Limbus Company - Refraction Railway 3 - 73 turns

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



Duration: 1:36:37
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0:00:00 - Filler stage (6 turns)
0:06:32 - Siltcurrent (5 turns)
0:13:32 - Gossypium (5 turns)
0:18:51 - Clam (4 turns)
0:23:46 - Skin Prophet (7 turns)
0:34:11 - Ardor Blossom Moth (6 turns)
0:43:22 - Filler stage redux (8 turns)
0:51:14 - Pequod trio (10 turns)
1:05:12 - Gasharpoon (12 turns)
1:20:51 - Terminus (10 turns)

Mirrorclock Orangeroad!

I like this one, huge improvement over RR2. The rules are pretty different this time around. You only need to fight each boss once, and you get a full heal and party swap after the third, sixth and ninth bosses. You can also swap out your party during those rests, which is nice.

As for the stages themselves, RR3 pushes a strong anti-blunt agenda, and the omnipresent lust resist nerfs N Sinclair into the ground. On the flipside, pierce and pride weaknesses are the name of the game, which elevates Cinqlair, and Spicebush. Dieci Hong Lu is amazing in stages that reward wrath or gloom, and kinda blah on stages that punish them.

The first three stages are primarily about SP and resource management. The stages in and of themselves aren't hard, but there is a lot of RNG here.

Mermaids is a pretty forgiving filler stage you use to build sanity on units. The next stage inflicts a ton of sinking and has a nontrivial burst requirement so spreading out winning clashes is a good idea here.

Siltcurrent is kinda frustrating. RNG plays a huge role in this fight. He's weak to pierce, pride, and envy, and highly resistant to blunt, lust, and gloom. Leaving the fluorescence alive past turn 1 can really slow down your kill speed thanks to the paralyze, so there's a lot to be gained by bursting it down turn 1. Breaking the shards is important to avoid having to clash Blind Obsession. It's a waste of resources trying to roll over it. I had to retry several times on this because the stars just refused to align for me. The warp crew does super well here.

Gossypium is a damage race. You will never get stunned by stagger in this fight, and you get healer afterward, so take as much damage as you please in this stage. A lot of the attacks in this fight are unclashable so there is a really large chunk of unavoidable damage here. In particular, this stage has a very dangerous turn 3. Ideally you would outspeed and stagger the boss turn 3, burst turn 4, and try to finish it on either turn 4 or turn 5.

In the second wave, add management and sustain are the name of the game.

Clam is the freebie fight here. The shell is basically immune to damage so there's not much point in blowing resources on it. Damage the pearl and kill the adds until the clam helpfully staggers itself, then go for game.

Skin prophet is primarily a mechanics check. The boss is unclashable and very resistant to damage in the dark phase. Killing all of the candles will push the boss into the light phase where he can be actively nuked. Note that evade dice are fair game though in the dark phase. The boss attacks are generally only a problem if targets already have existing burn, and can generally be just tanked if the target has no burn. Attacking candles in the light phase will snuff them out and if all candles are snuffed out you go back to dark phase. On the second turn of light phase, all of the lit candles will attack and deal huge amounts of burn. It's preferable to eat the counter while snuffing out a candle than take a hit from a lit candle The easiest way to do this is to destroy all but one candle in the first turn of the light phase, and then just focus the boss on the second.

Ardor Blossom Moth is...yeah. It uses an enormous amount of text to basically say "inflict a bunch of burn on clash win". The primary goal here is going to be to burn down the wings and hit it for damage. The wings are weak to slash, gloom, and sloth, and resist pierce, wrath, and lust. Just win clashes and fluid sac once in a while, idk.

The third wave is a mechanics and damage check.

Mermaids are filler.

Pequod Trio is the first really hard fight of RR3. Every few turns Ahab will use Track Them to the End!, which marks a target for execution next turn (this can be baited). Starbuck and Ahab will focus target them while Queequeg will taunt everyone. The incoming damage is bananas so you want to murder either starbuck or queequeg before turn 3 and bring someone who can tank the execution. I recommend bursting starbuck down. If Queequeg is staggered on the turn she would normally taunt, you can attack ahab normally, so timing the staggers is key here.

Gasharpoon is pretty similar to the story version. She gets a ton of protection while she has her respective ego stacks (from evasion in p1, coins in p2, shield in p3), so youll probably have to wait until turn 2 or 3 in each phase to burst her.

Terminus is a gimmick fight similar to rose in RR2. He loses resists when he gets high stacks of pretty much any debuff, so the name of the game is bringing a status team and going to town.