






The solitary Heroic Spirit traverses the long night of fate. The banner of the round table remains unfurled in a dream. Alas, the knight-king of Camelot has yet to reach that ever distant utopia. Though still a young maiden, she has heeded the call for this most unique iteration of the Holy Grail War. With the Sword in the Stone offering its choice once more, how shall she shatter the illusions of the past? "The wishes I did not fulfil will end here."
To learn more about Saber check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.
Saber has at least one video guide available, so if you prefer this sort of medium to learn more about a character, check it out:
Last review update
Patch 3.4
Last major build/calcs update
Patch 3.4
Last profile update*
July 11th, 2025
*Profile update means smaller edits to relics, stats, synergies or teams that don't require new calculations.
To learn more about Saber check the sections below. Use the tabs to quickly switch to the kind of information you're looking for - kit, traces, review or build guides.
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Profile
Review
Build and teams
MoC/PF/AS Statistics
Calculations
Profile
Invisible Air: Barrier of the Wind King
Single Target
Energy gain: 20
Break: 10
Release, the Golden Scepter
AoE
Energy gain: 30
Break: 20
Strike Air: Hammer of the Wind King
Blast
Energy gain: 30
Break: 20 + 10 adjacent
Excalibur
AoE | 360 energy cost
Energy gain: 5
Break: 20 + 40 adjacent
Dragon Reactor Core
Enhance
Energy gain: 5
Break: -
Behold, the King of Knights
Enhance
Energy gain: 0
Break: -
Knight of the Dragon
Blessing of the Lake
Crown of the Star
The Lost White Walls
Eidolon 1
Increases Ultimate DMG dealt by Saber by 60%. After Saber uses a Basic ATK or Skill, gains 1 "Core Resonance."
The Lost Oath of the Round Table
Eidolon 2
For each point of "Core Resonance" gained in this battle, Saber's DMG dealt ignores 1% of the target's DEF. This effect can stack up to 15 time(s). When triggering the "Core Resonance's" Skill multiplier effect, each point of "Core Resonance" additionally increases the DMG multiplier for this instance of Skill by 7%.
A Wish Across Fifteen Centuries
Eidolon 3
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
The Saga of Sixteen Winter Days
Eidolon 4
Increases Saber's Wind RES PEN by 8%. After using Ultimate, increases Saber's Wind RES PEN by 4%. This effect can stack up to 3 time(s).
The Dreamed Utopian Dawn
Eidolon 5
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
The Long Fated Night
Eidolon 6
Wind RES PEN of Ultimate DMG dealt by Saber increases by 20%, and the Overflow Energy that can be accumulated by the Trace "Blessing of the Lake" increases to 200. When using Ultimate for the first time after entering battle, regenerates a fixed 300 Energy for Saber. This effect can be triggered 1 time after every 3 Ultimate use(s).
Saber images aren't available yet. They will be added when the character is released.
Review
Competitive damage in all gamemodes,
Very strong burst damage Ultimate,
Lots of free CRIT stats,
Can accumulate excess Energy allowing for flexibility in combat,
Lots of good support options for her,
Has a personal Action Advance and strong Energy restoration,
Destruction character that has two fully AoE attacks,
Rather high Toughness damage for a non-Break unit, S
She says the thing™ when she Ults.
One of the more challenging units to pilot well - autoplay struggles to use her potential,
Best performing team is quite expensive,
Struggles more in fully AoE settings where the Ultimate's Bounces are wasted on chaff,
SP can become a real issue in some teams,
Once her banner's gone, it's gone for good.
Saber is a true limited character as part of the Fate collab. She is a Wind Destruction character with an excess Energy mechanic, and is very Ultimate focused. She gains a damage bonus whenever allies use their Ultimates and will start gaining a unique resource called Core Resonance. Each point of Core Resonance will grant a fixed amount of Energy to Saber when consumed by her Skill, visible on the Energy bar as white Energy. She is a potent DPS character, but is very reliant on the player's skill to fully maximise.
