Pokemon Uranium
Antarki - Printable Version

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Antarki - poweroftibarn - 09-14-2016

Antarki
[Image: latest?cb=20160816053917]
Typing: Ghost/Fire

Ability: Illuminate/Prankster

Bases:
HP - 85
Attack - 45
Defense - 70
Sp. Atk - 125
Sp. Def - 90
Speed - 105

Overview

Antarki is one of the better Ghosts in Uranium.  Blessed with 125 Base Sp. Atk and a dual typing of Fire, this thing's STAB Fire Blast can punch holes through unprepared teams.  A base speed of 105 puts it above most unboosted mons, allowing it to outspeed and knock out it's opposition with ease.  However, Antarki's strength does not lie in it's power, but rather it's versatility and utility.  Antarki has a myriad of methods to befuddle it's opponents between Toxic, Taunt, Pain Split, and (when it is released) Will-o-Wisp. These aspects combined with it's hidden ability, Prankster, allow Antarki to lock opposing teams down with it's utility.  That being said, Antarki is not without it's weaknesses.  A weakness to stealth rock is especially crippling since not only is Antarki going to be switching in a lot, but hazard removal is practically nonexistent in Unranium at the moment.  It is crippled further by a middling movepool and a lack of Trick, which reduces the potency of Choice sets.  Understanding Antarki's weaknesses is important to using it correctly.  While it can be very powerful, it is not a mon that can be freely placed onto any team, specific team building is required to properly incorporate Antarki onto a team.

Substitute

Antarki @ Leftovers
Ability: Prankster
EVs: 252 Sp.Atk / 4 Sp.Def / 252 Spe
Timid Nature
- Substitute
- Taunt/Toxic/Will-o-Wisp/Pain Split
- Fire Blast
- Shadow Ball/Focus Blast

Based on the amount of options available for Antarki's second move slot, it should become immediately apparent just how versatile this mon is.  Substitute is the bread-and-butter of this set.  Antarki can force switches thanks to it's typing, which allows for free opportunities to set up substitute.  From there, Antarki can do whatever the situation calls for.  It can cripple it's opponent with a status, lock them down with Taunt, whittle tanks down with Pain Split, or use a damaging attack.  Pain Split is probably the best option for this set, as it gives Antarki a decent amount of longevity and forces your opponent to play proactively.  Toxic is a more offensive option than Pain Split, it puts them on a stricter clock than Pain Split, but at the cost of making Antarki's presence less permanent.  Taunt allows Antarki to function as an anti-lead of sorts, and Will-o-wisp allows Antarki to check physical sweepers.  Shadow Ball is a more consistent option, but Focus Blast checks mons like Beliaddon. What moves Antarki uses should be determined by what your team needs the most.

Antarki can opt to replace Shadow Ball or Focus Blast with a second status move.  In particular using both Taunt and Pain Split allow Antarki to function as an exceptional anti-lead, shutting down those pesky Laissure before they have a chance to scatter Spikes everywhere.  Antarki can also run Life orb instead of Leftovers if it wants to, although this is very risky and should only be done if it is running Pain Split and you have a method of clearing hazards on your team (so most likely Defog Raffiti).

Calm Mind

Antarki @ Leftovers/Lum Berry
Ability: Prankster
EVs: 252 Sp.Atk / 4 Sp.Def / 252 Spe
Timid Nature
- Calm Mind
- Recover
- Fire Blast
- Shadow Ball/Focus Blast

With the inclusion of Prankster and Recover into Antarki's kit, a Calm Mind set has become increasingly viable.  Base 85 HP and 90 Sp. Def are solid enough defenses, but unfortunately, Antarki's five weaknesses (six when counting Nuclear) make the rather nonoptimal.  However, this set can still work nonetheless.  Force out a switch and start setting up Calm Mind, then attempt to sweep with Fire Blast.  Use Recover when you get low from chip damage. What you choose for you last move depends on your team's needs. Focus Blast is usually the superior option for dealing with threats like Beliaddon, but Shadow Ball is not a bad option either, given the rise of Dramsama-M.  One can also opt for a Crocune-type set, using Calm Mind, Rest, Sleep Talk and Fire Blast.

Choice

Antarki @ Choice Specs/Choice Scarf
Ability: Prankster
EVs: 252 Sp.Atk / 4 Sp.Def / 252 Spe
Timid Nature

- Fire Blast
- Shadow Ball
- Focus Blast
- Energy Ball

As mentioned earlier, a lack of Trick limits the usefulness of this set.  However, Choiced Antarki does have it's uses.  Scarfed Antarki can outspeed Scarfed Nucleon and knock it out more reliably than the substitute set can.  Specs Antarki can be uses for a bit of extra stopping power.  However, Choiced Antarki's niche does not extend much farther than surprising their opponent and preventing them from answering before one of their mons are knocked out.

