Obsidian Knight Enemy and Boss Counter Guide

Category Enemy and Boss DatabaseUpdated
★
この記事の結論
Use official enemy groups and visible failure symptoms to decide what to change when waves or bosses stop a run.
SPONSORED

Diagnose the loss before naming the enemy

When regular enemies or a boss stop a run, it is usually more useful to classify the visible failure as slow clearing, incoming damage, an effect not working, or a timeout than to memorize an incomplete enemy list. That classification gives you one concrete change for the next run.

This guide is for beginner and mid-game players who can see where a run fails but are unsure whether to change cards, equipment, or permanent upgrades.

Officially named enemy groups

The official Google Play description names the following enemy groups. It confirms that these groups exist, but it does not provide a complete bestiary, locations, stats, resistances, or rewards.

Official wording

What is confirmed

Bandits

The enemy group exists

Zombies

The enemy group exists

Knights

The enemy group exists

Skeletons

The enemy group exists

Massive Giants

The enemy group exists

Use the current in-game screen when you need an exact enemy name or numerical value.

Symptom-to-fix table

What happened on screen

Check first

Change one thing next run

Regular enemies remain in a long line

Attacks are too single-target or trigger too rarely

Add one Critical, Explosion, multi-target, or back-line effect

Enemies die, but incoming hits accumulate

Control or survival is too weak

Extend one established Stun, Armor, Dodge, or healing route

Stun or Explosion does not appear

The trigger is missing, or the target resists the effect

Keep direct damage and survival instead of stacking only that effect

You reach the boss but time out

Survival works, sustained damage does not

Remove one control effect and add a reliable damage trigger

Potions are gone before the boss dies

Refill and trigger loops are weak

Improve Potion refill or switch one layer to Armor or Dodge

Every run fails in a different place

Triggers are spread across too many systems

Commit to one entry trigger such as Critical, Potion, or Dodge

Do not change several systems at once. Pick the most recent failure, change one variable, and compare three runs in the same activity.

If regular enemy waves do not clear

If individual enemies die but the line does not shrink, check how many targets your attacks reach and whether a kill creates another hit.

  1. Confirm that your main trigger, such as Critical, occurs consistently.
  2. Connect one Explosion, Execute, or multi-target effect.
  3. If back-line enemies remain, verify that the back-line effect actually triggers.
  4. If added clearing causes more incoming damage, restore one Armor, Dodge, or healing layer.

Using Critical, Potion, and Dodge as separate entry triggers usually increases the number of required cards. Start from the one that already works most often.

If Stun or Explosion stops working

Community reports describe some higher-difficulty enemies as resistant to Stun or Explosion. There is not enough verified evidence for an enemy-by-enemy resistance table, so judge the visible result rather than assigning a resistance from the enemy's appearance.

Visible result

Alternative to compare

No Stun appears and the enemy keeps attacking

Direct damage, Armor, healing

Explosion does not continue into the next targets

Multi-target or back-line attacks

Execute does not resolve

Critical damage or stable direct damage

Control works but the timer expires

Reduce control and add sustained damage

The switching rule is simple: keep at least one direct-damage route and one survival route instead of collecting more copies of an effect that is not resolving.

If a boss stops the run

Separate a bad approach to the boss from a failure during the boss fight.

You lose health or Potions before reaching the boss

Improve wave clearing or the survival loop first. A boss-specific effect is less useful if the run reaches the boss without enough health or Potions.

The boss defeats you first

Extend one survival effect whose trigger already works: Armor, Dodge, healing, or Stun. Keep a damage route that can end the fight instead of taking only survival cards.

You survive but time out

You may have too much control or healing. Remove an effect that rarely triggers and replace it with Critical or another consistent direct-damage source.

Three-run comparison

  1. Classify the failure as enemy backlog, incoming damage, missing effect, or timeout.
  2. Select one card group or equipment choice to change.
  3. Retry the same activity three times.
  4. Compare health at the boss, remaining Potions, and where clearing stopped.
  5. If the result does not improve, move to the next likely cause and repeat.

Card offers vary between runs, so one win or loss is not enough to establish a universal tier list.

Limits of this index

  • Use the current enemy screen for exact names, display order, health, damage, locations, resistances, and rewards.
  • Stun and Explosion effectiveness may change by enemy and difficulty.
  • Some third-party guides describe manual movement, dodge rolls, or terrain kiting that do not match the game's auto-battle structure; those instructions are not used here.

Read next

Sources

SPONSORED

💬 コメント・質問

まだコメントはありません。疑問点や感想をお気軽にどうぞ。

質問・コメントを書く
0/1000文字 • 確認後に公開

Send feedback

/en/games/obsidian-knight/enemies/enemies-bosses-database