The Fate collab brings with it Saber and Archer, two very well known and beloved characters from that franchise. Saber, much like the name implies, is a swordplay focused individual. Compared to Archer, Saber is relatively more complex; her actual kit itself isn't really that complicated, but making the most of it is something that may prove to be quite difficult for the average player.
Please remember that she is a true limited character; once she's gone, she's gone for good.
Saber's Talent will grant 1 point of Core Resonance when entering battle. This is the cornerstone of her kit, and is referenced elsewhere very often. Whenever allies (including herself) use an Ultimate ability, Saber will gain 60% increased DMG for 2 turns, as well as 3 points of Core Resonance. Each point of Core Resonance will grant a fixed 8 Energy for Saber when consumed.
This is quite an important detail, as Saber's Ultimate has a laughably huge Energy cost of 360, overtaking even the previous highest of 350 belonging to Aglaea, so you're going to need every bit of Energy you can get.
Saber's Skill is a Blast AoE that deals up to 150% ATK to a target enemy and 75% ATK to adjacent foes. Using this Skill will also grant 3 points of Core Resonance.
When Saber has Core Resonance, you'll see a secondary part of the Ultimate gauge glow white. This signifies how much Energy you have stocked in the form of Core Resonance points. If the entire remainder of the Ult gauge is white, this means you have enough Core Resonance points to fully refill your Energy. In this case, using Saber's Skill will add 14% to the ATK multiplier of the Skill for each point of Core Resonance, then consume all Core Resonance to restore Energy for Saber after she attacks.
This can result in you seeing extreme Energy gains off of just a single Skill use when you have a lot of Core Resonance points, not to mention that the ability multiplier can get very out of hand very quickly, especially since there's no upper limit on the amount of Core Resonance that is considered. This also helps to keep up with the otherwise exorbitant Energy requirement of her Ultimate. After playing her for a little while, you’ll start to consider the white part of the Energy gauge as Energy you already have, and this should make it easier to think about.
Speaking of her Ultimate, Saber will unsheathe Excalibur, bringing its full might down on her enemies. She will deal 280% ATK to all enemies on the field, and then deal an additional 10 instances of damage, each being equal to 110% ATK, Bouncing between enemies. This means if a single enemy is the recipient, this Ultimate will deal a colossal 1380% ATK, not to mention the rather absurd Toughness damage that also comes with so many Bounces.
After using the Ultimate, Saber's next Basic ATK will be Enhanced and will lock her out of using her Skill. This Enhanced Basic ATK will be a fully AoE ability, hitting all enemies on the field for 150% ATK, and granting 2 points of Core Resonance. If there are only 2 enemies on the field, the Enhanced Basic deals an extra 150% ATK to both enemies, for a total of 300% ATK. If there is only one foe on the field, the additional damage is increased to 220%, for a total of 370% ATK. This Enhanced Basic restores 30 Energy.
So far, nothing too overly complicated. You get Energy from just doing what you'd be doing anyway, using the team's Ultimates and using Saber's actions, all getting ready for a super powerful Ultimate hit that then gives an Enhanced Basic to kick start the cycle again.
Onto the Bonus Traces. A2 will passively increase Saber's CRIT Rate by 20%. Additionally, when entering battle, and also after using her Enhanced Basic ATK, Saber will gain the Mana Burst effect. While under this effect, if Saber has Core Resonance and her Energy can be fully restored by using her Skill and consuming the Core Resonance, Mana Burst will be consumed in order to restore 1 Skill Point for the team and also immediately take action again.
This is a 100% Action Advance for her, so buffs will tick down from this. What this means is that if Saber uses an action that restores her Energy, and it puts her Energy into the threshold to be refilled by her next Skill use, she gets to do that immediately instead of waiting for her next natural turn.
Saber's A4 will allow her to accumulate up to 120 excess Energy, shown on the buff bar as a numeric value. After she uses her Ultimate, the excess Energy is cleared and returned as Energy. Additionally, when entering a battle, if Saber's Energy is below 60%, it will be set to 60%.
