Saber splash art
Assassin

Saber

Assassin rated 60 physical offense, 20 durability, 10 difficulty in Moonton's in-game data, built around the passive Enemy's Bane.

Saber is an Assassin hero in Mobile Legends: Bang Bang who excels at swiftly eliminating high-priority targets with burst damage. Known for his ability to isolate and dispatch enemies, Saber is a formidable threat to squishy carries and mages. His playstyle revolves around precise timing, map awareness, and executing devastating combos to secure kills. With a low difficulty rating of 10, he is relatively accessible for players looking to master the art of assassination. His high physical offense score of 60 indicates his primary role as a damage dealer, while his low durability of 20 emphasizes the need for careful engagement and disengagement. Mastering Saber means understanding when and how to strike to maximize his impact on the game.

Offense — Physical60
Offense — Magical60
Durability20
Difficulty10

Build guide Matchups & counters

Skills, ratings and recommended gear on this page are read directly from Moonton's official in-game hero data for Mobile Legends: Bang Bang — not scraped from another fan site, and nothing is invented to fill a gap. Data retrieved .

Written by EllieAnth — playing MLBB since 2017 (9+ years), peak rank Mythical Immortal, 1126 stars.

Assessment

Strengths & weaknesses

Saber possesses several key strengths that make him a potent assassin. His primary strength lies in his exceptional single-target burst damage, allowing him to quickly eliminate fragile enemy heroes. This is evident from his high physical offense score of 60, which translates into significant damage output, especially with his ultimate, Triple Sweep. His low difficulty rating of 10 also makes him relatively easy to pick up and play effectively, allowing newer players to contribute significantly to team fights without extensive practice.

However, Saber also has notable weaknesses. His durability is extremely low, with a score of 20, making him very susceptible to crowd control and focused damage. If he fails to secure a kill or is caught out of position, he can be easily defeated. This lack of resilience means he must always be cautious about his engagements and avoid prolonged fights. Another weakness is his reliance on his ultimate for his primary burst combo. If Triple Sweep is on cooldown, his kill potential is significantly reduced, making him less impactful in skirmishes. Additionally, while he has mobility with Charge, it can be easily interrupted or baited, leaving him vulnerable if used aggressively without a clear escape plan.

Kit

Skills

Passive

Enemy's Bane

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

Use Flying Sword to poke enemies as well as to apply passive stacks

Skill 1

Orbiting Swords

Saber releases 5 swords that orbit around him and deal 80 (+30% Extra Physical Attack) Physical Damage to nearby enemies on hit. The swords will retract back to him after a while.
When the swords are present, Saber sends a sword at his target on each attack, dealing 210 (+60% Extra Physical Attack) Physical Damage to the target and 50% of the damage to other enemies it passes through (damage against Minions is reduced to 50%). Each sword attack also reduces the cooldown of Charge by 1s.

  • 80 + 30% Extra Physical Attack Physical
  • 210 + 60% Extra Physical Attack Physical

When standing together with the enemy, using flying sword will deal damage 4 times. You may control the range for long distance poking.

Skill 2

Charge

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

  • 75 + 50% Extra Physical Attack Physical
  • 75 + 120% Total Physical Attack Physical

Initiate with Triple Sweep, leave Charge as a escape, at critical moments use Charge to go through walls

Ultimate

Triple Sweep

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

  • 120 + 100% Extra Physical Attack Physical
  • 240 + 200% Extra Physical Attack Physical

1. Target low health or squishy enemies, when Triple Sweep is about to end hold down the direction, this will cause you to move forward a step upon landing, then deal 4 times damage with Flying Sword. 2. When being tower dived by the enemy,use Triple Sweep on the enemy that is being attacked by the turret, knocking them up for extra tower hits.

Saber's kit is designed for swift and decisive eliminations.

This passive is crucial for maximizing burst; apply stacks with pokes before committing to your full combo to ensure higher damage output.

Orbiting Swords (Skill 1): Saber releases 5 swords that orbit him, dealing 80 flat + 30% scaling (Extra Physical Attack, Physical) to nearby enemies. Each attack sends a sword dealing 210 flat + 60% scaling (Extra Physical Attack, Physical) to the target. Use this for poking, farming, and applying passive stacks. The 60% Extra Physical Attack scaling on individual swords makes it a strong damage source, benefiting from physical attack items, and reduces Charge's cooldown.

Charge (Skill 2): Saber dashes, dealing 75 flat + 50% scaling (Extra Physical Attack, Physical) to enemies. His next Basic Attack is enhanced, dealing 75 flat + 120% scaling (Total Physical Attack, Physical) and slowing the target by 60% for 1 second. This skill provides mobility for engagement or escape. The enhanced basic attack, with its high 120% Total Physical Attack scaling, is a significant damage component, powerful as a follow-up or opener. It's also an excellent escape tool.

