Obsidian Knight Critical Build Guide

Category Build SynergiesUpdated
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この記事の結論
Build around a Critical trigger, a focused payoff such as multi-target damage or Stun, and enough sustain for the target content.
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A Critical build needs effects after the trigger, not only Critical chance

A Critical-focused setup is not complete after collecting Critical-chance cards. It becomes easier to evaluate choices when the run has three layers: a way to trigger Critical hits, an effect caused by those hits, and enough sustain to continue a long run.

This guide is for beginner and mid-game players who see Critical-related cards but are unsure which choices form one coherent build.

Check the build in three layers

Layer

Role

What to check

Trigger

Produces Critical hits consistently

Whether current equipment and cards create enough opportunities

Payoff

Connects Critical hits to multiple targets, Stun, or extra attacks

Whether the effect directly changes the current failure

Sustain

Uses Potions, healing, or Armor to maintain the run

Whether resources last until bosses and long waves

The three layers do not need equal investment from the beginning. Secure a trigger, choose one payoff that addresses the current problem, and then add the missing sustain.

Five steps for selecting cards

  1. Check the equipment screen for stats or effects related to Critical hits.
  2. After taking the first Critical card, choose whether to extend it toward multiple targets, Stun, or sustain.
  3. Avoid adding several unrelated trigger conditions.
  4. Add one sustain option when Potions run out before the boss.
  5. Compare three attempts on the same content and note changes in wave clearing, survival, and boss damage.

Do not choose by rarity alone. Public community discussions include cases where a Common Critical card contributes more to the current setup than an unrelated Epic card. Evaluate the connection to cards already taken.

Connect Critical hits to multiple targets when enemies accumulate

When normal waves build up and defeating one enemy does not stop the next group, compare effects that spread a Critical hit to other or rear enemies. The purpose is to turn a Critical hit into the start of wave clearing instead of one isolated damage event.

After choosing this direction, adding unrelated Miss or Potion triggers can make the required pieces less likely to appear together. Prioritize choices that connect Critical hits to multiple targets first.

Compare Stun when an enemy must be stopped before attacking

When dangerous enemies need to be interrupted, compare Stun or control effects triggered by Critical hits. Public community discussions repeatedly mention Critical and Stun together for bosses and Challenges.

Some enemies or content may resist or ignore Stun. When the effect cannot be observed on the current target, move toward multi-target damage or sustain instead.

Connect Critical hits to sustain when Potions run out

If damage is sufficient but Potions do not last through a long run, compare effects that connect Critical hits to Potion refills, healing, or HP drain. This converts a successful attack into a resource for surviving the next hit.

When low damage causes repeated incoming attacks, more healing may leave the main problem unchanged. Improve multi-target or single-target damage first.

When to leave the Critical plan

Symptom

What to review

Critical hits rarely occur

Check equipment and trigger sources

Effects trigger but enemies remain

Check whether the payoff matches the content

Potions are gone before the boss

Add one sustain layer

Most offered cards use other conditions

Change to the trigger that the current run supports

Stun does not affect the target

Move toward multi-target damage, direct damage, or sustain

One Critical card does not require staying with the plan for the entire run. When early choices and owned equipment do not connect, move to the trigger that is more likely to form a complete build.

Using the skill-disable feature

Official update notes describe a feature for removing unwanted skills from the combat pool. Once repeated runs show which cards are never used in a Critical setup, this can help focus later choices. Check the current game screen for its unlock condition and available number of disabled cards.

Start with cards skipped in several runs instead of disabling a broad group immediately. This reduces the chance of removing a useful option for another mode.

Limits

  • Card numbers, multipliers, and trigger rates can change; use the current screen as the authority.
  • Effects without confirmed English labels are described by function instead of inventing a card name.
  • Critical chance, Critical damage, and effects triggered by a Critical hit are separate decisions.
  • PvP, Challenges, and long Dungeons can require different sustain and face different resistances.

Read next

Sources

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