This is immensely useful for not wasting precious Energy, especially from consuming a large amount of Core Resonance all at once. Without this Trace, a significant portion of that Energy would be lost, but getting to keep up to 120 in excess means you can actually also hold off on using her Ultimate without losing out (up to a point) if it'd be more beneficial to wait in the battle.
Lastly, her A6 will grant Saber passive stat benefits. When using her Skill, she will gain 50% CRIT DMG for 2 turns. In addition to this, each point of Core Resonance that Saber gains will increase her CRIT DMG by 4%, stacking up to 8 times. This benefit lasts for the duration of the battle, and the total CRIT DMG provided by this Trace is 82% after gaining 8 points of Core Resonance.
These are really impactful Bonus Traces, but the A2 in particular can create quite the headache to play around. Having the ability to Action Advance yourself means you get to put out more damage, and since it also refunds a Skill Point, you're not at too much risk by doing so, but actually getting to make use of it consistently is quite challenging and is not something that is easily controllable once you factor in enemy actions and RNG sources of Energy.
It's not too big of a deal generally speaking, but the A2 can also be triggered off of a Basic ATK, so you can do some really funky optimisation with it if you're paying attention to how close you are to the Core Resonance Energy threshold. By far the most impactful thing is the excess Energy you can store now, and this comes into why Saber can be really challenging to pilot, and how quite a lot of her power can be wasted by poor play (or Auto).
Due to her extreme Energy cost, and even with all these methods of accelerating her Energy gains, Saber is very reliant on good Ultimates to put out competitive damage; wasting Ultimates as soon as you get them without any regard for what's happening on-screen or for what buffs you have on you will result in you losing a potentially a colossal amount of damage.
Careful consideration of when you should use the Ultimate can have big performance swings. It creates quite a rewarding gameplay loop, but it's definitely not for everyone, especially compared to the rather simple plug-and-play style of many of our existing top tier DPS. When piloted well, the performance is rather comparable, and definitely competitive, but Saber's difficulty is more akin to that of Yunli, Boothill, and Cipher — units you wouldn't dream of playing on Auto.
When considering supports, Saber's absurd Energy cost means that everyone's favourite Chicken-boy is impossible to ignore. Sunday's percentage based Energy restore on his Ultimate means that he is pretty much the number 1 support option for Saber by default, restoring an astounding 72 Energy when he uses it. He gives her all the stats she'd want, with plenty of damage boosts on top of everything, and even high SP efficiency due to how his own Ultimate works, refunding SP whenever he uses his Skill on whoever he Beatifies.
Pair this with his 100% Action Advance resulting in even more actions and Energy for Saber, and it's pretty inarguable that this is someone you should absolutely seek to use with Saber. Sunday really gets no breaks at all in the current meta as almost everyone either wants him outright or can make great use of him. Saber is no exception, and in a -1 SPD setup, Sunday is virtually uncontested as Saber's best support.
Do note, however, that the 100% Action Advance from Saber's A2 can come at inopportune times due to it forcefully activating when the criteria is reached. Ordinarily you'd want to use Sunday's Ultimate on his turn to maximise the buff uptime, but there are cases where doing so would automatically push Saber up to 0 AV due to the Energy restoration from Sunday's Ultimate activating Saber's A2, meaning the 100% Action Advance from the subsequent Sunday Skill is wasted.
The flipside is also true, however, and it's possible to trigger Saber's A2 Advance with Sunday's Ultimate outside of either character's turn; you can use Sunday's Skill to Advance Saber, have her attack with a Basic ATK for example (in the case that using the Skill would trigger the A2), and then Ult her with Sunday, restoring enough Energy to trigger Saber's A2 and giving her another action immediately. This way you can avoid losing out on Energy and Action Advances (do you see why this Trace is a headache yet).