Triple Sweep (Ultimate): Saber charges at a target enemy hero, knocking them airborne for 1.2 seconds and striking them 3 times. The first two strikes deal 120 flat + 100% scaling (Extra Physical Attack, Physical) each, while the third strike deals 240 flat + 200% scaling (Extra Physical Attack, Physical). This is Saber's signature assassination tool. The airborne effect provides critical crowd control. The immense damage, especially the third strike's 200% Extra Physical Attack scaling, ensures squishy targets are often eliminated instantly. This ultimate scales incredibly well with damage items for high-value targets.

Items

Blade of the Heptaseas

Unique Passive - Ambush: If no damage is taken or dealt within 5s (excluding from Minions or Creeps), the next Basic Attack will deal an additional 160 Physical Damage and slow the target by 40% for 1.5s.

Ice Hunter's Magic Boots

Unique Passive - Hunter: After dealing damage to a Creep, deal 25 + True Damage to the target over 3s (damage is increased by 100% for non-Marksmen heroes).

Endless Battle

Unique Passive - Divine Justice: After casting a skill, the next Basic Attack within 3s deals 60% Physical Attack as extra True Damage (1.5s cooldown).

Blade of Despair

Unique Passive - Despair: Dealing damage to non-Minion enemies below 50% HP increases Physical Attack by 25% for 2s (takes effect before the damage is dealt).

Hunter Strike

Unique Passive - Retribution: Dealing damage to the same enemy hero or creep 5 times in a row grants 50% extra Movement Speed that decays over 3s (8s cooldown).

Immortality

Unique Passive - Immortal: Revives 2.5s after death, gaining 16% Max HP and a 220-1200 shield (scales with level) that lasts 3s (210s cooldown).

The recommended build for Saber focuses on maximizing his burst damage and mobility.

Blade of the Heptaseas: Its Unique Passive - Ambush grants an additional 160 Physical Damage and a 40% slow on your next basic attack after 5 seconds of no damage. This synergizes with Saber's hit-and-run tactics, allowing powerful openings and easier skill landing.

Ice Hunter's Magic Boots: These boots provide crucial movement speed for rotations and ganks. Their Unique Passive - Hunter also deals true damage to creeps, aiding in faster jungle clear for efficient gold and experience.

Endless Battle: A core item, its Unique Passive - Divine Justice makes your next basic attack after casting a skill deal 60% Physical Attack as extra True Damage. This complements Saber's skill-based combos, adding significant true damage to his rotation and enhancing his ability to shred enemies.

Blade of Despair: This item provides a massive power spike. Its Unique Passive - Despair increases your Physical Attack by 25% for 2 seconds when dealing damage to non-Minion enemies below 50% HP. This activates before damage is dealt, ensuring your ultimate, Triple Sweep, hits even harder on low-health targets for guaranteed assassinations.

Hunter Strike: Hunter Strike enhances Saber's mobility. Its Unique Passive - Retribution grants 50% extra Movement Speed for 3 seconds after dealing damage to the same enemy hero or creep 5 times. This burst of movement speed is invaluable for chasing, repositioning, or escaping after securing a kill, making Saber more elusive.

Immortality: As a late-game defensive option, Immortality provides a crucial safety net. Its Unique Passive - Immortal revives you 2.5 seconds after death, restoring 16% Max HP and granting a shield. Given Saber's low durability, this item offers a second chance in critical team fights, allowing re-engagement or escape after being focused.

Coaching

Playstyle tips

Saber's playstyle demands precise execution and opportunistic engagements, leveraging his high physical offense. With a low durability score of 20, positioning and timing are paramount. Always target isolated, squishy enemies like Marksmen or Mages. Initiate with Triple Sweep to lock them down and unleash your full burst. The ultimate's airborne effect prevents escape or retaliation.

When engaging, use Charge to dash and set up an enhanced basic attack. However, consider saving Charge as an escape tool, especially for traversing walls. As Triple Sweep ends, holding your direction can move you forward for a quick Orbiting Swords follow-up.

In team fights, avoid being the primary initiator unless a kill and escape are guaranteed. Instead, flank the enemy backline after teammates engage, aiming to eliminate key damage dealers swiftly. Your ultimate is your main burst, so use it wisely. If an enemy dives your turret, Triple Sweep can knock them up for extra turret hits. Always be aware of enemy crowd control, as being caught without an escape is fatal due to your low durability.

Matchups

Counters

Best ally

Harley

Saber’s control skill can help Harley to achieve maximum damage output. Their excellent mobility can generate great momentum in the early game.

Counters

Odette

Layla, Odette -- Heroes without displacement skills are very vulnerable to Saber’s sudden charge.

Countered by

Diggie

Diggie’s ultimate skill can cancel the control effect of Saber’s control skill.