Team Options


Antarki works well with bulky mons like Metalynx and Syrentide.  Metalynx is a particularly good partner for Antarki, since Antarki is immune to Fighting and resists Fire, which covers both of Metalynx's weaknesses.  Meanwhile, Metalynx can check Yatagaryu, one of Antarki's counters, and other top threats in the Uranium metagame.  Until Antarki gets Will-o-wisp, however, this core should be wary of Inflagetah, who can sweep through both members of this core unless Metalynx is in its Mega form.  

Antarki also works well with pivots who are good at forcing switches.  Beliaddon, M-Arbok, Chimaconda, and Laissure all come to mind, as their abilities, typing and offensive prowess are all great at forcing switches.  Laissure in particular works especially well with Antarki, as it can scatter Spikes and Rocks on your opponents field.  Each switch your opponent makes will hurt, and Antarki is great at forcing switches.

Counters

Anything that can outspeed and overpower Antarki can counter it.  For now, this extends to both physical and special attackers, but will be limited to special attackers when Will-o-wisp is released.  Yatagaryu is a good counter to Antarki for this reason.  It resists Antarki's Fire Blast, can deal damage to Antarki between subs with it's ability, and it's Thunder can one shot it.


RE: Antarki - Lord Windos - 09-14-2016

Nice guide~! I took one look at this mon, then looked elsewhere, but now I now I was mistaken! I love it when a mon has a lot of utility to it!

Would Winotinger also function as a good counter, though? It does get Misty Terrian, is just as fast as it, last time I checked. I think Beliaddon is also a good counter to it, as you cant burn it, taunt doesn't hinder it much (except stall/tank sets), can get STAB kill with Payback/Crunch, and can use taunt itself to shut it down. Its slow as lard, and Toxic and Pain split would still be a problem, but if it stays in to use them on it, well....


RE: Antarki - Paperboy012305 - 09-14-2016

Love it! If it got Prankster (Someday) then it would be a great Supportmon and a Sweepmon.


RE: Antarki - poweroftibarn - 09-14-2016

(09-14-2016, 04:23 PM)Lord Windos Wrote: Nice guide~! I took one look at this mon, then looked elsewhere, but now I now I was mistaken! I love it when a mon has a lot of utility to it!

Would Winotinger also function as a good counter, though? It does get Misty Terrian, is just as fast as it, last time I checked. I think Beliaddon is also a good counter to it, as you cant burn it, taunt doesn't hinder it much (except stall/tank sets), can get STAB kill with Payback/Crunch, and can use taunt itself to shut it down. Its slow as lard, and Toxic and Pain split would still be a problem, but if it stays in to use them on it, well....

Beliaddon can deal with Antarki, but I wouldn't exactly call it a counter...  I kind of feel that Antarki is more of a counter to Winotinger than the other way around since Antarki resists Winotinger's Fairy STAB and is immune to it's Fighting STAB


RE: Antarki - Matt - 09-14-2016

Thanks for the thorough guide. Regarding your latest post, Beliaddon completely counters any set without Focus Blast. Antarki can't even 2HKO it while Beliaddon OHKOs back. Also, Will-o-Wisp also doesn't allow Antarki to just be able to deal with every physical attacker. A handful outspeed and OHKO Antarki, a handful can't even get burned, and a handful still beat Antarki 1-on-1 even if it burns them. 

Anyway, I want to address the CM set because it helps us understand the purpose of such a set. Every CM set can essentially be sorted into two categories: offensive or defensive. Your Antarki's CM set is a more defensive set because you're trying to use the Special Defense boosts and Pain Split to outlast the opponent at times. Antarki should be running an offensive CM set for the following reasons. 

Offensive CM sets (e.g. Mega Alakazam, Landorus-I, etc.) don't really care about the Special Defense boosts and are geared towards increasing their ability to break balanced builds. Sets like these most often carry 3 attacks because the goal of the set is to demolish the opposing team due to the increased Special Attack, and having better offensive coverage amplifies this capability. The reason that these Pokemon run offensive CM sets is due to their high Special Attack and Speed stats and good offensive movepool. It's also partially due to their inability to run a defensive CM set - this is caused by mediocre bulk, lack of reliable recovery, and not a great defensive typing. Offensive CM users should be used on, well, offensive teams due to them being hard to switch into. 