In much the same vein only from the sustain slot instead, Huohuo is also an excellent pick that should be considered due to her also having a percent Energy restore on her Ultimate. Huohuo's actual sustaining capabilities are maybe struggling a little bit against certain enemies, but her supportive buffs are often enough to offset that, especially as her Energy restore is teamwide, meaning the other two supports you have in Saber's team can also benefit from this, and due to Saber's Talent, more Ultimates for the team mean more Ultimates for Saber. Plus she can use Quid Pro Quo to great effect.
Tingyun is an acceptable and accessible alternative when it comes to Energy restoration. A flat 50 (60 at E6 Tingyun) from her Ultimate is still very much appreciated, and the bonuses from her Skill buff and the DMG boost from the Ultimate itself are also both good. Definitely a fantastic F2P Energy funnel for Saber, and as always an excellent holder for Dance Dance Dance.
For Action Advancers, Bronya is as always still incredibly strong for any character that wants more turns, but is lesser than Sunday in this instance, again due to Saber's inherent personal Action Advance. Bronya's Skill buff always only lasts for a single turn by default, so having it be on Saber when you want the damage buff is very tricky, and having the buff affect Saber on her Mana Burst turn is literally impossible without E6 Bronya. Couple that with a longer time to regenerate her Ultimate and much more SP negativity than Sunday, and Bronya can be very difficult to use with Saber, however strong the pairing is.
Even still, putting a -1 SPD Bronya with Saber is still very powerful, and should absolutely be the go-to pick if you do not have Sunday available for her instead. The listed downsides still need to be played around, but they do not detract from the power of the setup.
The Remembrance Trailblazer is actually also pretty good. The rate of Action Advances is a lot lower compared to either Sunday or Bronya, but the extra True DMG from Mem's Support is extremely strong and is actually easily fully maxed out due to Saber's crazy Max Energy, making this a very impactful damage buff. Additionally, precisely because of Saber's Energy cost, Saber has a pretty good time fuelling Mem's Ultimate, meaning you'll hopefully be getting enough Mem's Support opportunities to offset the sketchy buff uptime from Saber's Mana Burst turn.
Last out of the Action Advancers is of course the other half of the Charmony duo, Robin. A teamwide Action Advance means vastly more Energy and Ultimates get to be thrown out, and though it can be tricky to work around a Mana Burst turn when trying to use Robin's Ultimate, and Robin won’t be using her Ultimate as much as other supports so won’t generate as much Core Resonance, her overall damage buffs and contribution mean that she's also a fantastic go-to option for Saber.
Lastly, the generic great support options of Tribbie, Silver Wolf (for off-element), and... not Cipher? It’s complicated. Cipher is a rare case of a character that doesn't really want to be using their Ultimate as soon as it's available, and without any other way to contribute to Core Resonance generation, Cipher's damage amplification, while still very good, is usually better spent elsewhere.
However, due to Cipher’s extreme SP positivity, if you are willing to spam Cipher’s Ultimate much more frequently to take advantage of the vast Core Resonance it can generate, she becomes a more compelling support option (even though you are still wasting the purpose of Cipher’s damage accumulating Ultimate nuke).
Tribbie on the other hand is perfect. Her frequent Ultimates means she's constantly generating Core Resonance for Saber, and all of Tribbie's buffs are tied to her own turns, so it's impossible for Saber to out-speed the benefits Tribbie can provide. Throw in a Dance Dance Dance in there and you are positively schmooving, friends.
If you are able to predict and play around Saber's Mana Burst turn, you can do some absolutely insane damage and wreak havoc, but Saber's gameplay and making the most of her kit is most certainly not for the faint of heart.
Very fitting, for only they who are worthy may unsheathe the Sword from the Stone. Are you up to the challenge?
Honkai: Star Rail is a game where team building matters most and while our tier list takes the optimal setup into account, a lot of characters can work and do well - even those ranked lower - when you invest into them. Also for story or lower difficulties of Simulated Universe, you don't need to worry about ratings and tiers. You can safely clear that content even with F2P characters as long as you build your team correctly.
Character at 5★ are rated at their Eidolon 0 with their best in slot non-limited Light Cone.
