
000
Lobotomy E.G.O::Lamp Gregor
Introduction
Lobotomy E.G.O::Lamp Gregor is a 000 Sinking identity in Limbus Company. Lobotomy E.G.O::Lamp Gregor's sinner is Gregor.
On the combined Limbus Company tier list Lobotomy E.G.O::Lamp Gregor is C tier, 109th of the 172 identities ranked, from where 2 community tier lists put Lobotomy E.G.O::Lamp Gregor.
Other Sinking identities in Limbus Company: Dieci Assoc. South Section 4 Director Meursault, Dieci Assoc. South Section 4 Hong Lu, Dieci Assoc. South Section 4 Rodion, Dieci Assoc. South Section 4 Yi Sang, Edgar Family Heir Gregor, G Corp. Head Manager Outis and 10 more.
What Lobotomy E.G.O::Lamp Gregor does
A Sinking and Burn bruiser built to be slow: every skill powers up if the target outspeeds it by 3+, if its own Speed is 1 or lower, or if the target has Dazzle, and Skill 1 even Binds itself.
Skill 3 then deals 40% more, and against a Dazzled target its coins go Unbreakable with +3 Clash Power. The defense turns the Bind it carries into Haste for the slowest allies.
Stats
- HP16th of 192290
- Max Speed186th of 1924
- DEF Level1st of 19270
At level 65, Uptie 4. Each bar is measured against the highest value in the Limbus Company roster, and the place is out of every identity with that stat.
Combat stats
- Rarity



- HP at level 65
- 290(86 + 3.14 per level)
- Speed
- Uptie I 1-6Uptie II 1-5Uptie III 1-4Uptie IV 1-4
- DEF Level
- 70(level +5)
- Resistances
Normalx1
Ineff.x0.5
Fatalx2- Stagger at
- 40% HP
- Sins
x3
x2
x1- Traits
- E.G.O Gear, Limbus Company, LCE
Skills
4At level 65. Yellow text is what an Uptie adds.
Passives
Dazzling Lamp
Turn Start: Gain 1
Lamp
External effects cannot change this unit's Min. and Max. Speeds
When chaining Skills, this unit can redirect the Attack Skills' targeting to itself regardless of Speed (Focused Encounters only)
When gaining
Haste, gain 1
Clash Power Up instead (once per turn)
- Once the above effect activates, cannot gain
Haste for the rest of the turn
E.G.O Gear Proficiency Manual
Turn Start: Gain 1
Defense Level Up for every ally wearing E.G.O Gears (max 3)
When an ally dies, gain 2
Pierce DMG Up next turn (once per turn)
Dazzling Lamp
Turn Start: Gain 1
Lamp
External effects cannot change this unit's Min. and Max. Speeds
When chaining Skills, this unit can redirect the Attack Skills' targeting to itself regardless of Speed (Focused Encounters only)
When gaining
Haste, gain 1
Clash Power Up instead (once per turn)
- Once the above effect activates, cannot gain
Haste for the rest of the turn
E.G.O Gear Proficiency Manual
Turn Start: Gain 1
Defense Level Up for every ally wearing E.G.O Gears (max 3)
When an ally dies, gain 2
Pierce DMG Up next turn (once per turn)
Eyes Bright Like Lamps
Combat Start: Gain 1
Lamp
Combat Start: If an enemy has
Dazzle, heal 3 SP
Turn End: Apply
Guardians of the Forest next turn to the ally with the earliest Deployment order among those that do not fit the following conditions:
- Is this unit
- Is an ally that has
Guardians of the Forest
- Is an ally that cannot heal SP due to conditions such as Panic or Corrosion
Dazzling Lamp
Turn Start: Gain 1
Lamp
External effects cannot change this unit's Min. and Max. Speeds
When chaining Skills, this unit can redirect the Attack Skills' targeting to itself regardless of Speed (Focused Encounters only)
When gaining
Haste, gain 1
Clash Power Up instead (once per turn)
- Once the above effect activates, cannot gain
Haste for the rest of the turn
E.G.O Gear Proficiency Manual
Turn Start: Gain 1
Defense Level Up for every ally wearing E.G.O Gears (max 3)
When an ally dies, gain 2
Pierce DMG Up next turn (once per turn)
Eyes Bright Like Lamps
Combat Start: Gain 1
Lamp for every 2 Gloom Reson. (max 3)
Combat Start: If an enemy has
Dazzle, heal 5 SP
Turn End: Apply
Guardians of the Forest next turn to the ally with the earliest Deployment order among those that do not fit the following conditions:
- Is this unit
- Is an ally that has
Guardians of the Forest
- Is an ally that cannot heal SP due to conditions such as Panic or Corrosion
Were There More Lives to be Saved?
Turn End: Apply the following to the ally with the earliest Deployment order among those that have negative effects
- Gain +4
Aggro to the leftmost Slot next turn
- Gain 1
Blunt DMG Up next turn
Sanity
- Increases after winning a Clash based on the Clash count (Base Value is 10, raised by 20% per Clash count after 1)
- Increase by 10 after this unit defeats an enemy whose level was higher than or equal to this unit's
- Increase by 5 after an ally defeats an enemy whose level was higher than or equal to the unit's
- If the level of the defeated ally was higher than or equal to the unit's, decrease based on the level difference (Base Value is 10, raised by 10 per level)
How to get
- Acquire Lobotomy E.G.O::Lamp Gregor
- Uptie Lobotomy E.G.O::Lamp Gregor to Tier 3
Art and animations
More Sinking identities
All identities
Dieci Assoc. South Section 4 Director Meursault
Dieci Assoc. South Section 4 Hong Lu
Dieci Assoc. South Section 4 Rodion
Dieci Assoc. South Section 4 Yi Sang
Edgar Family Heir Gregor
G Corp. Head Manager Outis
LCB Sinner Hong Lu
LCB Sinner Yi Sang
Lobotomy E.G.O::Faint Aroma & Solitude Ryōshū
Lobotomy E.G.O::Solemn Lament Yi Sang
Lobotomy E.G.O::Sunshower Heathcliff
Molar Boatworks Fixer Ishmael





Bind
Burn
Sinking

Unbreakable Coin
Plus Coin Boost
Clashable Guard