Obsidian Knight Enemy and Boss Counter Guide
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.
- Confirm that your main trigger, such as Critical, occurs consistently.
- Connect one Explosion, Execute, or multi-target effect.
- If back-line enemies remain, verify that the back-line effect actually triggers.
- 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
- Classify the failure as enemy backlog, incoming damage, missing effect, or timeout.
- Select one card group or equipment choice to change.
- Retry the same activity three times.
- Compare health at the boss, remaining Potions, and where clearing stopped.
- 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
- Boss fight diagnosis
- Failed-run diagnosis
- Critical build guide
- Stun and Explosion build guide
- Potion and healing build guide
- Dodge build guide
- Act and 65 Islands index