Available ratings:
MoC
PF
AS
Build and teams
The numbers show the percentage damage output increase/decrease compared to the Light Cone marked with 100%.
116.31%
Increases the wearer's CRIT DMG by 36/45/54/63/72%. When using Ultimate, increases the wearer's ATK by 40/50/60/70/80%, and if the wearer's Max Energy is greater than or equal to 300, regenerates a fixed amount of Energy equal to 10% of the wearer's Max Energy and once again increases the wearer's ATK by 40/50/60/70/80%, lasting for 2 turns.
Source: Event Warp (limited)
100%
Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).
Source: Herta's Store
95.42%
Increases the wearer's CRIT Rate by 12/14/16/18/20%. The Skill DMG and Ultimate DMG dealt by the wearer increase by 24/28/32/36/40%.
Source: Nameless Glory
84.33%
Increases DMG dealt by the wearer by 20/25/30/35/40%. The wearer also deals an extra 20/25/30/35/40% of DMG to enemies whose current HP percentage is equal to or higher than the wearer's current HP percentage.
Source: Stellar Warp
The percentage numbers showcase the relative DPS increase when you take into account the set bonus only. For some characters there's no DPS (or its equivalent) available and in that case we listed the sets in the order of priority.
104.92%
Increases CRIT DMG by 16%.
When the wearer becomes the target of another ally target's ability, gains 1 stack of "Help," stacking up to 2 time(s). If there are 2 stack(s) of "Help" when the wearer uses their Ultimate, consumes all "Help" to increase the wearer's ATK by 48% for 1 turn(s).
100%
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
97.10%
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
If you can't put together a top recommended 4P set with satisfactory sub/main stats, mix and match the 2P Bonuses from the following instead:
100.58%
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.
100.41%
Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.
100.24%
Increases the wearer's ATK by 12%. When the wearer's SPD reaches 120 or higher, the wearer's ATK increases by an extra 12%.
100%
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.
SPD (Until Desired Breakpoint) > CRIT Rate = CRIT DMG > ATK%
If you want to learn more about the various stats and breakpoints, expand the section below.
SPD: Most of Saber's best teams run with a booster that is SPD tuned to be 1 SPD slower than her, allowing her to gain double actions, e.g.
Saber - 135 SPD
Sunday - 134 SPD
This is the SPD set-up we recommend on Saber, but NO-SPD set-ups can also work if you know what you're aiming for. Keep in mind, running this set-up may make Saber's action advancement significantly harder to play around.
CRIT RATE: Saber gains 20% CRIT RATE for free and works best with teammates that also happen to provide CRIT RATE. We recommend checking your CRIT RATE in combat with buffs up to ensure you don't have too much and adjusting accordingly to not waste damage.
HP: 3300+
DEF: 1000+
ATK: 2600 - 3000+
CRIT RATE: 100% (In combat with 20% Talent and buffs)
CRIT DMG: 150 - 180%+
SPD: 135 Base SPD (Or 1 SPD faster than your booster)
Ultimate > Skill > Basic = Talent
Knight of the Dragon (A2) > Blessing of the Lake (A4) > Crown of the Star (A6)
Below you can find a list of some of the stronger synergies between this character and others.
If a column has multiple characters, the bigger one is the priority choice for the team while the smaller ones are alternatives. If they are the same size, either of them can be used.
The teams in the section are generated based on the current Memory of Chaos data we have gathered. If you want to see more statistics about the mode, check the MoC/PF/AS Statistics tab.
MoC/PF/AS Statistics
This section contains information about Saber performance in the latest Memory of Chaos cycle (3.3), latest Pure Fiction (3.4) and the latest Apocalyptic Shadow (3.4), and the commonly used Relics and Cones in both modes. The page has been last updated on 17.07.2025.
If you want to share your clear information with us, you simply need to fill the form below and provide us with your UID and make your Hoyo profile public - we will automatically parse the MoC/PF clear information from your profile after that!
