
Character Profile
“A mission for me? Good. I happen to be seeking field-testing opportunities for modified orbiters.”
Antal is the Originium technology consultant and Supporter for Operations Team Z7, wielding Electric Arts and specializing in modifying and repairing Originium devices. Bright and quick-witted, he has a real gift for Originium Arts that he often does not even realize he has, though his shaky read of social cues leads to plenty of cringe-worthy remarks. Shaped by his grandmother's outlook, he chases whatever fascinates him, fixating on a puzzle, a gadget, or a dry joke until he has it figured out.
Antal Lore & Story
OripathyOripathy negative, based on medical examination reports.
Operator Antal is a member of Operations Team Z7. He was previously involved in Endfield Industries' Originium machine automation research project. Antal later transferred to the Specialist Tech Division following Operator Akekuri's special recommendations.
Antal never hides his thoughts. When I asked him about his academic background as part of my routine inquiry process, he provided a comprehensive list of courses he took in every semester as well as his academic achievements... Nevertheless, this proves that Antal is passionate about his field of expertise and solemnly responds to various questions. As I was preparing to conclude the interview, which Antal had extended to nearly three hours, he curiously asked me if I have a humor-appreciation system. He also offered to test the system for me, if I did not mind.Martin Marvin Malen, Assistant, HR Division, Endfield Industries
Operator training logs
If we only look at Antal's current performance in training sessions, I have reasons to believe that he lacks direct combat capabilities. He is skilled at offering fire support for his teammates with his self-customized staff and orbiters. However, he seldom casts his own Originium Arts. Perhaps we can continue to monitor his performance in actual field battles.
Antal is not as cold or unsociable as he appears. Everyone who actually talked to him would agree with this statement. No one expected this stern-faced dude obsessed with Originium technology and sciences to be equally passionate about lame jokes! Why would this techie tell jokes so bad that one would need to devote all their brain juices and logical reasoning to fathom? Is he doing this to boost his sense of humor? When you look at his expression-less face and realize that he's doing his best to make you laugh, you might also find it difficult to determine why you end up laughing anyway. Is it because of his lame jokes? Or the stark contrast presented by his physical form? Akekuri, Antal's team captain, has maintained extreme optimism about this quirk: "At least he's sincere. Though there are times when he fails to read the context. For example, he may get a sudden urge to show off his sense of humor in the face of hostility.
DOCUMENT: A certain log that requires sufficient authority level According to reports by members of Operations Team Z7, Antal is exceptionally skilled in Originium Arts. His ability to cast the Arts far exceeds that of other operators in his cohort. When conducting a certain operation, Op Team Z7 members witnessed how Antal, in a crucial moment, positioned himself before the hostage. The operator used his Originium Arts to instantly disintegrate the greatsword swung by the attacking Landbreaker, and saved both himself and the hostage. It was an extremely intense moment. Antal would immediately lose his life if he failed to de-weaponize the attacker. However, he himself remained extremely calm throughout the entire incident. Since then, members of Op Team Z7 gained a deeper appreciation of Antal's abilities — Though he was known for being slow when it comes to sensing dangers in the environment or picking up changes in the emotions of other people, he was willing to risk his own life to save others. This revealed Operator Antal to be an extremely kind and courageous individual.
Archive text from in-game operator files. Endfield Hub is a fan-made resource, not affiliated with Hypergryph or Yostar.
Antal Gear Damage Calculator
He is a Supporter, so most of his value lands on a teammate. Focus makes one enemy take more Electric and Heat DMG, and his Ultimate gives the whole team Electric Amp and Heat Amp. Both are calculated here as a team multiplier, beside his own Electric damage.
Level 90 · Skill Rank 12 · Talent nodes maxed · Potential 0
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Final Build ATK excludes the temporary regional buff granted near teleportation points. Move away from a waypoint before comparing this value with the in-game operator sheet.
What the team gains from him
His buffs only cover two elements, so the answer depends on who the carry is. An Electric or Heat carry gets both the Susceptibility and the Amp; a Cryo, Nature or Physical carry gets only what the weapon adds.
- Focus: Electric Susceptibility +10.00% (Susceptibility)On the one enemy carrying Focus, for 60s.
- Focus: Heat Susceptibility +10.00% (Susceptibility)The same value as the Electric Susceptibility, from the same key.
