Limbus Company - Refraction Railway Season 2 (128 turns)

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Published on ● Video Link: https://www.youtube.com/watch?v=UkHZyr8Cy1c



Duration: 1:07:40
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0:00:00 So That No One Will Cry (4 turns)
0:06:05 Steam Engine (4 turns)
0:13:10 Drifting Fox (5 turns)
0:21:46 T Corp (6 turns, ngl im not super happy with this one)
0:28:17 Faelantern (3 turns)
0:32:24 Centipede (4 turns)
0:39:42 Double Faeries (7 turns, it maybe could have been better but whatever)
0:49:44 Passenger (4 turns)
0:55:49 Me taking entirely too long to make simple decisions
0:58:13 Sign of Roses (5 turns, could probably have shaved one or two turns off here honestly)

IDK i uploaded the first one so iit felt right to do this one too. Just final cycle because the first 4 cycles are just these bosses over and over again.

RR2 is way more interesting than RR1 but it's also weird. There's less filler rounds and most of the bosses have something going on. The bosses themselves are more fun than RR1, but the fact that you have to do the first 3 boses 5 teams each is kinda...eh. Once again you get a cosmetic reward if you finish under a certain turn count (5 cycles in 150 turns or less).

Notably RR2 now fixes the initial speed rolls and skill palette of the opening turn, meaning you can't reset for turn 1 quick suppression anymore.

Just like RR1, burst is the name of the game. W Don, R or Molar ish, R Heath, N Sinc, W Ryo all do amazing here. K lu is also very good but i just didnt feel like using him. As for comp, RR2 requires at least a handful of strong slash IDs or EGOs and a decent array of blunt coverage. A lot of enemies here have gloom, sloth, and lust weaknesses, so Rime Shank and Sunshower are busted.

STNOWC puts talismans on anyone that clashes with it for 2 turns, and then guard on turn 3. (Blunt, gloom, and wrath are good here)

Steam engine becomes basically immune to damage when its body breaks, but it's overriden by stagger. Once the arm is broken, it also gets fragile whenever it gains poise. The trick here is to break the arm, clash with body a little for stacks, and then burn down the boss in a single stagger window so it never gets full immunity. (Blunt, sloth, and envy are good here)

Fox has very high protection until it spawns the umbrellas on turn 3, and then become momentarily vulnerable on turn 4. Breaking the head creates a weak spot that can be exploited for damage. (Slash is ideal but pierce is good, gloom and gluttony recommended)

T Corp heals to full if their hp is between 6 and 24 percent. Burst them down for wins. Easy otherwise. (Pierce is good here, sloth and wrath are bad)

Faelantern stuns the 4 slowest party members on turn 1, and will begin to eat them if until the fairy part is broken. Lantern will go back to fairy phase after a bit and you repeat. (Slash is super important here, pride and lust strongly recommended)

Centipede is immortal as long as it has self-charge stacks. Each of its skills gives the boss stacks at combat start, and drops them if the skill loses its clash so winning clashes is key here. Centipede also gains stacks based on how much leftover shield it has at the end of turn 1. When centipede hits 0, it doubles its current stacks and enters a burn phase, dropping 9 stacks per turn. The battle ends when it runs out of stacks. Alternatively, you can wait until turn 5 or 6 for the second coil, and burst down the shield to force it to drop stacks. (Blunt, gloom, and sloth all do really well here, pierce does nicely as well)

Double Fairy has no really notable mechanics, they're just super tanky. On turn 3 a wine glass will spawn which inflicts tipsy if it dies on that turn. On turn 4 the gentleman will tackle people and stagger itself if its target had tipsy (be careful if it double targets since the first attack removes the tipsy). (Pierce, slash, envy, and wrath are good here)

Passenger will escape on turn 2 and spawn 4 portals. Each portal is weak to its color (so the red portal is weak to wrath, yellow to sloth, etc). Any portal that survives the first turn gives the boss a buff when it respawns. If all four portals break on the first turn, boss gets a nasty debuff. Boss will teleport 1 turn after respawning until it falls under 30% hp. (Slash, blunt, lust, gluttony are good)

Rose is weird. Rose will open with an attack that spawns one rose for each sinner. Each rose will be the color of the S1 of the sinner that spawned it and will do a huge amount of damage to its associated sinner at the end of every tun. It also gives a ton of healing to that sinner when it dies. Like the portals in passenger, the roses are weak to their color, so this can be manipulated by bringing specific S1s to the fight. Red is kind of the worst one, but they're otherwise easy.