Introduction
Antal is a 4-star character in Arknights: Endfield (AKE). Antal wields an Arts Unit and belongs to the Supporter class. Antal also has access to the Electric element. This guide provides a comprehensive overview of Antal's best build, including recommended Weapons, Gear pieces, Stats, and the strongest team compositions and rotations that maximize their potential.
Attributes
Pros & Cons
Pros
- ●Very easy to get max potentials.
- ●Applies Heat/Electric Susceptibility close to permanently on your chosen target with Battle Skill.
- ●Applies Heat/Electric Amp to the whole team with Ultimate.
- ●Strong supportive weapon and set options.
- ●Combo skill can apply any of the elemental Infliction or Vulnerability to your target.
- ●Inbuilt healing to help with keeping the team alive.
Cons
- ●Susceptibility from Battle Skill is only on a single target.
- ●In fights with mostly weak enemies that die quickly, maintaining Focus can be SP-intensive.
Lore
"A mission for me? Good. I happen to be seeking field-testing opportunities for modified orbiters." A member of Operations Team Z7 in Endfield, Antal works as a supporter and an Originium technology consultant. He is clever and quick on the uptake, but not the best at reading people. More than once he has dropped comments so out of place they leave the rest of the team groaning. Even so, his talent for Originium Arts is remarkable, though he himself seems hardly aware of it. Influenced by his grandmother, Antal has little concern for conventional success and pours all his focus into whatever fascinates him. Be it an Originium device he has never seen before or a dry joke that leaves him marveling, this young Savra won't rest for days until he feels he has unraveled its secrets.
Skill Priority
Off Field: Battle Skill = Ultimate > Combo Skill >Basic Attack
Skills
Exchange Current
BASIC ATTACK:An attack with up to 4 sequences that deals Electric DMG. As the controlled operator, Final Strike also deals 15 Stagger.DIVE ATTACK:Basic attack performed in mid-air becomes a dive attack that deals Electric DMG to nearby enemies.FINISHER:Basic attack performed near a Staggered enemy becomes a finisher attack that deals massive Electric DMG and recovers some SP.
| Stat | Value |
|---|---|
| BATK SEQ 1 Multiplier | 52% |
| BATK SEQ 2 Multiplier | 63% |
| BATK SEQ 3 Multiplier | 77% |
| BATK SEQ 4 Multiplier | 115% |
| Finisher ATK Multiplier | 900% |
| Dive ATK Multiplier | 180% |
Specified Research Subject
Applies Focus with a long duration on the enemy and deals Electric DMG. An enemy with an active Focus also suffers Electric Susceptibility and Heat Susceptibility. Focus can only be applied to 1 enemy at any given time.
| Stat | Value |
|---|---|
| DMG Multiplier | 200% |
| Duration | 60 |
| Electric Susceptibility | 10% |
| Heat Susceptibility | 10% |
EMP Test Site
Triggers 1 energy explosion on the enemy that deals Electric DMG and applies another stack of the same Physical Status or Arts Infliction.
| Stat | Value |
|---|---|
| DMG Multiplier | 340% |
| Stagger | 10 |
Overclocked Moment
Applies temporary Electric Amp and Heat Amp to the entire team.
| Stat | Value |
|---|---|
| Cooldown | 20 |
| Electric Amp | 20% |
| Heat Amp | 20% |
| Duration (s) | 12 |
Talents
Assign to Manufacturing Cabin to grant weapon EXP material production efficiency +10/20%.
Assign to Growth Chamber to slow Mood Drop of all operators in it by 14/18%.
After an Amped teammate deals Skill DMG, Antal restores the said teammate's HP by [72 + StrengthÃ0.6]/[108 + StrengthÃ0.9]. This HP restoring effect triggers 1 time every 30s for each operator.
Gains 30% chance of Physical DMG immunity and restores HP of self by [27 + StrengthÃ0.23]/[45 + StrengthÃ0.38].
Potentials
Ultimate Overclocked Moment improved: Electric Amp and Heat Amp effects are increased to 1.1 times the original.
Ultimate Overclocked Moment improved: Ultimate Energy cost -10%.
When an enemy with an active Focus debuff is defeated, returns 15 SP.
Intellect +10, Max HP +10%.
Applying Focus on the same target for 20s increases Electric Susceptibility and Heat Susceptibility effects by 4%.
Recommended Weapons
Antal best Weapons are placed in order of what fits their playstyle the most. Check the comments to get additional context.