- Overclocked Moment: Electric Amp +20.00% (Amp)To the entire team for 12s.
- Overclocked Moment: Heat Amp +20.00% (Amp)The same value as the Electric Amp, from the same key.
- Detonation Unit: Arts DMG Taken +25.20% (Increased DMG Taken)A target-side debuff, so every Arts carry hitting the same enemy takes it.
Why the two buffs multiply. Susceptibility and Amp are separate buckets in the damage chain, so a carry with both gets (1 + 10.00%) x (1 + 20.00%), not the sum. Neither stacks with itself, and neither scales with his stats: they rise only with Potential 1 (Amp x1.1) and Potential 5 (Susceptibility +4.00%).
Treatment at this build
Both of his talents heal off Strength, his secondary attribute, while his damage and ATK lean on Intellect, his main.
- Improviser (Talent 1): heal on an Amped teammate
- 108 + 0.9 x 165 Strength, after an Amped teammate's skill deals damage, once every 30s per operator
- 256.50
- Subconscious Act (Talent 2): self heal
- 45 + 0.38 x 165 Strength, with a 30.00% chance of Physical DMG immunity
- 107.70
- Treatment Efficiency
- Multiplies every row above.
- 0.00%
Rotation economy at this build
- Specified Research Subject (battle skill)
- Costs 100.00 SP. Focus lasts 60.00s and sits on one enemy at a time.
- 100.00 SP
- EMP Test Site (combo skill)
- 24.00s cooldown, banks 10.00 Ultimate Energy.
- 10.00 Energy
- Overclocked Moment (Ultimate)
- Potential 2 multiplies this cost by 0.9. His own Ultimate Gain Efficiency from gear, sets and the weapon secondary is +0.00%.
- 100.00 Energy
| Action | Multiplier | Non-crit | Crit | Expected |
|---|---|---|---|---|
| Exchange Current (Electric)His four-sequence chain, dash, dive and the Staggered-target Finisher. | ||||
Exchange Current: Chain (1-3) Electric Amp (Overclocked Moment) +20.00% · Electric Susceptibility (Focus) +10.00% · Arts DMG Taken +25.20% 3 active multipliers
| 192.00% | 7,778.79 | 11,668.19 | 7,973.26 |
Exchange Current: Final Strike (4th sequence) Electric Amp (Overclocked Moment) +20.00% · Electric Susceptibility (Focus) +10.00% · Arts DMG Taken +25.20% 3 active multipliers
| 115.00% | 4,659.17 | 6,988.76 | 4,775.65 |
Exchange Current: Full chain (1-4) (subtotal) Electric Amp (Overclocked Moment) +20.00% · Electric Susceptibility (Focus) +10.00% · Arts DMG Taken +25.20% 3 active multipliers
| 307.00% | 12,437.97 | 18,656.95 | 12,748.92 |
Finisher Electric Amp (Overclocked Moment) +20.00% · Electric Susceptibility (Focus) +10.00% · Arts DMG Taken +25.20% · Staggered x1.3 4 active multipliers
| 900.00% | 47,402.03 | 71,103.04 | 48,587.08 |
Dash Attack Electric Amp (Overclocked Moment) +20.00% · Electric Susceptibility (Focus) +10.00% · Arts DMG Taken +25.20% 3 active multipliers
| 96.00% | 3,889.40 | 5,834.10 | 3,986.63 |
Dive Attack Electric Amp (Overclocked Moment) +20.00% · Electric Susceptibility (Focus) +10.00% · Arts DMG Taken +25.20% 3 active multipliers
| 180.00% | 7,292.62 | 10,938.93 | 7,474.93 |
| Specified Research Subject (Electric)Applies Focus to one enemy and deals Electric DMG. | ||||
Specified Research Subject Electric Amp (Overclocked Moment) +20.00% · Electric Susceptibility (Focus) +10.00% · Arts DMG Taken +25.20% 3 active multipliers
| 200.00% | 8,102.91 | 12,154.37 | 8,305.48 |
| EMP Test Site (Electric)Fires when a Focused enemy suffers a Physical Status or Arts Infliction, and applies another stack of it. | ||||
EMP Test Site Electric Amp (Overclocked Moment) +20.00% · Electric Susceptibility (Focus) +10.00% · Arts DMG Taken +25.20% 3 active multipliers
| 340.00% | 13,774.95 | 20,662.42 | 14,119.32 |
Calculator assumptions
Every number uses a Level 90 Antal with all skills at Rank 12 and his talent nodes unlocked through breakthrough 4, which is where both talents reach rank 2. His base ATK, attributes, damage multipliers, talents and potentials are all read from the committed client tables.
