statement at face value, but personally I’m a little doubtful of the legitimacy of it.


  1. The Cross-Comm Express is a crossover cosmetic with Tom Clancy’s Ghost Recon, a franchise that is definitely not known for being obscenely fast, let alone Scout showing any displays of FTL speeds in any related media

  2. If we were taking crossovers literally, the mercenaries would be way more powerful than they actually are just for having stuff from Disgaea

  3. Scout would not need an item like BONK! if he could casually outpace something that is multitudes of times faster than any bullet


So the fastest mercenary is… fast, but let’s talk about the Sinners. Here’s a funny little thing about the Project Moon universe. Following the reception of the Full-Stop Office in Library of Ruina, Roland outright says guns are ineffective against competent fighters.



Early game Sinners are what I’d hardly describe as “competent”, but this statement by Roland only helps to further reinforce my point. With them being able to deflect Kromer’s nails, all of the Sinners should be, at the very least, around Mach 561. Recall that shortly after the Sinners entered Calw, they were attacked by N Corp Inquisitors who shattered their bus window by throwing a nail at it. Mephistopheles’ windows are bulletproof at the very minimum; Faust proposes that she hadn’t tested the bus against projectiles at such a speed before, and Limbus Company is known for having free reign to fire bullets in a world where guns and their necessities are otherwise inaccessible.


If you don’t buy Mach 561, Librarians using the key pages of Index Proselytes (an Urban Nightmare threat) can deflect rifle rounds as they’re shot by the Full-Stop Office, which gets upwards of Mach 249. The Full-Stop Office was fought as an Urban Plague too; just one step below Urban Nightmare, which the Sinners have taken on plenty of times now, so they would undoubtedly scale. The closest speed that would match anything like this is Scout under the effects of BONK!, which is not a good look to have, because:


  1. Mach 126 is only a little over half the speed of the Index Proselytes and over 4.4x slower than the Inquisition's nails

  2. Even if you buy FTL reaction times from dodging laser projectiles, Scout can’t attack while he’s under the drink’s effects


The Sinners are faster by a solid margin, and this goes very well in tandem with their arsenal and abilities. With such a wide variety of Identities who specialize in melee combat, the Sinners are able to get in close and take on the mercs personally. It’s not like the RED Team aren’t good at hand-to-hand; matter of fact, plenty of them are, but they’re vastly outmatched by the Sinners. For example:


  • The Liu Association, which specializes in burning their enemies and crowd control, would inflict serious burn damage to everyone that isn’t Pyro

  • Lobotomy Corporation HQ Employees (and by extension, R Corp Rabbits) frequently face Abnormalities around the same ballpark as what the Mercenaries are able to dish out strength wise if you don’t buy the Sinners scaling to LobCorp HQ’s Abnormalities.

  • Nagel und Hammer can safely be assumed to have the same combat speeds as their main story counterparts, which means nails thrown at Mach 561, and yeah you get the gist.

  • T. Corp Collection Staff can not only take the mercenaries’ perception of time away, which results in them moving incredibly slowly, but also allow the Sinners and their teammates to stack up damage from attacks and then let it burst, allowing for a potential one-shot kill.

  • WARP Corp Cleanup Agents can create protective barriers around themselves and have weapons that literally tear through dimensions.

  • Meursault, claim his bones.


Certain other Identities and E.G.O. are able to apply speed debuffs, and Dante also has Pigritia, which halves the speed of every non-Sinner for up to thirty minutes with the range to span an enormous manor. It’s no surprise to say the RED Team would have a very difficult time attempting to keep up.


All of this reinforces the implication made earlier by Roland’s statement; all of the mercenaries’ guns are useless. Considering a huge component of their entire arsenal revolves around their firearms, I don’t need to explain any further about how harmful this is to their damage output. With their guns effectively nullified (the Sinners have their own too), the RED Team would need to find ways around the Sinners’ overwhelming reaction speed. And to an extent, some of them do have a few answers, more notably their ray guns, which are capable of disintegration:


  • The Scout has the C.A.P.P.E.R.

  • The Soldier has the Cow Mangler and Righteous Bison

  • The Pyro has the Manmelter

  • The Demoman may be able to set up a trap using his Sticky Bombs

  • The Engineer has the Pomson 6000


Unfortunately, there’s a few individuals who end up being dead weight for a few more reasons than being unable to overcome the Sinners’ speed difference.


  • The Sniper’s ranged capabilities can certainly prove to be useful with the Sinners distracted by the targets in front of them, but once he’s found out, [Lobotomy E.G.O.: Magic Bullet] Outis and [Fell Bullet] Heathcliff would have zero issue cleaning him up, the latter even more so since he hardly even needs to aim to send bullets down on Sniper.