Defensive CM users are completely different. Common users include Clefable, Mega Latias, and Slowbro, and the purpose of the defensive CM set on these Pokemon is to be able to win the war of attrition - these Pokemon do rely on the Special Defense boost. But they also rely on the Special Attack boost, because although they don't run any Special Attack investment, they eventually are able to deal enough damage by virtue of simply boosting enough. That's why these Pokemon are most often found on balance builds. These Pokemon are able to run an effective defensive CM set due to a combination of solid defensive typing, good physical bulk, good abilities, and reliable recovery. 

Defensive CM users need good physical bulk because the Special Defense boosts are useless if you die to many physical hits. Antarki does not have good physical bulk. Reliable recovery is obvious - you're trying to outlast the opponent and not get worn down easily. Pain Split is not reliable recovery. A good defensive typing is key because if you're hit super-effectively by lots of common types, running an effective defensive set is difficult. Antarki's defensive typing, while not terrible, is not that good. Finally, a good ability really helps in preventing a defensive CM user from being beaten. Magic Guard, Levitate, and Regenerator from Clefable, Mega Latias, and Slowbro, respectively, assist them in staying healthy (and in Mega Latias's case, improving its defensive "typing"). Antarki's ability does nothing. 

Anyway, that's why the best CM set for Antarki is an offensive one with 3 attacks and not Pain Split. Plus, Pain Split is especially not very helpful if you have no investment in bulk (which is correct - Antarki should have max Special Attack and Speed).


RE: Antarki - poweroftibarn - 09-14-2016

(09-14-2016, 07:15 PM)Matt Wrote: Thanks for the thorough guide. Regarding your latest post, Beliaddon completely counters any set without Focus Blast. Antarki can't even 2HKO it while Beliaddon OHKOs back. Also, Will-o-Wisp also doesn't allow Antarki to just be able to deal with every physical attacker. A handful outspeed and OHKO Antarki, a handful can't even get burned, and a handful still beat Antarki 1-on-1 even if it burns them. 

Anyway, I want to address the CM set because it helps us understand the purpose of such a set. Every CM set can essentially be sorted into two categories: offensive or defensive. Your Antarki's CM set is a more defensive set because you're trying to use the Special Defense boosts and Pain Split to outlast the opponent at times. Antarki should be running an offensive CM set for the following reasons. 

Offensive CM sets (e.g. Mega Alakazam, Landorus-I, etc.) don't really care about the Special Defense boosts and are geared towards increasing their ability to break balanced builds. Sets like these most often carry 3 attacks because the goal of the set is to demolish the opposing team due to the increased Special Attack, and having better offensive coverage amplifies this capability. The reason that these Pokemon run offensive CM sets is due to their high Special Attack and Speed stats and good offensive movepool. It's also partially due to their inability to run a defensive CM set - this is caused by mediocre bulk, lack of reliable recovery, and not a great defensive typing. Offensive CM users should be used on, well, offensive teams due to them being hard to switch into. 

Defensive CM users are completely different. Common users include Clefable, Mega Latias, and Slowbro, and the purpose of the defensive CM set on these Pokemon is to be able to win the war of attrition - these Pokemon do rely on the Special Defense boost. But they also rely on the Special Attack boost, because although they don't run any Special Attack investment, they eventually are able to deal enough damage by virtue of simply boosting enough. That's why these Pokemon are most often found on balance builds. These Pokemon are able to run an effective defensive CM set due to a combination of solid defensive typing, good physical bulk, good abilities, and reliable recovery. 

Defensive CM users need good physical bulk because the Special Defense boosts are useless if you die to many physical hits. Antarki does not have good physical bulk. Reliable recovery is obvious - you're trying to outlast the opponent and not get worn down easily. Pain Split is not reliable recovery. A good defensive typing is key because if you're hit super-effectively by lots of common types, running an effective defensive set is difficult. Antarki's defensive typing, while not terrible, is not that good. Finally, a good ability really helps in preventing a defensive CM user from being beaten. Magic Guard, Levitate, and Regenerator from Clefable, Mega Latias, and Slowbro, respectively, assist them in staying healthy (and in Mega Latias's case, improving its defensive "typing"). Antarki's ability does nothing. 

Anyway, that's why the best CM set for Antarki is an offensive one with 3 attacks and not Pain Split. Plus, Pain Split is especially not very helpful if you have no investment in bulk (which is correct - Antarki should have max Special Attack and Speed).

Thank you for your feedback.  Tbh I lack experience with offensive CM users, I tend to lean more towards mons like Clefable and Lati@s, hence why I made the set with the mindset of using Pain Split for longevity.  I'll make changes tomorrow when I'm not so tired.