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Saber — hero art from Mobile Legends: Bang Bang

Saber

CTier

Jungle Assassin whose ultimate locks one target airborne for three hits.

AssassinJungleRoamDeals physical

Saber is a jungle Assassin who closes distance with Charge's enhanced Basic Attack, then locks a single target airborne for 1.2 seconds with Triple Sweep, guaranteeing three hits of burst damage no positioning can escape. Enemy's Bane stacks physical defense shred on every attack, letting his damage scale up the longer a fight runs.

Difficulty
Easy
Specialities
ChargeFinisher

His combo is a simple 1-2-3 execution — Charge into Triple Sweep — with most of the skill expression in picking the right moment to commit rather than in mechanical complexity.

At a glance

When Saber is strong

7Early6Mid4Late

Attributes

Damage
8
Durability
3
Crowd Control
6
Mobility
7
Utility
3

Strengths

  • Triple Sweep locks a single target airborne for guaranteed damage, uninterruptible once it connects
  • Charge's dash-and-enhanced-attack combo closes distance and slows in one skill
  • Enemy's Bane stacks physical defense shred automatically just from Basic Attacks
  • Very high early-game burst threat once his ultimate is available at level 6

Weaknesses

  • Extremely low HP and no true damage mitigation, dies fast if Triple Sweep whiffs
  • Scaling falls off hard late game compared to other Assassins with stronger item ratios
  • Triple Sweep is single-target, giving him little teamfight presence beyond one kill
  • No escape tool besides Charge, which is also his primary engage

Skills

Level Orbiting Swords first for jungle clear damage, max Charge second for the gap-close and slow, and take Triple Sweep at 4, 8, and 12.

Enemy's Bane icon
Passive

Enemy's Bane

Debuff

Saber's attacks reduce enemies' Physical Defense by 3–8 for 5 seconds on hit. This effect stacks up to 5 times.

Always active — no cooldown

What the terms mean(1)
Physical Defense
Deduction of Physical Damage taken. Physical Defense will be affected by the enemy’s Physical PEN but not lower than 0. Actual Physical Damage taken = Physical Damage dealt by enemy 120/(120 + Physical Defense).
Orbiting Swords icon
Skill 1

Orbiting Swords

AOEBuff

Our source cuts this description off mid-sentence — the rest is not shown.

Cooldown
9s
Mana
75 → 125
Charge icon
Skill 2

Charge

MobilityAOE

Saber dashes in the target direction, dealing 75–150 (+50% Extra Physical Attack) Physical Damage to enemies along the way while enhancing his next Basic Attack. Saber can dash to the target, and his enhanced Basic Attack deals 75–150 (+120% Total Physical Attack) Physical Damage and slows the target by 60% for 1 second.

Cooldown
7s
Mana
70 → 45
What the terms mean(2)
Blink
Movement ability that can pass through obstacles.
Physical Damage Skill
Deal Physical DMG to enemies. Triggers Spell Vamp.
Triple Sweep icon
Ultimate

Triple Sweep

BurstCC

Saber charges at the target enemy hero, knocking them airborne for 1.2 seconds and striking them 3 times over the duration. The first two strikes deal 120–180 (+100% Extra Physical Attack) Physical Damage each, while the third strike deals 240–360 (+200% Extra Physical Attack) Physical Damage.

Cooldown
44s
Mana
100 → 140
What the terms mean(1)
Airborne
High level Crowd Control: Prevents a target from moving, and using Basic Attacks and skills. Can interrupt a large number of skills, and Blink/Charge effects.

Signature combo

Charge dash into the target for the enhanced Basic Attack and slow → Triple Sweep to lock them airborne → Orbiting Swords to finish off survivors.

Saber builds

Core items in buy order, with the emblem, talents and battle spell that go with them.

Burst Assassin

8,180g total

Default pick to snowball early ganks and pick off squishy backline targets.

Emblem

  1. Rupture iconT1Rupture
  2. Master Assassin iconT2Master Assassin
  3. Lethal Ignition iconT3Lethal Ignition

Battle spell

A well-timed Retribution on a low-HP objective — a 'smite steal' — can snatch Turtle or Lord away from a team that appeared to be securing it, often the single biggest swing play of the early-to-mid game.

Swap in when needed

  • Wind of Nature icon

    Wind of Nature A window of physical damage immunity so he survives the target's team while Triple Sweep locks the kill.

  • Malefic Roar icon

    Malefic Roar Against tanky frontline stacking physical defense his flat damage can't crack.

  • Queen's Wings icon

    Queen's Wings Extra survivability as a diving jungler committing early.

Saber Burst Assassin build: Swift Boots, then Malefic Gun, then Blade of Despair, then Endless Battle.

Roam Pick Assassin

7,180g total

When played as a roaming initiator instead of a farming jungler.

Emblem

  1. Rupture iconT1Rupture
  2. Master Assassin iconT2Master Assassin
  3. Lethal Ignition iconT3Lethal Ignition

Battle spell

Flicker iconFlicker120s CD

The 'Flicker combo' — blinking in right as a hook or stun lands, or blinking out the instant an enemy ultimate is cast — is the single most common high-elo outplay moment in the game.

Swap in when needed

  • Immortality icon

    Immortality Insurance when diving in first to open a fight.

  • Sea Halberd icon

    Sea Halberd Against enemy sustain outracing his early burst.

  • Blade Armor icon

    Blade Armor Against crit-reliant Marksmen punishing him in extended trades.

Saber Roam Pick Assassin build: Rapid Boots, then Hunter Strike, then Malefic Gun, then Endless Battle.

Who counters Saber

The heroes that make this matchup hard, and the mechanic that does it.

Who to pair Saber with

Duo partners whose kit completes this one.

Playing Saber well

  1. 1

    Land Charge's enhanced Basic Attack before committing Triple Sweep so Enemy's Bane's defense shred is already stacking

  2. 2

    Use Orbiting Swords to clear jungle camps quickly, saving Charge and Triple Sweep for the gank

  3. 3

    Pick isolated targets for Triple Sweep — its airborne lock is wasted if the rest of their team can peel immediately

  4. 4

    Play around his early power spike; he loses relevance if the game drags past minute 15 without kills

Saber — common questions

Is Saber good for beginners?

Saber is one of the easier Assassins to pick up — his Charge-into-Triple Sweep combo is a simple, uninterruptible sequence, though picking the right target still takes game sense.

What is the best build for Saber?

A burst assassin build with Malefic Gun, Blade of Despair, and Endless Battle covers most games, maximizing his early-to-mid burst window.

Which heroes counter Saber?

Argus and Masha counter him hardest — Eternal Evil's Fallen Angel healing and Masha's three HP bars both outlast his entire Triple Sweep combo, and each wins the duel once it's on cooldown.

What lane does Saber play?

Saber is a jungle Assassin who clears camps for early levels, then ganks lanes and dives isolated backline targets once Triple Sweep is available.

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