Intellect is his main attribute and Strength his secondary. His attribute talent nodes grant Intellect only; Potential 4 adds Intellect +10 and Max HP +10%. The ATK formula weights main at 0.005 and secondary at 0.002 after every flat source and Main and Sub Stat Boost has been applied, then truncates both.
Focus and the Ultimate each store one value for two elements. The battle skill's Susceptibility key is printed twice by the client, once as Electric Susceptibility and once as Heat Susceptibility, and the Ultimate's Amp key likewise covers Electric Amp and Heat Amp. Potential 5's "increases Electric Susceptibility and Heat Susceptibility effects by 4%" is read as 4 points on top of the base, so 10% becomes 14%.
His own rows are all Electric, so they take the Electric Susceptibility from Focus and the Electric Amp from his Ultimate (it reaches the entire team, himself included), but never the Heat halves. Focus is applied by the battle skill hit itself, so the very first cast lands before the Susceptibility; recasts on a target that already has Focus do take it. Detonation Unit is the default weapon because its Arts DMG Taken line fires on an Arts Burst, which his combo causes by adding a second stack of the infliction that triggered it. That line is a target debuff, so it also counts for every Arts carry in the team panel.
Still excluded: the SpecialBonus regional buff from teleportation waypoints, Stagger and poise values, Talent 2's Physical DMG immunity chance, rotation timing and DPS over time, and the Arts Burst or Physical Status damage his combo's extra stack causes (its element and size depend on what triggered it). Weapon lines his kit cannot trigger (Corrosion, consumed Arts Reactions, Electrification, battle-skill Nature Infliction, multi-target Lifted) are left out of the trigger list.
Basic Info
Talent Priority
This priority list applies to talents only after Lv 9.
Recommended Builds
View All BuildsTop Weapons
Recommended Teams
Gear Configurations
View All Gear SetsStandard Antal
Slightly More DMG on Antal if you need less energy
Contingency Contract Fit
Test Criteria this kit handles well, since every criterion is a penalty or enemy buff and Antal sidesteps or shrugs these off. See the full dashboard for every modifier.
Vitality · Covers two multiplier types (Susceptibility and Amp) on one target, amplifying the squad damage against fat boss HP.
Electrolysis · Electric skills cleanse the forced Solidification.
Poor Basics · Damage is skill and ultimate based, not reliant on basic attacks.
Re-Construct · Heavy hitters and HP-scaling reaction damage power through the reinforced α elites.
Rush · Sustained/AoE damage works around the burst cap; grouping reins in the faster enemies.
Tremor · Reaction/infliction damage gets boosted while battle-skill reliance is penalised.
Weaken · Team buffs and a strong economy help offset the flat stat reduction.
Base Stats (Level 1)
Stats by Level
| Level | STR | AGI | WISD | WILL | MaxHP | ATK |
|---|---|---|---|---|---|---|