Stat 1 Boost - 9/9Main Attribute: +132Stat 2 Boost - 9/9Arts Intensity: +78Passive Boost - 4/9Sec. Attribute: +16.00%After the wielder applies an Arts Burst, target enemy suffers Arts DMG taken +14.4% for 15s. Effects of the same name cannot stack.
An alternative, but in many cases stronger option to Antal's Signature weapon, which has less team buff uptime but offers a more unique and often less diluted buff in the form of Damage Taken instead of Heat/Electric DMG%, giving it the edge in optimized teams. Also grants suitable passives for Antal outside of this, making it an all-around great weapon.

Stat 1 Boost - 9/9Intellect: +124Stat 2 Boost - 9/9Arts Intensity: +62Passive Boost - 9/9Max HP: +28.00%After the wielder applies Arts Burst or Physical Status with their own Combo Skill, the entire team gains Heat DMG dealt and Electric DMG dealt +22.4% for 15s. Effects of the same name cannot stack.
Antal's Signature weapon has solid passives for him, but more importantly, grants the entire team a large Electric and Heat DMG% buff whenever he triggers an Arts Burst or applies Vulnerable with his Combo Skill, which he'll be doing incredibly frequently. Antal's Combo Skill cooldown isn't short enough to keep this buff up 100% of the time, but it'll still be up for the majority of the fight when playing him optimally.

Stat 1 Boost - 9/9Intellect: +124Stat 2 Boost - 9/9Attack: +31.20%Passive Boost - 9/9Max HP: +28.00%After the wielder casts an Ultimate, Operators whose elements differ from the wielder gain ATK +22.4% for 20s. Effects of the same name cannot stack.
As an alternative to both options above. Stanza possesses average passives but has a team-wide buff for all non-Electric operators that grants ATK% after Antal uses his Ultimate, which stacks nicely with the Amp it provides. When playing Antal in Heat-based teams, this is a realistic alternative to his Signature and Detonation Unit, but its uptime is notably worse, so it's only worth using if you value the ATK% over what the other two provide.
Gear Sets
Antal best sets are placed in order of what fits their playstyle the most. Check the comments to get additional context.

Flat HP +1000. When the wearer applies Amp, Protected, Susceptible, or Weakened, other teammates also gain DMG Dealt +16% for 15s. This effect cannot stack.
Eternal Xiranite is the go-to 3P set for all supports capable of activating its team-wide buffing effect and who can also benefit from the large amounts of Ultimate Gain each of its pieces provides. Antal can trigger the 3P bonus effect via his Battle Skill every 60 seconds and his Ultimate whenever it becomes available. Because his application of Susceptibility and Amp are more spread out and long-lasting, he isn't the best at keeping this set up at all times, meaning running another support on it at the same time as him isn't a bad idea. The INT, WILL and Ultimate Gain heavy pieces are all fairly well suited for what Antal is looking for in gear.
Dupes Review
Antal dupes are very easy to obtain due to their low rarity. That's why the guide and review above already assumes you have them max duped and we're not reviewing each separately.
Calculations
Antal is a Support, hence there will be no calculations available for them.
Synergies
Antal is universally useful in many teams, thanks to him being able to effortlessly buff both Electric and Heat archetypes while also applying Infliction. So instead of listing all Heat and Electric units, here is why to bring him instead:
- ●He provides Electric and Heat Susceptibility plus Amp with his abilities, boosting damage potential significantly.
- ●Doesn't require much SP to function, leaving more for the rest of the team to use.
- ●Can apply a stack of any Infliction or Vulnerability with his combo skill, so long as the target is focused by his Battle Skill.
- ●Provides fantastic damage increases via his great supportive weapon and gear bonuses.
- ●Brings some healing to the team.
Overview
Kit Intro
Antal is a 4-star, Electric, Arts Unit Support who specializes in boosting the damage of Heat and Electric operators through a myriad of buffing and debuffing effects. Antal is a universal support for both damage types he supports; he has low SP requirements, Susceptibility, Amp, healing, all types of Arts Infliction and Vulnerability stacking, and outstanding supportive gear and weapon choices.
The core mechanic Antal revolves around is Focus, a debuff he can apply to enemies for an absurd 60 seconds with his Battle Skill. While it’s active, that target suffers Antal’s Susceptibility, and when an ally applies an Infliction or Vulnerability stack to them, Antal can duplicate it and apply another stack with his Combo Skill. Antal’s Ultimate is how he applies Amp; its cost is on the high side, but as long as you time it right and build Ultimate gain, you’ll have it when you need it most. Meanwhile, Antal’s healing is passive and happens automatically during his Ultimate Amp whenever allies use skills to attack.