MoC/PF/AS Stats FormThis section lists the characters that were most commonly paired with Saber in the current phase of Memory of Chaos.
This section lists the characters that were most commonly paired with Saber in the current phase of Pure Fiction.
This section lists the characters that were most commonly paired with Saber in the current phase of Apocalyptic Shadow.
Eidolons data comes from players we have scanned who used Saber in the current MoC cycle (875), in the current PF cycle (1266) or in the current AS cycle (1012) and had the character placed in their Profile. Use the switcher below to show Saber Eidolon performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
63.65%
5.94 cyc.Eidolon 0
12.43%
5.01 cyc.Increases Ultimate DMG dealt by Saber by 60%. After Saber uses a Basic ATK or Skill, gains 1 "Core Resonance."
8.56%
4.23 cyc.For each point of "Core Resonance" gained in this battle, Saber's DMG dealt ignores 1% of the target's DEF. This effect can stack up to 15 time(s). When triggering the "Core Resonance's" Skill multiplier effect, each point of "Core Resonance" additionally increases the DMG multiplier for this instance of Skill by 7%.
1.58%
4.17 cyc.Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
0.94%
6 cyc.Increases Saber's Wind RES PEN by 8%. After using Ultimate, increases Saber's Wind RES PEN by 4%. This effect can stack up to 3 time(s).
0.69%
5.8 cyc.Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
12.16%
2.81 cyc.Wind RES PEN of Ultimate DMG dealt by Saber increases by 20%, and the Overflow Energy that can be accumulated by the Trace "Blessing of the Lake" increases to 200. When using Ultimate for the first time after entering battle, regenerates a fixed 300 Energy for Saber. This effect can be triggered 1 time after every 3 Ultimate use(s).
Light Cones are ranked with usage rate among the players we have scanned who used Saber in the current MoC cycle (875), in the current PF cycle (1266) or in the current AS cycle (1012) and had the character placed in their Profile. Use the switcher below to show Saber Light Cones performance in the endgame modes (Default MoC) - the percentage doesn't change as it takes into account all modes already.
MoC
PF
AS
89.31%
7.37 cyc.Increases the wearer's CRIT DMG by 36/45/54/63/72%. When using Ultimate, increases the wearer's ATK by 40/50/60/70/80%, and if the wearer's Max Energy is greater than or equal to 300, regenerates a fixed amount of Energy equal to 10% of the wearer's Max Energy and once again increases the wearer's ATK by 40/50/60/70/80%, lasting for 2 turns.
Source: Event Warp (limited)
9.06%
7.73 cyc.Whenever the wearer attacks, their ATK is increased by 8/10/12/14/16% in this battle, up to 4 time(s). When the wearer inflicts Weakness Break on enemies, the wearer's DMG increases by 12/15/18/21/24% for 2 turn(s).
Source: Herta's Store
0.47%
3 cyc.Increases the wearer's ATK by 24/28/32/36/40%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 8/9/10/11/12% of the wearer's ATK. At the same time, the wearer's DMG is increased by 24/28/32/36/40% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.
Source: Stellar Warp
0.37%
99.99 cyc.When the wearer uses Basic ATK, Skill, or Ultimate to attack enemies, the wearer gains one stack of Mischievous. Each stack increases the wearer's ATK by 12/15/18/21/24%.
Source: Stellar Warp
0.25%
99.99 cyc.Increases the wearer's CRIT Rate by 12/14/16/18/20%. The Skill DMG and Ultimate DMG dealt by the wearer increase by 24/28/32/36/40%.
Source: Nameless Glory
0.16%
99.99 cyc.The wearer's base SPD increases by 12/14/16/18/20. When the wearer deals DMG, ignores 18/22/27/31/36% of the target's DEF. After the wearer uses Ultimate, obtains "Blazing Sun," which is removed at the start of their turn. While "Blazing Sun" is in possession, increases the wearer's DMG dealt by 60/78/96/114/132%.