| 1 | 15.9 | 9.5 | 15.5 | 9.8 | 500 | 30 |
| 10 | 27.4 | 17.3 | 30.6 | 17.2 | 1005 | 57 |
| 20 | 40.1 | 26.0 | 47.4 | 25.4 | 1566 | 87 |
| 30 | 52.9 | 34.7 | 64.3 | 33.6 | 2128 | 117 |
| 40 | 65.6 | 43.4 | 81.1 | 41.8 | 2689 | 147 |
| 50 | 78.4 | 52.1 | 97.9 | 50.0 | 3250 | 177 |
| 60 | 91.1 | 60.8 | 114.7 | 58.2 | 3811 | 207 |
| 70 | 103.9 | 69.4 | 131.6 | 66.4 | 4372 | 237 |
| 80 | 116.6 | 78.1 | 148.4 | 74.6 | 4934 | 267 |
| 90 | 129.4 | 86.8 | 165.2 | 82.8 | 5495 | 297 |
Skills
EMP Test Site
| Lv | DMG Multiplier | Cooldown |
|---|---|---|
| 1 | 151% | 25s |
| 2 | 166% | 25s |
| 3 | 181% | 25s |
| 4 | 196% | 25s |
| 5 | 211% | 25s |
| 6 | 227% | 25s |
| 7 | 242% | 25s |
| 8 | 257% | 25s |
| 9 | 272% | 25s |
| 10 | 291% | 25s |
| 11 | 313% | 25s |
| 12 | 340% | 24s |
Exchange Current
| Lv | BATK SEQ 1 Multiplier |
|---|---|
| 1 | 23% |
| 2 | 25% |
| 3 | 28% |
| 4 | 30% |
| 5 | 32% |
| 6 | 35% |
| 7 | 37% |
| 8 | 39% |
| 9 | 41% |
| 10 | 44% |
| 11 | 48% |
| 12 | 52% |
| Lv | BATK SEQ 2 Multiplier |
|---|---|
| 1 | 28% |
| 2 | 31% |
| 3 | 34% |
| 4 | 36% |
| 5 | 39% |
| 6 | 42% |
| 7 | 45% |
| 8 | 48% |
| 9 | 50% |
| 10 | 54% |
| 11 | 58% |
| 12 | 63% |
| Lv | BATK SEQ 3 Multiplier |
|---|---|
| 1 | 34% |
| 2 | 37% |
| 3 | 41% |
| 4 | 44% |
| 5 | 48% |
| 6 | 51% |
| 7 | 54% |
| 8 | 58% |
| 9 | 61% |
| 10 | 65% |
| 11 | 71% |
| 12 | 77% |
| Lv | BATK SEQ 4 Multiplier |
|---|---|
| 1 | 51% |
| 2 | 56% |
| 3 | 61% |
| 4 | 66% |
| 5 | 71% |
| 6 | 77% |
| 7 | 82% |
| 8 | 87% |
| 9 | 92% |
| 10 | 98% |
| 11 | 106% |
| 12 | 115% |
| Lv | Finisher ATK Multiplier |
|---|---|
| 1 | 400% |
| 2 | 440% |
| 3 | 480% |
| 4 | 520% |
| 5 | 560% |
| 6 | 600% |
| 7 | 640% |
| 8 | 680% |
| 9 | 720% |
| 10 | 770% |
| 11 | 830% |
| 12 | 900% |
| Lv | Dive ATK Multiplier |
|---|---|
| 1 | 80% |
| 2 | 88% |
| 3 | 96% |
| 4 | 104% |
| 5 | 112% |
| 6 | 120% |
| 7 | 128% |
| 8 | 136% |
| 9 | 144% |
| 10 | 154% |
| 11 | 166% |
| 12 | 180% |
Overclocked Moment
| Lv | Electric Amp | Heat Amp |
|---|---|---|
| 1 | 8% | 8% |
| 2 | 9% | 9% |
| 3 | 10% | 10% |
| 4 | 11% | 11% |
| 5 | 12% | 12% |
| 6 | 13% | 13% |
| 7 | 14% | 14% |
| 8 | 15% | 15% |
| 9 | 16% | 16% |
| 10 | 17% | 17% |
| 11 | 18% | 18% |
| 12 | 20% | 20% |
Specified Research Subject
| Lv | DMG Multiplier | Electric Susceptibility | Heat Susceptibility |
|---|---|---|---|
| 1 | 89% | 5% | 5% |
| 2 | 98% | 5% | 5% |
| 3 | 107% | 6% | 6% |
| 4 | 116% | 6% | 6% |
| 5 | 124% | 7% | 7% |
| 6 | 133% | 7% | 7% |
| 7 | 142% | 8% | 8% |
| 8 | 151% | 8% | 8% |
| 9 | 160% | 8% | 8% |
| 10 | 171% | 9% | 9% |
| 11 | 185% | 9% | 9% |
| 12 | 200% | 10% | 10% |
Talents (Passive Skills)
Factory Skills (Manufacturing)
Potentials
Breakthrough (Ascension)
Favorability Attribute Bonuses
Skill Level Up Materials
Character Level-up Requirements
| From → To | EXP Required | Gold |
|---|---|---|
| 1 → 20 | 22,860 | |
| 20 → 40 | 248,540 | |
| 40 → 60 | 475,710 | |
| 60 → 80 | 465,230 | |
| 80 → 90 | 579,950 | |
| Total | 1,792,290 |
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