Obsidian Knight Boss Guide: Diagnose a Failed Run

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この記事の結論
Identify whether a run fails before boss entry or during the fight, then compare one offensive trigger, survival effect, or permanent upgrade at a time.
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Identify where the run breaks before adding more damage

When a boss stops your progress, record whether resources were lost before reaching the boss, at entry, or during the boss fight. Obsidian Knight changes available skills from run to run, so waiting for one exact card is less useful than checking whether an offensive trigger connects to a survival effect.

This guide is for players who can reach a boss in normal Acts, Nightmare, or another high-difficulty run but cannot finish the encounter.

Split one defeat into four stages

Stage

Record

Next decision

Before the boss

Wave clearing, Potion use, and damage taken

Whether regular progression must improve first

At entry

HP, Armor, Potions, and main-plan completion

Whether enough resources reached the boss

During the boss

Fight duration and the first effect to fail

Whether offense or survival became limiting first

After the run

End point, end reason, and missing role

Whether to change cards or permanent progression

Reaching the boss does not mean every attempt reached it in the same condition. Compare entry HP, Potions, and build completion.

Choose the next change from the symptom

Failure point

Check first

Change on the next attempt

Potions are gone before the boss

Can the build clear regular groups?

Add one effect that reaches multiple enemies

HP or Armor is low on entry

Does offense trigger healing or damage prevention?

Focus survival on one repeatable effect

Only the boss fight takes too long

Can the build sustain damage on one target?

Strengthen the same trigger as the main attack

Every run fails in a different place

Are early choices split across unrelated plans?

Choose one build axis during the first upgrades

The build forms but dies late

Is damage or survival the limiting factor?

Keep equipment fixed and change one card choice

Boss-entry record

Run

Entry HP

Armor

Potions

Main trigger

Survival effect

Boss end reason

1







2







3







Compare whether more resources reached the same point instead of relying only on absolute values.

Connect one offensive trigger to survival

Public community examples include Critical hits connected to Stun or healing, Potions connected to Armor or damage, and Dodge connected to another effect. The useful lesson is not to copy every named card. Choose an event that happens often in the current run and connect it to both offense and survival.

  1. Choose the most repeatable trigger currently available.
  2. Add one damage effect that uses that trigger.
  3. Check whether the same trigger can support healing, Armor, Stun, or Deflect.
  4. Skip an unrelated powerful card when it would split the build into another plan.

No combination is guaranteed to appear. When a build does not form, record the missing role and compare one change under the same conditions.

Cover four build roles

Role

Question

Trigger

Is there a frequent event such as Critical, Potion use, or Dodge?

Follow-up damage

Does that trigger produce sustained offense?

Survival

Does it connect to healing, Armor, Stun, or Deflect?

Wave clearing

Can regular enemies be cleared before the boss?

Focusing only on boss damage can reduce the resources that reach the encounter. Choose the one missing role as the next test.

Avoid slow engines in short encounters

Community discussion notes that a Potion engine can grow strong in a long PvP run but may fail to assemble during a short Dungeon encounter. When only a few upgrade choices occur before the boss, prefer an attack or survival effect that works immediately over a plan requiring several prerequisite cards.

Priority when few choices occur

  1. A trigger that works immediately
  2. Regular-wave clearing
  3. Survival that remains at boss entry
  4. Extra effects that work only after prerequisites appear

Judge the plan by whether it forms before the boss, not only by its maximum completed value.

Compare three attempts

  1. Keep equipment and card choices unchanged for one attempt and record the failure point.
  2. On the second attempt, change either offense or survival, not both.
  3. Keep that direction for the third attempt and compare remaining HP and Potions on boss entry.

Comparison

Equipment

Skill Cards

Permanent progression

Result to inspect

Baseline

Fixed

Fixed

Fixed

Failure point

Card change

Fixed

One change

Fixed

Entry resources and boss result

Permanent change

Fixed

Return to baseline

One change

Difference under the same conditions

If the result does not improve, review permanent systems such as equipment, Skill Card upgrades, and Fortifications. Test run choices and permanent upgrades separately so the cause remains visible.

Limits

  • This guide does not fix a universal attack order, HP value, or weakness for each boss.
  • Card values in older videos and posts may differ from the current game screen.
  • Community builds are successful examples, not guaranteed outcomes.
  • If the run ends before the boss, solve regular-enemy clearing and survival first.
  • Do not copy competitor advice that assumes manual movement, dodge timing, or target selection.
  • Do not turn one successful build into a fixed optimum for every boss and mode.

If the result does not improve

  1. If the run breaks before the boss, return to wave clearing and survival.
  2. If entry resources are low, fix where they were spent on the route.
  3. If entry resources are sufficient but the fight takes too long, test damage from the same trigger.
  4. If damage is sufficient but the run dies, test one survival role.
  5. If three runs show no change, inspect equipment, Skill Card upgrades, and Fortifications separately.

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Sources

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