Obsidian Knight Dodge Build Guide

Category Build SynergiesUpdated
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この記事の結論
Build around melee or ranged Dodge, a focused post-Dodge payoff, and Armor or Potion effects that maintain required conditions.
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A Dodge build starts with what must be avoided and what happens next

Increasing Dodge alone does not complete a build when no damage or sustain follows it. Separate three decisions: whether the current threat is melee or ranged, which effect should trigger after a Dodge, and how Armor or Potions will maintain any required condition.

This guide is for beginner and mid-game players who take Dodge cards but still lack damage or survival.

Check three layers

Layer

What to check

Symptom when missing

Dodge target

Whether melee or ranged attacks are the problem

One dangerous enemy type continues to hit

Post-Dodge effect

Whether Dodge leads to Critical, damage, Potions, or healing

Avoiding attacks only makes the run longer

Condition maintenance

Whether Armor recovery or Potions preserve the required state

The effect stops after one hit

Taking several Dodge cards before identifying the target can spend choices on the wrong side of the current encounter. First determine whether recent failures came from front-line melee attacks or rear ranged attacks.

Five steps for selecting cards

  1. Classify hits from the last three attempts as melee, ranged, or boss-specific.
  2. Compare a Dodge source for the most common type of hit.
  3. Choose one post-Dodge payoff: damage, sustain, or Potions.
  4. If the effect requires full Armor, secure a way to restore Armor.
  5. Test three attempts on the same content and compare progress and remaining Potions, not only Dodge events.

Connecting Dodge to damage

When attacks are avoided but enemies remain and the fight grows longer, compare effects that connect Dodge to Critical hits, extra attacks, or increased damage. The goal is to convert defense into the next enemy defeat.

When Critical effects are also selected, check which condition starts the chain. Dodge and Critical can support one sequence, but two separate plans with different required cards are less likely to form during one run.

Connecting Dodge to Potions or healing

When Potions run out in long Dungeons or Challenges, compare effects that connect Dodge to Potion refills or healing. This layer is useful when Dodge already occurs but survival resources still disappear.

A post-Dodge healing card cannot help when Dodge rarely triggers. Confirm that the chosen melee or ranged Dodge applies to the current enemies first.

Do not confuse full Armor with a complete equipment set

Several public community questions interpret an English full-Armor condition as requiring every piece of an equipment set. Replies instead describe it as a condition that remains active while the current Armor value is full during a run.

This kind of effect may stop after any Armor damage. If it is selected, also compare effects that restore Armor after a Potion, healing event, or combat interval. Use the current game screen as the authority for the exact localized condition.

Dodge troubleshooting table

Symptom

What to review next

Ranged attacks keep landing

Check whether the effect applies to ranged attacks

Dodge occurs but enemies remain

Add a post-Dodge damage payoff

The build weakens after one hit

Review full-Armor or other maintenance conditions

Potions are gone before the boss

Compare post-Dodge Potion or healing effects

Required cards do not come together

Remove unrelated trigger conditions from the plan

One Dodge card does not require staying with the plan for the whole run. If the target and payoff do not connect, move to a Critical or Potion axis supported by current equipment and early choices.

Using the skill-disable feature

Official update notes describe a feature for removing unwanted skills from the combat pool. It can help when the target is clear, such as excluding a ranged-only option for content dominated by melee attacks.

Enemy composition changes between modes. Before disabling a card broadly, confirm that it was skipped across several types of content. Use the current screen for unlock requirements and the number of available exclusions.

Limits

  • Fixed Dodge caps, multipliers, and trigger counts are excluded because reports and versions differ.
  • Melee Dodge and ranged Dodge should not be treated as the same effect.
  • Verify full Armor and complete equipment-set wording separately on the current screen.
  • Some enemies or modes may require survival tools other than Dodge.

Read next

Sources

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