  • The Spy’s whole gimmick gets denied by Ryōshū on her own. Her heightened senses are able to pick up things that her colleagues wouldn’t be able to, and Spy’s invisibility doesn’t protect him from outside factors, meaning getting doused by liquids, set on fire, or even his footstep audio would betray his presence. His disguise kit also isn’t implied to give him knowledge of how the people he impersonates acts, but even if it did, the disguise was seen through by the classic Sniper’s eye prosthetic, so it’s unreasonable to assume Ryōshū wouldn’t see right through it as well. Otherwise, the Spy’s weapons are not very strong, and the Sapper wouldn’t be effective against anything except mechanical prosthetics, of which the Sinners hardly make use of in most of their Identities.


Taking the Spy and Sniper out, this matchup would boil down to the RED Team’s 7 against Limbus Company’s 13, 12 if you discount Dante since they don’t fight. These odds are pretty bad for the mercs since the two teams are almost neck and neck in physicality.


Regardless of whatever statistic you think they’re able to go up to, it’s probably pretty obvious that Dr. Grordbort’s weaponry will be a frequent cause of death for the Sinners. The Sinners are strong, but they’re not tough. Scout, the weakest mercenary as mentioned before, tanked three rockets point blank and was (mostly) okay, meanwhile Hong Lu got blown up by an explosion while he was peeking at an alleyway. Adding onto that with ÜberCharge, alongside some other instances of the mercs no-selling unsavory wounds, it will take the Sinners a lot of effort to get in close and make their move. But with them having the potential to be so far above the Sinners’ paygrade, why don’t I think Dr. Grordbort’s weapons would just be an instant win?


There’s a few things:

  1. Having the Cow Mangler on hand would deny Soldier’s ability to rocket jump, leaving him less mobile and therefore more susceptible to being encroached upon by a group of Sinners with already existing speed debuffs.

  2. The Engineer is carried by the Pomson 6000; he hardly has the physical ability to keep up with the Sinners otherwise and he’s already largely immobile due to having to maintain his buildings for his team.

  3. Persistence. More on that in the next section.


With how relatively close this matchup gets, I think determining the outcome of this fight relies on the effectiveness of each team’s revival abilities. The RED Team’s in particular needs to be talked about because how it’s described is really vague. Warning that this may go into some conjectural territory due to how vague it is, but I ask to please bear with me for a little bit.


Outside of gameplay respawns, The Naked and The Dead reveals that the Medic had “surgically grafted” eight more souls onto himself to have a majority stake in his afterlife after selling out to the devil. That many souls combined with the Medic’s own would mean nine souls belonging to him; for all nine mercenaries. He even says so himself:


THEY don’t have souls, he does


This is a slightly inconsistent plot point, because Gargoyles and Gravel (or Scream Fortress VII) has Merasmus attempt to take the souls of the mercenaries in order to pay a debt to the Russian Mafia, though this could easily be explained as having taken place before Medic did the deed. In addition, Scout and Sniper went up to heaven for the brief periods where they were dead (despite Medic claiming the latter hallucinated seeing his parents in heaven) meaning that they do have souls, because otherwise the Medic wouldn’t have gone to hell if he didn’t have a soul to sell to the devil.


But that’s besides the point, because the Sinners don’t have any form of soul manipulation anyways. What’s important is interpreting how these mercenaries even revive. In the comic, the Sniper was dead for 12 hours, and six of it was spent underneath an operating table by the Medic, after which he came out with multiple surgery scars in areas that he definitely was not shot in. Prior to this, the Scout had his heart ripped out of his body while fighting baby bears (he died from it), which required treatment by Heavy’s sister to be brought back to life. Later during the fight with the robots, Scout was fatally wounded by presumably blunt force trauma, but came back to life moments after without any medical assistance. You could chalk it up to simple inconsistency, but the way I’m understanding this is that the mercenaries have some sort of passive regeneration that can get interrupted by extreme damage like bullets or organ loss.


All of this conjecture just to explain the conditions of the mercenaries’ “respawn” mechanic. I wish it was as simple as “go watch Emesis Blue (you should though), but the bottom line is that the mercenaries’ bodies need to be intact for revival, and therein lies their fatal flaw. Don’t get it twisted, Medic’s healing capabilities are ingenious; I bet most people who suffer from severe blood loss wish they could dump their lost blood back into their bodies and be right as rain. But just the fact that the Medic has to do this in the first place proves that the RED Team’s respawn abilities are inferior compared to Limbus Company’s. Dante’s revival ability works by reversing the Sinners’ time; their bodies do not have to be intact for revival, allowing them to return from puddles of blood or getting reduced into ashes. Conversely, the mercenaries getting dismembered or blown up into chunks, something the Sinners have done from their melee attacks and also something the mercenaries are shown not regenerating from, would not only take longer to fix, but additionally require external devices like the Reanimator.


In addition, there’s no explicit cooldown on Dante’s rewind function. In-game, sure; the Sinners don’t get revived immediately if they’re killed mid-fight, which would contradict the earlier point of taking Limbus Company’s game mechanics at face value. But multiple other statements prove that idea otherwise, and even though the pain of the Sinners dying recoils back on Dante, it’s not actually a physical attack on them, and they’ve shown that they’re capable of restoring the Sinners in quick succession without much issue.