Understanding Saber's matchups is crucial for maximizing his effectiveness and mitigating his weaknesses.

Best Teammate: Harley

Saber pairs exceptionally well with Harley. Saber’s control skill, Triple Sweep, can help Harley to achieve maximum damage output by holding enemies in place. Their combined excellent mobility allows them to generate great momentum in the early game, enabling aggressive ganks and quick objective control. This synergy allows for rapid target elimination and strong map pressure.

Strong Against: Odette

Saber is particularly strong against heroes like Odette who lack displacement skills. Heroes without built-in escapes are very vulnerable to Saber’s sudden charge and ultimate. His ability to quickly close distances with Charge and then lock down a target with Triple Sweep makes it incredibly difficult for immobile mages or marksmen to react or escape his burst combo, often resulting in an easy elimination.

Countered By: Diggie

Saber can be countered by Diggie. Diggie’s ultimate skill, Time Journey, can cancel the control effect of Saber’s Triple Sweep. This means that if Diggie activates his ultimate at the right moment, he can prevent Saber from locking down a target, effectively negating Saber's primary assassination tool and allowing the target to escape or retaliate. This makes engaging into a team with a well-played Diggie significantly riskier for Saber.

In practice

A practical scenario

Imagine a scenario where an enemy Marksman is slightly out of position, farming a jungle camp or pushing a side lane alone. This is Saber's prime opportunity for an assassination. First, ensure you have vision and the target is isolated. As you get within range, immediately use Triple Sweep (Ultimate) on the target. This will charge at them, knocking them airborne for 1.2 seconds and dealing massive damage with its three strikes, especially the final one with its 240 flat + 200% Extra Physical Attack scaling. While the target is airborne and unable to react, use Charge (Skill 2) to dash through them, dealing additional damage and enhancing your next basic attack. Follow up with the enhanced basic attack, which will deal 75 flat + 120% Total Physical Attack damage and slow them by 60% for 1 second. If they somehow survive this initial burst, continue attacking with your Orbiting Swords, which will send individual swords dealing 210 flat + 60% Extra Physical Attack damage, quickly finishing them off.

Summary

Key takeaways

To truly master Saber and dominate the battlefield, focus on these actionable strategies:

1. Prioritize squishy targets with your ultimate. Always aim Triple Sweep at enemy Marksmen, Mages, or other low-durability heroes to secure quick eliminations and swing team fights in your favor. The high damage scaling of your ultimate, especially the 200% Extra Physical Attack on the third strike, makes these targets incredibly vulnerable.

2. Before committing to your full burst, try to land a few hits with Orbiting Swords to apply stacks of Physical Defense reduction. This will significantly amplify the damage of your subsequent skills and basic attacks, ensuring your assassinations are more reliable.

3. Manage your Charge (Skill 2) for both engagement and escape. While it's a great tool to close distances and deal damage with its enhanced basic attack (75 flat + 120% Total Physical Attack), always consider the risk. If the situation is unfavorable, save it to dash through walls or quickly retreat, leveraging its mobility to stay safe after a successful or failed gank.

4. Integrate your item passives into your combos. Remember that Blade of the Heptaseas provides bonus damage and a slow on your first basic attack after a short period of not taking damage, and Endless Battle adds true damage to your basic attacks after casting a skill. Weave these enhanced basic attacks between your skills to maximize your overall damage output.

FAQ

Frequently asked questions

What is the primary role of Saber's Orbiting Swords (Skill 1) in his kit?

Orbiting Swords serves multiple purposes for Saber. It also provides area damage for clearing minion waves or jungle camps, and the individual sword attacks, dealing 210 flat + 60% Extra Physical Attack, contribute to sustained damage during engagements.

Why is Blade of Despair a crucial item for Saber's build?

Blade of Despair is crucial for Saber because its Unique Passive - Despair significantly boosts his assassination potential. It increases his Physical Attack by 25% for 2 seconds when dealing damage to non-Minion enemies below 50% HP. This effect triggers before the damage is dealt, meaning his ultimate, Triple Sweep, will hit even harder on low-health targets, ensuring he can finish them off with devastating force.

How can Saber effectively counter heroes like Odette?

Saber effectively counters heroes like Odette because they typically lack displacement skills. His ability to quickly close the gap with Charge and then lock down an immobile target with Triple Sweep's airborne effect makes it very difficult for them to escape his burst damage, often leading to a swift elimination.

What makes Immortality a good late-game item for Saber despite his low durability?

Despite Saber's low durability score of 20, Immortality is a valuable late-game item because its Unique Passive - Immortal provides a crucial second chance. It revives him 2.5 seconds after death with health and a shield, allowing him to potentially re-engage, escape, or buy time for his team in critical late-game team fights where being focused down is a high risk for an assassin.

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