Obsidian Knight Skill Card Trigger Index

Category Skill CardsUpdated
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この記事の結論
Find Skill Card combinations and detailed guides through Critical, Dodge, Potion, Stun, and Explosion triggers.
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Find Skill Cards by trigger, not by number

An Obsidian Knight Skill Card changes value when one effect triggers another. Instead of sorting only by number or rarity, classify cards by the event that activates them. This makes the next three-card choice easier to evaluate.

This index covers four groups supported by independent public sources: Critical, Dodge, Potion, and Stun or Explosion. It is not a complete database of exact localized names, display order, card numbers, or multipliers.

Choose from four trigger families

Trigger

Check first

Chain into

Common missing layer

Full guide

Critical

A repeatable Critical source

Multi-target damage, Stun, Potion, or healing

Reliable trigger or survival

Critical build

Dodge

Whether melee or ranged attacks cause the failure

Damage, Critical, healing, or Potion

Post-Dodge effect or Armor maintenance

Dodge build

Potion

A way to refill Potions

Healing, Armor, damage, or Stun

Either supply or on-use effects

Potion and healing build

Stun or Explosion

Whether you need control or a defeat chain

Repeatable Critical, Potion, or Dodge triggers

Direct damage and survival against resistant enemies

Stun and Explosion build

Take the trigger before its payoff

  1. Choose one trigger that already occurs repeatedly in the build.
  2. Add one effect that activates after that trigger.
  3. If the chain is entirely offensive, add healing, Armor, or Potion support.
  4. Delay cards that do not connect to the current trigger.
  5. Add a second trigger only after the first chain works reliably.

Critical chance alone does not create a chain when nothing happens after a Critical. A Critical-payoff card also does nothing when Criticals rarely occur. Pair the trigger with the payoff.

Record each three-card choice

Stage

Candidate A role

Candidate B role

Candidate C role

Chosen role

Missing role

Early






Mid






Late






Even when an exact name or number is unclear, record whether a card is a trigger, follow-up damage, survival, or wave clearing. When the chain fails, review the missing role instead of rarity.

Critical trigger

A Critical chain connects repeatable Criticals to multi-target damage, Stun, Potion refill, healing, or another payoff.

Check in this order:

  1. Can the build produce Criticals repeatedly?
  2. Does the post-Critical effect work against the current enemy?
  3. Did offensive cards remove the survival layer?

Do not choose by rarity alone. Check whether the card connects to a Critical source already in the run.

Dodge trigger

First separate melee and ranged pressure. Then connect a successful Dodge to damage, Critical, healing, Potion, or another useful effect.

When an effect requires full Armor, the build may also need a way to restore Armor. Do not confuse a complete equipment set with a condition that requires the current Armor value to stay full.

Potion trigger

Separate Potion supply from the effects that activate when a Potion is used.

Situation

Missing side

Potions run out quickly

Refill source

Potions remain but provide little value

Healing, Armor, damage, or another on-use effect

The activity ends before the required cards appear

The chain is too long for that mode

Long runs and short fights do not provide the same time to complete a chain. Use a smaller combination when the activity ends before both supply and payoff appear.

Stun or Explosion trigger

Treat Stun as control that stops enemy actions. Treat Explosion or Execute as effects that continue enemy processing after a trigger or defeat.

Connecting them to repeatable Critical, Potion, or Dodge events can increase activation opportunities. Public reports also describe high-difficulty enemies that resist Stun or Explosion, so retain direct damage and one survival option.

Remove candidates that do not support the chain

Official update notes describe a feature that removes unwanted Skill Cards from combat choices and provides access from the pre-fight screen.

Start with cards that do not connect to the current trigger rather than cards that merely look weak. Do not remove the trigger and leave only its payoff.

Personal card ledger

Copy card names and display order from the current game screen. Do not guess a number or multiplier that the screen does not confirm.

Screen order

Displayed name

Trigger

Payoff

Role

Mode used

Checked date

1







2







3







Match chain length to the mode

Mode trait

Useful structure

Caution

Few choices

Trigger and payoff that work with few prerequisites

Do not wait too long for a slow chain

Long run

Build trigger, follow-up damage, and survival in stages

Keep early wave clearing

High difficulty

Retain direct damage and survival

Do not depend only on Stun or Explosion

Scattered choices

Keep cards connected to one trigger

Do not disable the trigger and leave only payoffs

Details that require the current screen

  • every exact localized card name and display order,
  • the complete list by card number and rarity,
  • exact multipliers, activation rates, and caps,
  • enemy-specific Critical, Dodge, Stun, or Explosion resistance,
  • one fixed tier list for every mode.

Use the name, description, and value shown in the current version. Do not treat an older list or card number as current behavior.

Avoid these mistakes

  • Choosing only by rarity or number
  • Taking a payoff when its trigger is missing
  • Adding only offense and removing survival
  • Spreading choices across several triggers at once
  • Applying an older multiplier or one tier list to every mode

Sources

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