Obsidian Knight Stun and Explosion Build Guide

Category Build SynergiesUpdated
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この記事の結論
Separate Stun control from Explosion and Execute clearing, connect one effect to a stable trigger, and keep an alternative for resistant enemies.
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Choose Stun and Explosion for different jobs

Stun controls an enemy before it acts. Explosion and Execute effects connect a defeat or another condition to the next enemy. Do not collect them as interchangeable strong effects. Choose according to whether the current failure is incoming damage or an enemy line that does not clear.

This guide is for beginner and mid-game players whose Stun or Explosion cards do not form a coherent setup or stop working in harder content.

Separate three roles

Role

Symptom it addresses

What to check

Stun

A dangerous enemy must be stopped before attacking

Whether the trigger repeats and the target can be affected

Explosion or Execute

The line remains after one enemy is defeated

Whether the defeat or condition chains to another enemy

Alternative axis

Stun or Explosion does not affect the target

Whether direct damage, sustain, or multi-target attacks remain available

When using both Stun and Explosion, keep the first trigger focused on one axis such as Critical, Potions, or Dodge. Separate trigger plans make the required cards less likely to appear together.

Five steps for selecting cards

  1. Classify the latest failure as failure to stop an attack, failure to clear a line, or failure of an effect to trigger.
  2. Compare Stun for incoming damage or Explosion and Execute for line clearing.
  3. Connect the effect to the most frequent current trigger: Critical, Potions, Dodge, or kills.
  4. When an effect is not visible, consider resistance before adding more cards with the same effect.
  5. Preserve one direct-damage or sustain option and compare three attempts on the same content.

Choosing Stun

Compare Stun when a high-damage enemy or boss must be interrupted before attacking. Public community discussions repeatedly connect Stun to Critical hits or Potion use.

The trigger matters as much as Stun itself. Connect it to Critical when Critical hits are consistent, or to Potions when a Potion loop is already working. A powerful Stun card does nothing when its condition rarely occurs.

Choosing Explosion or Execute

Compare Explosion, Execute, or defeat-chain effects when one defeated enemy leaves a long line behind it. These effects are candidates for Ship, Nightmare, and extended waves.

Detailed calculations and targets can differ between cards. This guide does not treat Explosion and Execute as identical. Check whether the effect actually continues enemy clearing on the current screen.

Switching when enemies resist the effect

Public community reports describe some high-difficulty enemies as resistant or immune to Stun or Explosion. A verified enemy-by-enemy resistance list is not available, so this guide does not name fixed targets. When no effect appears and enemy behavior does not change, move to another axis.

When the effect fails

Alternative to compare

Stun does not occur

Direct damage, Armor, or healing

Explosion does not chain

Multi-target or rear-target damage

Execute does not occur

Critical damage or more consistent minimum and maximum damage

Control works but time expires

Add enemy-clearing damage

Connecting Critical or Potions

Critical hits are repeatedly mentioned as a reliable entry point for both control and enemy-chain effects. A Potion build can connect refills to Stun or damage caused by Potion use.

There is no need to maximize Critical, Potions, and Dodge together. Start from one axis that already works and connect it to either Stun or Explosion.

Troubleshooting table

Symptom

What to review

Enemies still attack after taking Stun cards

Check the trigger and whether the target is affected

The line remains after one defeat

Check the Explosion or Execute chain condition

Control works but the run times out

Add direct damage

Required cards do not come together

Reduce the plan to one trigger

Effects disappear only in hard content

Move to an alternative axis and record possible resistance

Using the skill-disable feature

Official update notes describe a feature for removing unwanted skills from the combat pool. It can help after repeated attempts show that a Stun or Explosion card is not selected for content with resistant enemies.

The same card may work in another mode. Confirm that it is skipped across several targets before excluding it broadly, and use the current screen for unlock requirements and available exclusions.

Limits

  • Use the current screen and testing for enemy resistance, multipliers, trigger rates, and card numbers.
  • Treat Stun as control and Explosion or Execute as enemy clearing.
  • A strong effect cannot help when its trigger does not occur in the current build.
  • Too much control can leave insufficient damage for timed content.

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Sources

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