09-14-2016, 01:41 PM
(This post was last modified: 09-19-2016, 11:04 PM by poweroftibarn.)
Antarki
![[Image: latest?cb=20160816053917]](http://vignette4.wikia.nocookie.net/pokemon-uranium/images/9/9a/144.png/revision/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.
![[Image: latest?cb=20160816053917]](http://vignette4.wikia.nocookie.net/pokemon-uranium/images/9/9a/144.png/revision/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.


Phantom is my OTP~ 