Obsidian Knight Ship and Unified Armada Guide: Completion and Pickaxes
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.
- Trigger: a repeatable event such as Critical, Dodge, or a kill.
- Survival loop: Potion refills, healing, Armor repair, or Deflect connected into a repeatable cycle.
- 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
- Record whether each of the last three attempts ended in early, mid, or late Ship.
- Record HP, Armor, Potions, remaining enemies, and whether time expired.
- Change one role only: trigger, survival, or enemy-line damage.
- Repeat the same plan three times and check whether the most common failure changed.
- 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.