Antal is an A-tier Electric Supporter whose value swings heavily with team composition. He boosts allied Heat and Electric damage while marking a single target with long-lasting Susceptibility, so he thrives in Heat or Electric lineups and contributes little elsewhere. Ultimate-driven Amp buffs, extra infliction stacking, and a small healing talent round out a solid but narrow support kit.
This is Antal's default endgame setup for Electric teams. Detonation Unit handles the weapon slot, applying Arts DMG Taken to the target so everything the team does lands harder, while Eternal Xiranite converts his own debuff and Amp applications into a damage buff for the rest of the squad. Redeemer Armor sits in the armor slot as an off-piece so the gloves and both cores can finish the set, and the whole package is stacked toward Ultimate Gain Efficiency. The result is a support who cycles Ultimates quickly enough to keep Amp uptime high and keeps his team buff active for most of the fight. Use this whenever the team's damage is Electric-aligned.
Insights
Core Mechanics
- The Battle Skill Specified Research Subject pins Focus on one enemy, which then suffers both Electric and Heat Susceptibility for a long duration.
- EMP Test Site fires when a Focused enemy takes a Physical Status or Arts Infliction, adding another stack of that same effect.
- Overclocked Moment grants the whole team temporary Electric Amp and Heat Amp, so lining it up with a carry's burst window matters.
- The Improviser talent trickles healing to Amped allies whenever their skills land damage, giving light passive sustain.
Scaling
- His Amp and Susceptibility values come straight from skill levels, so Ultimate and Battle Skill upgrades pay off directly.
- Ultimate Gain Efficiency is the key stat that decides how often his Amp buffs are actually available.
- On Heat teams the weapon choice flips at Potential 2: a duplicated 5-star outpaces the standard pick, while a single copy does not.
Team Role
Antal is a pure enabler who occupies a support slot in a Heat or Electric lineup and exists to multiply a carry's damage rather than deal his own. His rotation is built around opening with the Battle Skill to pin Focus on the priority target, then firing the Ultimate right before the main damage dealer commits its burst, so the Amp window overlaps with the biggest hits. The Combo Skill adds value whenever teammates are already layering Physical Statuses or Arts Inflictions onto the Focused enemy, because it repeats whatever effect is applied. Because his Amp only covers Heat and Electric, pairing him with Physical, Cryo, or Nature carries wastes most of his kit, and his single-target Focus means he struggles when damage must be spread across many enemies.
Weapon
detonation_unitBest
6★ Wand
obj_arts_identifierRank 2
5★ Wand
monaiheRank 3
5★ Wand
hypernova_autoRank 4
4★ Wand
Weapon Stat Priority
detonatemain_attribute_boostarts_intensity_boost
Gear
Explanation
Detonation Unit is the pick because it stamps Arts DMG Taken onto the enemy, effectively raising the whole squad's output while Antal is on the field.
OBJ Arts Identifier, Monaihe, and Hypernova Auto are workable fallbacks: Monaihe only functions as a raw stat stick for Ultimate Gain, while Hypernova Auto is the budget option that just adds a little Attack and Intellect.
Eternal Xiranite turns his debuff applications into a team damage buff, which is exactly the job a support slot wants, and the three-piece plus Redeemer Armor off-piece arrangement still keeps the set bonus intact.
Notes
- Eternal Xiranite's team-wide damage buff triggers off Antal's own Amp, Susceptibility, Protected, or Weakened applications, so his Battle Skill and Ultimate keep it online.
- Redeemer Armor is used as the off-piece, freeing the remaining three slots to complete the Eternal Xiranite set.
- Every piece in this loadout pushes Ultimate Gain Efficiency, which directly increases how often the Amp buff is available.