Source: Event Warp (limited)
0.16%
99.99 cyc.Increases the wearer's CRIT Rate by 18/21/24/27/30%. When the wearer uses their Basic ATK, they will gain 1 stack of Dragon's Call for 2 turns. Each stack of Dragon's Call increases the wearer's ATK by 18/21/24/27/30% and Energy Regeneration Rate by 6/7/8/9/10%. Dragon's Call can be stacked up to 2 times.
Source: Event Warp (limited)
0.09%
99.99 cyc.Greatly increases the odds that the wearer will be attacked and increases the wearer's CRIT DMG by 36/42/48/54/60%. After the wearer uses their Ultimate, they receive 1 stack of Firedance, lasting for 2 turns and up to 2 stacks. Each stack of Firedance increases the DMG dealt by the wearer's follow-up attack by 36/42/48/54/60%.
Source: Event Warp (limited)
0.07%
99.99 cyc.Increases DMG dealt by the wearer by 20/25/30/35/40%. The wearer also deals an extra 20/25/30/35/40% of DMG to enemies whose current HP percentage is equal to or higher than the wearer's current HP percentage.
Source: Stellar Warp
0.06%
99.99 cyc.Increases the wearer's CRIT DMG by 20/23/26/29/32%. When an ally gets attacked or loses HP, the wearer gains 1 stack of Eclipse, up to a max of 3 stack(s). Each stack of Eclipse increases the DMG of the wearer's next attack by 14/16.5/19/21.5/24%. When 3 stack(s) are reached, additionally enables the attack to ignore 12/14/16/18/20% of the enemy's DEF. This effect will be removed after the wearer uses an attack.
Source: Event Warp (limited)
Relic Sets are ranked with usage rate among the players we have scanned who used Saber in the current MoC cycle (875), in the current PF cycle (1266) or in the current AS cycle (1012) and had the character placed in their Profile. The results are limited to top 5 combinations. Flex means 2 random Relic pieces that don't combine into a Set.
62.43%
Increases CRIT DMG by 16%.
When the wearer becomes the target of another ally target's ability, gains 1 stack of "Help," stacking up to 2 time(s). If there are 2 stack(s) of "Help" when the wearer uses their Ultimate, consumes all "Help" to increase the wearer's ATK by 48% for 1 turn(s).
33.6%
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
1.61%
Increases Wind DMG by 10%.
After the wearer uses Ultimate, their action is Advanced Forward by 25%.
0.5%
Increases Quantum DMG by 10%.
When the wearer deals DMG to the target enemy, ignores 10% DEF. If the target enemy has Quantum Weakness, the wearer additionally ignores 10% DEF.
0.36%
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
ATK increases by 12%.
The wearer's SPD increases by 6% and Basic ATK DMG increases by 10%.
59.72%
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the wearer's Ultimate and follow-up attack DMG increases by 15%.
19.2%
Increases the wearer's ATK by 12%. When the wearer's SPD is equal to or higher than 135/160, the wearer deals 12%/18% more DMG.
15.94%
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.
2.42%
Increases the wearer's ATK by 12%. When the wearer's SPD reaches 120 or higher, the wearer's ATK increases by an extra 12%.
1.16%
Increases the wearer's CRIT Rate by 4%. When an enemy target gets defeated, the wearer's CRIT DMG increases by 4%, stacking up to 10 time(s).
Relic Stats are shown based on the Relics used by the players we have scanned who used Saber in the current MoC cycle (875), in the current PF cycle (1266) or in the current AS cycle (1012) and had the character placed in their Profile.
Calculations
Don't use the damage output calculations as an indication on who is worth pulling or investing as those are just simulations and in day-to-day gameplay there's a lot variables. Use the numbers only to supplement your knowledge and treat them as the 'floor' of a character's damage output which you can further scale with proper team and investment.
General:
Enemies:
Units:
Increases CRIT Rate by 8%.
Increases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
Increases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 70% or higher, the wearer's Basic ATK and Skill DMG increase by 20%.
CRIT Rate (36.8%), CRIT DMG (64.3%), Speed (13.8)
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