Obsidian Knight Skill Card Selection Guide

Category Skill CardsUpdated
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この記事の結論
Use triggers, payoffs, survival needs, and cards-to-completion to choose between three Skill Card options at every run phase.
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In Obsidian Knight's three-card choices, prioritize a card that can trigger repeatedly in your current build over one that only looks strong by itself. Choose the trigger first, then connect a payoff and enough survival to keep the run going.

Choose one current failure before the next card

Before comparing the three options, identify one problem in the current run.

Current problem

Role to look for

You die before enemies do

Dodge, healing, Potion refill, Armor support, or another survival role

Enemy groups stop you at the front line

Multi-target effects, back-line effects, Stun, or Explosion

You reach a boss but cannot finish it

Repeatable damage with enough healing to stay active

Potions run out quickly

A refill trigger from Critical, Dodge, kills, or another repeatable event

Effects rarely activate

A missing trigger or a condition that does not match the current enemies

Filling one current gap is more reliable than searching for a universal “best card.”

A five-step decision for every choice

1. Identify the trigger

Ask what already happens repeatedly in the build:

  • Critical hits
  • Melee or ranged Dodges
  • Potion use or refill
  • Stuns
  • Enemy kills

If you do not have a trigger, an effect that activates “after Critical” or “after Dodge” has few chances to work. In the first choices, prioritize a trigger and a payoff that can form a pair.

2. Check whether it connects to an existing card

Classify each option into one of three groups.

Option type

Decision

Strengthens a trigger you already use

Strong candidate

Adds damage, healing, or control after that trigger

Strong candidate

Starts an unrelated trigger

Take only when it solves a clear gap

More Critical chance alone does not create a chain if nothing happens after a Critical. A Critical payoff also does little when the build cannot produce Criticals consistently.

3. Check whether damage or survival is missing

After several damage cards, look for healing, Potion support, Dodge, or Armor. If survival is strong but the run ends before enemies are defeated, add damage connected to the trigger you already use.

Public community sources repeatedly describe Critical, Dodge, Potion, Stun, and Explosion as connected trigger-and-payoff systems rather than isolated cards. Their value still changes by enemy resistance and run length.

4. Count how many more cards the plan needs

Short fights can end before a complex build is assembled. Before choosing, count the cards needed for the smallest working version.

  • If the trigger is ready, add one payoff.
  • If you only have Potion-use effects, add a refill source.
  • If you only have Dodge chance, add an attack, heal, or Potion effect after Dodge.
  • If you rely on Stun or Explosion, keep direct damage or survival for resistant enemies.

When a plan needs three or more additional cards in a short mode, prefer a chain that works with fewer pieces.

5. Compare the current text when roles match

When two cards fill the same role, compare the current trigger, target, activation rate, and effect value shown in the game. Community reports include misunderstood wording and balance changes, so do not decide from an old fixed number or rarity alone.

Change the decision by run phase

Early run: establish one trigger and one payoff

Choose one trigger from the options you actually receive. Connect it to damage or survival. Do not lock yourself into a full endgame build before the necessary cards appear.

Mid run: repair the weaker side

Once the chain works, decide whether damage or survival is weaker. Add multi-target damage, healing, Potion refill, or Armor support to the chain you already have instead of opening several unrelated triggers.

Late run: avoid starting a new engine

A new condition may not have enough time to receive support. Prefer strengthening the current chain, directly correcting the failure, or replacing an existing role with a stronger current option.

Four common trigger families

Trigger

What it needs first

What to find next

Main caution

Critical

A repeatable source of Criticals

Multi-target effects, Stun, Potions, or healing

Do not take only the after-Critical payoff

Dodge

Melee or ranged Dodge that matches the failure

Damage, Critical, healing, or Potions

Do not treat melee and ranged Dodge as identical

Potion

A refill source or stable Potion supply

Healing, Armor, damage, or Stun

Separate supply from the effect after use

Stun / Explosion

A repeatable Critical, Potion, Dodge, or kill trigger

Backup direct damage and survival

Do not stop at enemies resistant to the effect

Use the Skill Card trigger index to find a role, then open Skill synergy basics for the connected build guides.

When to disable unwanted cards

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

Review cards in this order:

  1. Cards that do not connect to the trigger you use
  2. Cards whose condition your build cannot meet
  3. Cards that duplicate a role in the current mode
  4. Effects that cannot be your only plan against resistant enemies

Do not disable a trigger while leaving only its payoff. After a change, test the same mode three times and compare whether the necessary trigger still appears. See How to disable unwanted Skill Cards for the feature boundary.

Ten-second check

  1. What triggers this card?
  2. Does that trigger repeat in the current build?
  3. Does it add damage or survival?
  4. How many more cards are needed before it works?
  5. Does it reduce the current failure?

If three or more answers are unclear, the card is likely opening a new engine instead of completing the current one.

Values this guide does not fix

  • Every official card name and in-game order
  • Complete card numbers and rarity lists
  • Exact rates, multipliers, and caps
  • One fixed tier list for every mode
  • A fixed number of rerolls or disabled-card slots

These belong in the image-based card database after the complete in-game list is captured.

Read next

Sources

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