What this means is that though both teams will come back over and over again, it’s the Sinners who will eventually overtake the RED Team because of how much faster they can come back from the dead. This results in a numbers advantage the Sinners already have that will only continue to grow as the fight drags on. The Medic will frequently be scrambling trying to bring his team back to life, and that would leave him wide open for an attack; multiple in fact. With a current 7/9 majority stake in his souls, the Medic would need to be killed at most three more times in order for the Devil to get the majority and ultimately keep the Medic down for good, a simple enough task since the Medic is hardly combat oriented in comparison to his peers. Then the following matter would be to get rid of the other mercs by brute force or other means necessary. The only mercenary who might be able to revive without the Medic’s assistance could be Soldier due to ingesting Kill Me Come Back Stronger pills, but those are hardly quantifiable and there’s no way of telling how they work, which needs a whole new set of questions answered like “How often can he come back?” or “How strong does the ‘come back stronger’ aspect make him?”


Obviously the solution to their problems would be to just kill Dante, but judging by the fact that they haven’t been collateral damage during their entire tenure as manager, it’s safe to assume they are safely out of distance from combat, since the few times they were in immediate danger, the whole team was either stranded in the middle of nowhere or the battlefield had a whole lot of nothing in it to use as cover. It’s also obvious that Dante’s the root cause of the Sinners’ constant revival, but the most effective mercenaries are either too stupid (Soldier) or would be too busy dealing with the Sinners’ biggest hitters (Heavy, Engineer), of which there are plenty.


Also, Sancho is kind of busted. The only reason I hadn’t brought her up was because she willingly chooses to keep her shoes on and fight on equal ground with her teammates per her Father’s wishes. If Dante, her source of life, was in any immediate danger, Don Quixote would have all the reasons to take Rocinante off and fight at full power. As a reminder, Sancho was overpowering all of the Sinners combined and could outright paste them with a single attack, nevermind her transformation on the WARP Train; the only reason the Sinners stood a fighting chance was because she was hesitating. Further scaling should allow Sancho to scale to Project Moon’s heaviest hitters like the Library, which fought and has Color Fixers and Arbiters that are able to crater the ground with their attacks. Their best counter could, funnily enough, be Demoman’s alcohol-poisoned blood, but Sancho never actually consumes blood during her boss fight, and seeing as the Sinners have dealt with the Fairy Gentleman, an Abnormality who gets you drunk as its ability, his blood is highly unlikely to be an issue.


Just as a small comparison, think back to Skyrim VS Dark Souls. These two matchups are entirely different, but the general idea of the verdict is the same. Despite the statistical differences, none of it would have mattered if the Chosen Undead couldn’t stay dead, and a big part of the reason why they lost was because they couldn’t come close to competing in power with the Dragonborn. Here, the gap in power is much less prominent, and would allow for the Sinners to more easily come to blows with the RED Team, eventually wearing the mercs down and moving in for a kill.


To conclude, this is one of the hardest fights I’ve had to call, and it’s only my third blog proper. Both teams are almost breathing each other down in physical stats and have various means to take each other out permanently, but while the mercenaries are strong and much tougher with some deadly weaponry, I believe the Sinners’ superior speed, more versatile arsenal, and overwhelming revival ability gives them the means to win over the Teufort Nine a few more times than not.


These mercs just weren’t RED-y for this fight.

Summary

is that frieza



RED Team

Sinners

  • Way more and better showings of feats

  • Deadlier arsenal

  • More range

  • Better mobility

  • Options to heal mid-fight

  • Medic can somewhat defend himself…

  • Bigger numbers

  • Much faster, further boosted by abilities

  • More experienced with superior threats

  • More versatile arsenal

  • Destroys in CQC

  • Superior revival ability

  • Dante is well-defended…

  • Outnumbered

  • Not as strategized

  • All firearms are dead weight

  • Revival takes much longer

  • …but is vulnerable to attacks

  • Extremely reckless

  • Very fragile durability

  • …but has no method of self-defense

  • Heavily reliant on scaling for stats

Ending Notes

Welcome back, Death Battle. And wow, this blog was a lot to cover. Working on an army fight (mostly) solo was exhausting and I apologize if you feel like I’ve left anything important out. Genuinely thank you to anyone who read this far into my blog, and thank you to the people who’ve provided assistance that contributed multitudes:

  • Rina Antiqua for helping calc a metric ton of things and providing argument support

  • KingCorporeal and notatruename for Team Fortress research assistance and calcs

  • Sushi / Expy for proofreading my verdict


I have a lot of ideas I want to do, but for now, I hope to see you soon on my next blog:


Pyrrha Nikos VS Noriaki Kakyoin (RWBY VS JoJo’s Bizarre Adventure)



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