Limbus Tier List

Ishmael

R Corp. 4th Pack Reindeer

R Corp. 4th Pack Reindeer Ishmael artwork
“Huff, let's skip the formalities. What do I need to do?”

Review

C

Mirror Dungeon tier

Charge-fed Sinking blunt burst damage

A high-variance Sinking identity built around Mind Whip, a four-coin blunt skill that hits very hard. It only targets enemies reliably when enough Charge has been built, otherwise it picks a random unit and can hit your own team. Charge builds slowly, so the skill is rarely online on time and the identity is more fun than consistent.

Worth pulling?
optional

How to play

Use Mind Strike and Flaying Surge to build Charge, since Flaying Surge gives the biggest single gain. Hold Mind Whip until Charge is high enough to spend, then fire it for the unopposed hit. Firing it early is a gamble that can land on an ally, so it only makes sense in fights you can reset. Her blunt resistance helps her survive while she builds.

  • +Mind Whip can deal very large damage
  • +Resists blunt, which makes some stages easier
  • +Flaying Surge gives a big Charge jump
  • −Charge is slow to build and unreliable
  • −Mind Whip can hit allies without enough Charge
  • −Passive drains SP when she fails to deal damage

FAQ

Why does R Corp Reindeer Ishmael attack her own team?
Mind Whip targets a random unit when she lacks the required Charge at combat start. Build Charge first and it hits an enemy as intended.
Is R Corp. 4th Pack Reindeer Ishmael good?
She is strong when everything lines up but inconsistent. Charge takes several turns to stack, so she sits near the bottom of useful picks.
How does Reindeer Ishmael build Charge?
Mind Strike gives a modest amount per hit, and Flaying Surge gives a large burst on use. Defensive turns from the rest of the team make the build-up easier.

Skills

S1

Mind Strike

GloomBlunt
Base power
4
Coin power
+5
Coins
2
Offense
+1
Atk weight
1
Copies
3

[On Use] Gain +2 Charge Count

  1. 1[On Hit] Inflict 1 Sinking [On Hit] Gain +2 Charge Count
  2. 2[On Hit] Inflict 1 Sinking [On Hit] Gain +2 Charge Count
S2

Flaying Surge

EnvyBlunt
Base power
6
Coin power
+12
Coins
1
Offense
+1
Atk weight
1
Copies
2

[On Use] Gain +7 Charge Count

  1. 1[On Hit] Inflict +3 Sinking Count
S3

Mind Whip

WrathBlunt
Base power
2
Coin power
+6
Coins
4
Offense
+1
Atk weight
1
Copies
1

[Combat Start] Spend 8 Charge Count If at less than 8 Charge Count at Combat Start, target a random unit for an unopposed attack

  1. 1[On Hit] Inflict 1 Sinking [On Hit] Raise Stagger Threshold by 40% of damage dealt
  2. 2[On Hit] Inflict 1 Sinking [On Hit] Raise Stagger Threshold by 30% of damage dealt
  3. 3[On Hit] Inflict 1 Sinking [On Hit] Raise Stagger Threshold by 20% of damage dealt
  4. 4[On Hit] Inflict 1 Sinking [On Hit] Raise Stagger Threshold by 10% of damage dealt
Defense

Evade

GloomEvade
Base power
4
Coin power
+10
Coins
1
Offense
+3

[On Evade] Gain +1 Charge Count

Passives

Combat passive

Brainwave Focus

Gloom3 Res

At the start of the combat phase, gain (Gloom Reson. / 3) Attack Power Up. If this unit fails to deal damage this turn, lose 15 SP at the end of the turn.

Support passive

Tenacity

Gloom5 Owned

1 ally with the least SP deals +10% Blunt damage.