Obsidian Knight Potion and Healing Build Guide

Category Build SynergiesUpdated
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この記事の結論
Pair a repeatable Potion refill condition with one healing, Armor, damage, or control effect suited to the target content.
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A Potion build pairs a refill source with an effect on use

Increasing Potion healing alone does not sustain a run after the stock is exhausted. Pair a repeatable refill condition, such as Critical hits or Dodge, with one effect that Potions should provide: healing, Armor, damage, or control.

This guide is for beginner and mid-game players who run out of Potions before a boss or still cannot clear enemies while Potions remain unused.

Build three layers

Layer

Role

What to check

Supply

Refills Potions

Whether Critical, Dodge, kills, or another condition repeats in the current setup

On-use payoff

Makes each Potion more valuable

Whether healing, Armor, damage, or Stun addresses the current failure

Activation

Uses Potions when the effect is needed

Whether automatic or manual use matches the build condition

Supply without a payoff leaves Potions unused. A payoff without supply ends when the starting stock is gone. Choose one refill condition from the current Critical or Dodge axis, then add one relevant on-use effect.

Five steps for selecting cards

  1. Record where Potions ran out in the last three attempts and where they remained unused at defeat.
  2. Identify the current main trigger: Critical, Dodge, or kills.
  3. Select one effect that connects that trigger to Potion refills.
  4. Choose healing, Armor, or damage on use according to the current failure.
  5. Compare three attempts on the same content using remaining Potions, progress, and enemy-clear time.

Increase supply when Potions run out

When Potions are gone before the boss or during long waves, review the refill condition before adding more effects on use. Connect refills to the event that occurs most often in the current build, such as Critical hits, Dodge, or kills.

Several different refill conditions are not reliable when none occurs consistently. Use Critical for a working Critical build or Dodge when the selected melee or ranged Dodge applies to current enemies.

Choose an on-use payoff when Potions remain

When Potions remain but the run fails, the shortage is not supply.

Current failure

On-use payoff to compare

HP is exhausted first

Healing or additional recovery

Armor does not return and a condition stops

Armor repair

Enemies accumulate

Multi-target damage or Stun

Damage falls behind in a long run

Effects that increase damage or maximum values

Add the effect that directly changes the current failure before placing several roles on every Potion. A run may not offer every required card, so do not plan only around the final combination.

Connecting Critical or Dodge to Potions

Public community discussions repeatedly use Critical hits or Dodge as Potion refill conditions. The goal is not to maximize both. Connect the condition that already occurs consistently.

Use Critical when that trigger is stable, or Dodge when the selected melee or ranged effect applies to current enemies. When neither triggers reliably, rebuild the main axis before collecting Potion payoffs.

Separate long runs from short fights

Community reports describe Potion loops as easier to assemble in long PvP, Ship, or Dungeon runs with more card choices. Short fights may end before both supply and on-use effects appear.

For short content, prioritize damage and survival that work immediately. For long content, grow the refill and payoff loop without giving up all early damage.

Potion build troubleshooting

Symptom

What to review

Potions run out early

Check whether the refill condition connects to the main trigger

Potions remain but the run fails

Add the required healing, Armor, or damage payoff

Refills rarely occur

Build a reliable Critical or Dodge trigger first

The setup never forms in a short fight

Prioritize immediate damage and survival

High sustain ends in a timeout

Add enemy-clearing damage outside the Potion loop

Using the skill-disable feature

Official update notes describe a feature for removing unwanted skills from the combat pool. It can help after repeated runs show which conditions are not used by the Potion setup.

Critical, Dodge, or kills can each become the supply condition in different modes. Do not exclude a broad group after one attempt. Start with cards skipped across several runs, and use the current screen for unlock requirements and available exclusions.

Limits

  • Use the current screen for card numbers, multipliers, trigger rates, and Auto Drink requirements.
  • Detailed Potion Regen behavior is excluded because the available public evidence is community-only.
  • Potion refills and effects caused by using a Potion are separate roles.
  • High sustain may still fail content with a time limit.

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