Obsidian Knight Ship and Unified Armada Guide: Completion and Pickaxes

Category Ship GuidesUpdated
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この記事の結論
Build a repeatable Ship or Unified Armada run, diagnose failures by role, and compare actual Pickaxe income across completed and failed attempts.
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Bottom line: connect a trigger, a survival loop, and enemy-line damage early in Ship (Unified Armada)

When Ship progression stops, do not search for one required level or one best card. Check whether the build covers three roles:

This ship content is also called `Unified Armada`; this guide treats both labels as the same target. If you are entering it for Pickaxes, stabilize completion first and record the amount shown before and after each attempt.

  1. Trigger: a repeatable event such as Critical, Dodge, or a kill.
  2. Survival loop: Potion refills, healing, Armor repair, or Deflect connected into a repeatable cycle.
  3. Enemy-line damage: effects that reach enemies behind the front target or affect multiple enemies.

Public completion reports show different results at similarly high levels depending on Skill Card combinations. A universal required level cannot be supported.

Before entering Ship

Check

If it is missing

You recorded the failure from the last three attempts

Identify where each run collapsed first

You chose one main trigger

Use a repeatable condition such as Critical or Dodge

You can explain the survival loop

Identify whether Potion refill, Heal, or Armor repair is missing

The build can reach rear or multiple enemies

Keep a candidate that prevents the enemy line from accumulating

The build can prevent a timeout

Keep direct damage instead of adding only survival effects

Do not change equipment and card priorities together. Hold equipment constant and test one card-role change first.

Early Ship: establish a trigger and minimum survival

Choose one event that can happen repeatedly instead of collecting unrelated strong-looking cards.

  • For Critical, look for damage, healing, or Potion refill that happens after a Critical.
  • For Dodge, separate melee and ranged conditions, then connect the Dodge to damage, healing, or Potion refill.
  • For a Potion route, secure a refill source before collecting several Potion-use payoffs.

If the run ends early, add one layer of survival before pursuing a long damage chain. Do not continue adding defense after the run becomes stable, because an over-defensive build can still time out.

Mid Ship: identify why enemies remain

The front enemy survives too long

The main single-target damage source is weak or triggers too rarely. Strengthen the repeatable source rather than collecting several payoffs with no reliable trigger.

Enemies accumulate behind the front target

A front-only build can leave the enemy line intact. Keep effects that reach enemies behind, hit multiple targets, or connect a Critical or kill to another enemy.

Multiple community completion reports combine rear-line damage with Critical or kill chains. Card names, values, and numbers are not fixed here; identify the role from the current description on your screen.

Late Ship: separate survival failure from damage failure

Symptom

Check next

HP reaches zero first

Frequency of Potion refill, Heal, Dodge, and Deflect

Armor does not recover

Armor-repair trigger and maintenance of any full-Armor condition

Enemies remain until timeout

Whether too many choices were spent on survival and direct damage is missing

Only a tougher target survives

Whether group damage replaced sustained single-target damage

The build rarely forms

Reduce the required card count and check card exclusion

Stun and Deflect can keep a run alive, but survival alone does not complete Ship. Once defense is stable, check rear-line damage or repeatable direct damage.

Three role-based build patterns

These are role chains, not fixed card lists.

Critical trigger

`Trigger Criticals → reach multiple or rear enemies → Heal or refill a Potion`

Do not stop after raising Critical chance. Add a useful result that follows a Critical.

Dodge trigger

`Dodge → produce damage or a Potion → maintain the condition with Heal or Armor repair`

If Dodge depends on full Armor, include a reliable way to restore that condition.

Potion trigger

`Refill Potions through Critical, Dodge, or kills → use Potions for Heal, Armor repair, damage, or Stun`

Potion-use effects cannot loop when the build has no repeatable refill source.

Compare three attempts after a failure

  1. Record whether each of the last three attempts ended in early, mid, or late Ship.
  2. Record HP, Armor, Potions, remaining enemies, and whether time expired.
  3. Change one role only: trigger, survival, or enemy-line damage.
  4. Repeat the same plan three times and check whether the most common failure changed.
  5. If it did not improve, stop adding cards and inspect equipment or permanent progression.

```text Attempt: Failure phase: early / mid / late Main trigger: Potion refill: Heal or Armor repair: Rear or multi-target damage: End reason: HP / Armor / enemy line / tough target / timeout One change for the next attempt: ```

Compare actual Pickaxe income instead of a claimed maximum

Unified Armada is a source of Pickaxes. For fixed quantities, pickup locations, daily limits, and difficulty-specific efficiency, use the values shown in your current version.

Record these fields for three attempts and compare results in your current version and account state.

Field

Why record it

Pickaxes before entry

Separate this attempt's increase

Pickaxes after exit

Confirm the displayed income

Completion or failure

Include failed attempts in the decision

Duration

Avoid a fast-looking plan that fails too often

End reason

Decide whether cards or permanent progression need attention

If chasing more Pickaxes lowers the completion rate, fix one missing role before changing the route: trigger, survival, or enemy-line damage. Repeat the same plan three times instead of rebuilding around unrelated cards every attempt.

```text Pickaxes before: Pickaxes after: Difference: Completed: yes / no Duration: End reason: One change for the next attempt: ```

Not asserted in this guide

  • one required level or Power value;
  • fixed Ship length, enemy count, reward, or unlock condition;
  • fixed Pickaxe quantity, pickup locations, daily limits, or difficulty efficiency;
  • Dodge caps, card numbers, or fixed multipliers;
  • one best build for every account; or
  • manual movement, manual dodging, fog clearing, or hidden-container routes.

These details are not used as requirements without a current in-game screen or independent supporting evidence.

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Sources

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