Overall, Antal has basically everything you could want in an F2P accessible support. The only thing you’ll have an issue with is that there isn’t a Cryo, Nature, or Physical version of him as well!
Battle Skill
Antal’s Battle Skill is the heart of his kit and what the majority of the rest of his abilities and talents revolve around. Using it deals a small amount of Electric damage and applies the Focus debuff to the enemy hit for 60 seconds; only one enemy can be focused at a time. While Focus is active, the target suffers Electric and Heat Susceptibility, increasing the damage they receive. Outside of timing his Ultimate, maintaining Focus is the only other thing to worry about when playing Antal, making him one of the simplest set-and-forget characters in the game to pilot.
Potentials:
- Potential 3: This potential helps address one of Antal’s only weaknesses, needing to reapply Focus after your target dies, consuming more SP than usual in the process. After unlocking refunds 15 SP when an enemy dies with Focus on them.
- Potential 5: After unlocking, Antal’s P5 boosts his Susceptibility, applied against enemies who have been his Focus for longer than 20 seconds. This boost is a notable improvement to his total buffing capabilities.
Combo
Antal’s Combo Skill is a crucial piece of the puzzle in many teams that rely heavily on Infliction, making it one of the main draw cards of slotting him into your team. To trigger it, the Focused enemy only needs to suffer any Arts Infliction or Physical Status (Lift, Crush, etc.). Using it deals some Electric damage and Stagger but also applies a stack of Arts Infliction or Vulnerable matching the last stack applied to that enemy, so if the most recent Infliction was Heat, he’ll apply Heat. This combo has a slightly longer-than-average cooldown, but using it is simple and incredibly useful in a wide range of teams.
**Tip: **To make sure you apply the right Infliction, make sure that Antal is ordered in your team order correctly; otherwise, you might end up applying something you don’t want.
Ultimate
Antal’s Ultimate is as simple as they come; using it requires 100 energy (85 after Potential 4), after which it applies Electric and Heat Amp to the whole team for a modest duration. All you need to know is to time it before your team's major damage windows, and that it’s key to activating his team-based healing found within his talents.
Potentials:
- Potential 1: Increases the Amp effect of Antal’s ultimate by 10% (Unique Multiplier), adding on a few extra percent to an already strong buff.
Talents
Both of Antal’s talents are related to healing, with one being his primary method of sustain and the other acting as a nice bonus. His first and most important talent, Improviser, adds a new effect to his Ultimate Amp, which allows affected allies to heal themselves. When allies affected by Antal’s Amp deal damage with any skill (Battle Skill, Combo, or Ultimate), they now recover their own HP equal to a flat amount plus a percentage of Antal’s Strength stat, but only once every 30s. In order to make the most of Antal’s healing, you’ll need to cycle through at least 1 skill per character every 30 seconds. This, while not hard or something you really need to play around (as most teams' time skills during Antal’s Ultimate anyway), is more restrictive than most other supporters’ heals, which either have easier activation requirements or have no cooldown.
Antal’s other Talent, Subconscious Act, is much less impactful and is a talent dedicated to keeping Antal himself alive with no benefit to the team. Grants him a 30% chance to avoid Physical DMG, reducing it to 0. When this effect occurs, Antal heals himself for a flat amount plus a percentage of his strength. Definitely not a game-changing talent, but a nice bonus which will boost Antal’s own survivability should he get hit, something which shouldn’t be too common as you’ll rarely be using him as the controlled operator anyway.
Gameplay
Playing Antal is laughably simple:
- Keep the tankiest or highest priority enemy Focused with his Battle Skill and refresh it every 60 seconds, unless they’re about to die, in that case, apply it to a higher health target instead.
- Use Antal’s combo to apply Arts Infliction (or Vulnerable). Make sure to swap up the team order as you need to ensure his Combo directly follows other characters’ abilities, which apply the Infliction type you want, to avoid wasting it.
- Deploy Antal’s ultimate before major burst windows to further improve the team's damage if available.
- Aim to cycle through each character on the team’s skills at least once to trigger Antal’s talent healing if survival is an issue.
Detailed Review
Update History
Patch 1.0
February 2nd, 2026
Patch 1.0