Obsidian Knight Potion and Healing Build Guide
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
- Record where Potions ran out in the last three attempts and where they remained unused at defeat.
- Identify the current main trigger: Critical, Dodge, or kills.
- Select one effect that connects that trigger to Potion refills.
- Choose healing, Armor, or damage on use according to the current failure.
- 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.