Sins

Sins take the role of elements in Limbus Company, and each is also linked with one of the 7 main statuses, named keyword statuses.
All skills have a sin type, and you gain what is called an EGO resource, which is spent in order to use your powerful EGO moves.

Statuses

all statuses have 2 numbers, the potency (left) and the count (right). Potency often refer to the power of an effect, such as how much damage it will do. Count usually controls how many times an effect can activate.
Please note that all statuses stack additively to themselves when applied, so applying 2 burn potency to someone who already has 4 burn potency will mean they now have 6 burn potency. The count and potency of each status is independent from the others and is tied directly to the status.

Wrath

"Red Peccatulum of Wrath. The nature of fire is to burn and burn until there is nothing left to be burned." -Hoenhiem

Burn: Burn does damage equal to the burn potency at the end of the turn, then reduces the count by 1.
Characters who inflict burn also often spread it to other targets, and sometimes even spread it to themselves or teammates.
The unique status “dark flame” can be used to multiply the damage of burn, with dark flame dealing the same damage as your burn does for each potency, then disappearing fully at the end of the turn.

Lust

"To share one's knowledge, one's ideas, to invite others into gaining the understanding of a sliver of oneself… (...) such things are 'Lust' as well." -Yi Sang

Bleed: whenever a character with bleed flips a coin (done during attacks and clashes), they take damage equal to bleed potency and reduce the count by 1.
Due to how many times coins are used per turn, bleed often activates multiple times per turn, which makes it deal more damage, but is harder to consistently maintain the count of bleed because of the count constantly going down. The constant activation of bleed often reduces the count to 0, thus reducing the potency to 0 as well.
Bleed is also related to a resource named “bloodfeast”, which is tied to the stage instead of any target, and raises equal to the amount of bleed damage any target takes, friend and foe alike. “Bloodfiend” characters will often consume the “bloodfeast” status from the stage to enhance their attacks and abilities.

Sloth

"Stones are sturdy, but that's all there is to them. They are directionless and unmoving—completely surrendered to inertia. They are trapped in their current lot in existence until someone else comes along to roll them away. Truly, there is no better symbol for sloth than them." -Hoenhiem

Tremor: when any attack inflicts “tremor burst”, the target’s stagger threshold is increased by an amount equal to the potency of tremor on the target, and then the count is reduced.
A stagger threshold is a point on a target's healthbar which, when the target’s health falls below the threshold, causes them to become staggered, making them weak to all damage types and unable to act for the current and following turns.
Tremor is also able to be transformed into other statuses called “tremor conversions”. Conversions either enhance the effects of tremor, or mix it with other effects, like "Scorch" which mixes the effects of burn and tremor, or “Hemmorage” which mixes bleed and tremor.

Gluttony

"Roots of plants dig through the dirt in search of nutrients. What distinguishes them is, however, that they are not satisfied with satiation alone; the roots continue to grow, seeking increasingly greater supply of nutrients." -Hoenhiem

Rupture: when hit with an attack, take damage equal to the rupture potency on self and reduce count by 1.
Rupture is simple, but since it decreases by 1 every time you hit an enemy, it is very easy to constantly deplete the rupture count and reset the status.
“Deathrites” are a newly added effect that deal rupture damage and apply more rupture when certain conditions are met, such as being faster than the target or landing a critical hit.

Gloom

"Have you ever immersed yourselves in deep waters? Quite easy to sink to the depths, no? However… the deeper one sinks, the harder does it become to rise again. The pressure suffocates you from all directions—no matter how much you thrash around, desperately looking for something to grab onto, all you find is futility. Such is gloom." -Hoenhiem

Sinking: when hit, reduce sanity by an amount equal to sinking potency, and reduce count by one. If the target is at minimum sanity already, or has no sanity, instead deals gloom damage equal to potency and reduces count by 1.
Sanity is a mechanic that affects your coin flip odds, with 0 being the baseline, with regular 50-50 odds. +45 is the maximum, raising your odds of rolling heads to 95% and tails down to 5%. If you have -45 sanity, you instead panic, usually suffering debuffs and having only a 5% chance of rolling heads and 95% chance for tails, but returning to 0 sanity at the end of the turn)
Coins are everything during attacks, as almost every attack gains power for every heads coin that is flipped, so reducing the likelihood of enemies rolling heads is very powerful. However, against enemies who do not use sanity such as distortions, it is essentially the same as rupture.
Some statuses can change the behavior of how a unit acts when their sanity hits -45, such as “Echoes of the manor” or “Shattermark”

Pride

"Wheels. Symbol of technology and the vector of humanity's ultimate pursuit. The wheel, in its boundless pride, rolls on and on in search of the perfect circle, something unconquered even by nature." -Hoenhiem

Poise: when attacking, have a chance to land a “critical hit” equal to (5 times your poise potency)%, and if you do crit, reduce the poise count by 1, and you also lose 1 pose count at the end of each turn. You can only have a max of 20 pose potency, but that still results in a 100% chance to crit. Critical hits deal 20% more damage.
It is often hard to maintain a high poise count while also having high poise potency, as you will be spending it every time you hit an enemy.
Poise is one of the only 2 main statuses that is positive, and therefore applied to the self rather than inflicted to others.
“Nebulizer” has two variants, nebulizer α and nebulizer β α is used to apply poise and heal, while β uses resonance to apply more poise and increases when allies and enemies are defeated by user

Envy

“Anyone who's been subject to both static shock and the envy of others must know that the latter stings in the same manner as the former does.” -Hoenhiem

Charge: Charge count is gained as an effect of certain skills, and is often spent on other skills as a cost to activate their powerful effects. In addition, as long as the charge count is not below 1 while potency is at 1, every 10 charge count lost raises the potency by 1, with no limit to potency but a max of 20 charge count can be applied at a time.
Charge is the other of the 2 main status that is positive and self-inflicted. Charge has no innate effects, instead acting as more of a currency or ammunition to be spent on powerful attacks. Some units do gain unique effects based on charge potency however, such as increasing the power of their coins or becoming fasted every time they gain charge potency.
The only common effect that directly interacts with charge is “charge barrier”, which gives a shield equal to 3 times the amount of charge barrier on self. At the end of the turn, the user then gains charge count equal to the charge barrier before losing the shield and charge barrier.
Some units use their own unique variants of charge, often instead of the normal charge, which means they do not benefit from effects that give “charge”, but do benefit from effects that give “unique charge”. Example of unique charge include Love/Hate, Deep tears, and Penitence.