Obsidian Knight Skill Card Trigger Index
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 | |
Dodge | Whether melee or ranged attacks cause the failure | Damage, Critical, healing, or Potion | Post-Dodge effect or Armor maintenance | |
Potion | A way to refill Potions | Healing, Armor, damage, or Stun | Either supply or on-use effects | |
Stun or Explosion | Whether you need control or a defeat chain | Repeatable Critical, Potion, or Dodge triggers | Direct damage and survival against resistant enemies |
Take the trigger before its payoff
- Choose one trigger that already occurs repeatedly in the build.
- Add one effect that activates after that trigger.
- If the chain is entirely offensive, add healing, Armor, or Potion support.
- Delay cards that do not connect to the current trigger.
- 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:
- Can the build produce Criticals repeatedly?
- Does the post-Critical effect work against the current enemy?
- 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