Limbus Company - Refraction Railway (109 turns)

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Published on ● Video Link: https://www.youtube.com/watch?v=ZjsD9ep5KKw



Game:
Refraction (2020)
Duration: 1:49:29
598 views
6


0:00:00 Stage 1 - G Corp - 7 Turns
0:04:50 Stage 2 - Mariachi - 6 Turns
0:10:33 Stage 3 - Frog - 7 Turns
0:17:46 Stage 4 - Inquisitors - 7 Turns
0:23:35 Stage 5 - Dog - 7 Turns
0:32:33 Stage 6 - Robot - 8 Turns (I still don't really get this one)
0:39:51 Stage 7 - Fish - 4 Turns
0:45:00 Stage 8 - Sacristy v2 - 10 Turns
0:56:12 Stage 9 - K Corp - 15 Turns (thisis where it starts to suck)
1:10:34 Stage 10 - Snake - 15 Turns (this one also sucks)
1:23:13 Stage 11 - Surf N' Turn Combo - 5 Turns
1:31:04 Stage 12 - Kromer v2 - 9 Turns
1:38:45 Stage 13 - My Form Empties - 9 Turns

W Don is not-okay level of strong in this.

Refraction Railway is the endgame content of Limbus Company Season 1, and it involves playing through 13 stages with the same set of 12 ids for the lowest possible turn count. This content gives a special reward for completing RR in less than 120 total turns, and an even specialer reward for doing it in the first week. In terms of difficulty, getting the clear is pretty easy, but getting 120 can put up a bit of a fight (my first attempt at this was exactly 120 turns, very nerve wracking). Having the right IDs and EGOs will be huge in cutting down on turn count. W Don and Faust Fluid Sac are real stars here.

Burst damage is the name of the game. The enemies here are tanky as hell and their resistances have pretty solid coverage, so it would be good to ensure coverage in team building.

A disclaimer: In some of these stages I use less than 5 party members. This isn't a challenge thing. Running less than 5 party members gives some units additional skill slots, which can be really valuable for characters that are action-constrained, like W Don and R Ish. In exchange, the turn 1 becomes much more dangerous, so this isn't a great strat for stages like fish, which have very scary turn 1s.

As a general tip, a lot of parts remain targetable after being broken. These parts have all fatal resistances, giving you a way to hit around tankier bodies.

Stages 1, 2, 4, 8, and 12 are very similar to their story counterparts, so they reward blunt, slash/pierce, blunt, blunt, and slash/pierce respectively.

Frog stops doing damage entirely after popping one of the eyes, and the fight becomes a target dummy fight. Pierce seems to be most effective here.

Dog is frail but tends to have some pretty damaging attacks. All of his attacks get canceled during the turn if telepole is either staggered or broken. If you can stagger it one turn and break it the next, the boss gets disabled for two full turns. Slash seems to do good work here (Rodion's What is Cast seems to do extraordinarily well).

I don't know how robot works. He's super tanky and stuns a guy for 3 turns at a time. Because of the super high resistances and the 3 turn stun, I opted for a bleed comp. Robot rolls at most 6 dice per turn, so as long as bleed count stays above 6, you can stack bleed as high as you want and watch the robot kill itself.

K Corp (stage 9) introduces a new unit in its third wave. They heal themselves for insane amounts if they're not topped off at the end of each turn, but only up to three times. They're slash fatal, so you can try to power through it or just poke them for 3 turns.

Snake is awful. Hes just super super tanky and does an obnoxious amount of burn damage. The boss is weak to pierce, resists blunt. Dogs are weak to slash, but it's less important because they're less tanky.

The final boss is super cool. It works very much like judgment bird back in Library of Ruina. Karma is a transferrable debuff that increases damage taken, but will also instantly kill any unit that has more than 108 stacks at the end of the turn. The adds also heal up to full at the end of each turn if they're alive. The play here is to either burst each of them down in a single turn, or wait for them to get up to 110 stacks. You'll probably do a combination of the two.

Karma is inflicted by the boss skills. If the boss loses the clash, then a random add gets 20 karma. If the boss wins, then a party member gets 20 karma. If the murti is broken, then the boss can also randomly target adds, which is a very good thing. The murti takes 1 damage from all attacks, but takes regular damage from debuffs, so burn, rupture, sinking, and bleed all do very well here. Once all of the adds are dead, it's just a normal burn phase.







Other Statistics

Refraction Statistics For Accel Plays Games Bad

At this time, Accel Plays Games Bad has 598 views for Refraction spread across 1 video. The game makes up 1 hour of published video on his channel, roughly 5.70% of Refraction content that Accel Plays Games Bad has uploaded to YouTube.