AT A GLANCE
Strengths
- High mobility: several dashes
- Hard control: Triple Sweep (airborne)
Weaknesses
- No protection from crowd control
SKILLS
Enemy's Bane
Saber's attacks reduce enemies' Physical Defense by 3–8 for 5 seconds on hit. This effect stacks up to 5 times.
Orbiting Swords
Cooldown: 9 s
Saber shoots out 5 swords that orbit around him, dealing 80–105 (+30% extra PA) physical damage to enemies
on contact. After orbiting around Saber for roughly 5 seconds, the swords will fly back to Saber.
Within the duration of this skill, when Saber deals damage with his Basic Attacks or skills, he will send an orbiting sword towards the target, dealing 210–260 (+60% extra PA) physical damage to the main target and 50% of the damage to other targets it passes through and reducing the cooldown of Charge by 1 second. It deals only 50% damage to all non-hero enemies such as minions and creeps.
Charge
Cooldown: 7 s
slowblinkdash
Saber dashes in the target direction, dealing 75–150 (+50% extra PA) 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% PA) physical damage and slows the target by 60% for 1 second.
Triple Sweep
Cooldown: 44 / 40 / 36 s by level
airborneblinkonly interrupted by: suppression
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 PA) physical damage each, while the third strike deals 240–360 (+200% extra PA) physical damage.
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.
Balmond9.7
He runs them down early and the execute finishes anything that survives.
Leomord9.7
You out-duel him in the jungle and the mounted burst kills him before the ultimate is back up.
Johnson9.6
No escape from the crash and nothing to punish him with afterwards.
Hanabi9.6
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.
Natalia10.5
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
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
- Only suppression interrupts Triple Sweep.
- 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 →
- "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.
- 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.
- 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.
- 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.
