All heroes

Saber

Сабер
AssassinJungleRoam
WIN RATE
50.0%
PICK RATE
1.07%
BAN RATE
42.2%
Last week of ranked data · all ranks

AT A GLANCE

Strengths
  • High mobility: several dashes
  • Hard control: Triple Sweep (airborne)
Weaknesses
  • No protection from crowd control

SKILLS

WHO COUNTERS SABER

Pick them when the enemy has Saber · score is their advantage
Argus11.1
Eternal Evil makes you unkillable through the whole Triple Sweep, then you heal it back and finish him.
He runs them down early and the execute finishes anything that survives.
You out-duel him in the jungle and the mounted burst kills him before the ultimate is back up.
No escape from the crash and nothing to punish him with afterwards.
Her shield ignores the control he opens with, and he cannot burst her before the ultimate is on cooldown.

WHO SABER COUNTERS

Pick Saber into them
Yve11.0
You punish Yve in the animation they have to commit to. Your burst deletes Yve before they can respond.
Hirara11.0
Single-target lockdown holds her through the dash chain, and she is far too fragile to survive the follow-up.
Point-and-click lockdown finds her the moment she appears, and stealth does not stop a targeted hold.
Ling10.3
He locks him out of the air mid-jump and Ling has nothing to break the hold with.
Harith10.3
Single-target lockdown takes away the mobility Harith lives on. You punish Harith long before the scaling matters.

BEST TEAMMATES

Marcel
Win often together: +3.6% win rate in ranked statistics.
Argus
Win often together: +3.2% win rate in ranked statistics.
Karrie
Win often together: +3.0% win rate in ranked statistics.

HOW TO PLAY SABER

Always target the enemy damage dealers (Marksmen and Mages). Use your S1 (Orbiting Swords) to lower the enemy's physical defense before going in. Your combo is simple: S1 -> S2 (Dash) -> Ultimate. Wait in bushes and never initiate teamfights yourself.

HOW TO PLAY AGAINST SABER

  1. Only suppression interrupts Triple Sweep.
  2. No protection from control — a stun before the engage wins the duel.

HIDDEN MECHANICS

What the in-game descriptions do not tell you: crowd-control rules and verified skill quirks. How crowd control works →
Enemy's Bane
  • "Attacks" that reduces physical defense only refer to Saber's basic attack and skill damage.
  • Defense reduction can only be applied to non-minion enemies.
  • The defense reduction is immediately applied to the first attack dealt.
  • Unlike most level-based scaling, Saber's passive value does not depend on a formula. It will simply increase by 1 when a certain level is reached.
Orbiting Swords
  • When attacking a turret, Saber will still shoot a sword toward it and reduce Charge's cooldown, but will not deal damage to it.
  • The shooting swords' extra damage will prioritize targets in this order: Visible main target → Visible enemy heroes → Invisible main target. Some situations such as using Triple Sweep on a target inside bush while Saber himself is outside of the bush (therefore making the main target concealed) and an enemy appears on the screen, will cause the shooting swords to home in on latter enemy instead. This interaction will even prioritize targeting visible minions over invisible main target.
Charge
  • Despite its name, "Charge" is technically a blink skill, therefore it can go through obstacles.
  • The enhanced basic attack has a range of 2.5.
  • There is a bug where, if the enhanced basic attack is triggered but somehow fails to land, the enhanced basic attack will still be consumed.
Triple Sweep
  • Airborne — high-level control: interrupts most skills, but not skills with control immunity; blocked by control immunity.
  • Only these interrupt it: suppression.
  • If Saber is killed during Triple Sweep's duration, the enemy will stay airborne, but no further damage will be dealt.
  • Saber's and the enemy target's camera height increases within the skill's duration.
  • If Triple Sweep fails to land due to certain circumstances (such as invincibility or enemy's death), Saber will abruptly stop executing the skill and the skill will start on cooldown.
  • After Saber knocks up an enemy, Triple Sweep can only be interrupted by suppressed. However, the initial dash Saber makes is considered a blink, therefore rendering it vulnerable to be cancelled by knockback and airborne if Saber was hit before he could reach the enemy. Due to this, Triple Sweep is also unusable when affected by root and immobilize. As the blink is considered a separate phase, activating Winter Crown during it will halt Saber in place and cancel the knock-up part entirely.
  • Saber can cast Retribution during the duration of this skill.