Saber

Updated for 2.0
Overall Rating
3
Analysis by Cecil
Saber - Driven Mercenary

5

Obtainable as a 5 only
Hero Stats
Max Avg Total Stats at Lvl 40
158
HP 40
ATK 31
SPD 33
DEF 32
RES 22
Stat Variations
Level 1 Stat Variation
5★
HP ATK SPD DEF RES
Low 17 6 8 7 4
Middle 18 7 9 8 5
High 19 8 10 9 6

Level 40 Stat Variations
5★
HP ATK SPD DEF RES
Low 36 28 30 29 19
Middle 40 31 33 32 22
High 43 34 36 35 25
IV Sets
Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.
HPATKSPDDEFRES

Attack and speed are what Saber wants the most. Attack helps him secure more kills where speed helps him both defensively and offensively. Defense is nice, but it can be reduced with a bane if necessary. HP and resistance are his least important stats, but HP may be useful if you wish to run Infantry Pulse on Saber.

Skill Sets
Budget Saber
Slaying Edge+ (+Spd) A Triangle Adept 3
Reciprocal Aid B Swordbreaker 3
Moonbow C Threaten Def 3
Budget: Threaten Atk 3
SP1,225SQuickened Pulse

Show Explanation/Analysis

This is a basic version of Saber for use within the Arena. This build can be relied upon to KO all green foes and duel well vs. other sword-users. Moonbow is a great choice of special for Saber, synergising with his relatively low attack stat and Slaying Edge. Saber will be able to activate Moonbow in every round of combat (if he recieves a blow) with this build.

Reciprocal Aid can be replaced with your support skill of choice, but his decent HP allows him to restore large amounts of health to allies. Keep in mind that Falchion-users can run a much more effective healer build. The C slot skill is also partially down to user preference, but Threaten Atk or Threaten Def is recommended to help his dueling potential.

A Quickened Pulse seal is highly recommended: This will allow Saber to begin the match with Moonbow already charged. If you have a Quickened Pulse seal and tend to use Saber to receive attacks, Bonfire is another option as it will activate on his first attack if he is hit first.

All-rounder
Optimal
Slaying Edge+ (+Spd) A Fury 3
Swap B Wrath 3
Bonfire C Infantry Pulse 3
Budget: Atk Smoke 3
SP1,545SSpeed +3

Show Explanation/Analysis

Saber is a true all-rounder, being able to soak damage and initiate combat to great effect. 42 speed with a neutral boon/bane means he no longer has to worry about being outsped by most fellow swords. Fury gives Saber a much-needed stat boost, and Wrath patches up his mediocre attack, and combines with Slaying Edge to give him Moonbow on every turn.

Introduction

Pros

  • Well-balanced statline, save for resistance.
  • Optimum build is versatile, allowing for different playstyles.

Cons

  • Suffers great competition for a team slot.
  • Easily decimated by common blue mages.

Right off the bat, Saber faces much competition as one of many red sword-wielders within the game. Thankfully, his defensive focus and interesting statline allow him to run a number of builds. Although lacking a legendary weapon, Saber performs well as an all-rounder thanks to his decent speed and great defense.
 

Strengths

Well-balanced statline, save for resistance.

  • Saber's balanced statline gives him great physical defense coupled with a decent amount of attack and speed. While his attack is lower than most meta units, Wrath serves to help him circumvent this weakness somewhat. High speed and defense make him very hard to KO without magical damage.

Optimum build is versatile, allowing for different playstyles.

  • Saber is very similar to Nephenee, and his optimum build combines the best of offensive and defensive worlds. His optimum build works well on both the player phase and enemy phase. Saber is not locked to one particular playstyle or team, making him one of the most versatile units in the game.
Weaknesses

Suffers great competition for a team slot.

  • Saber is unfortunately one of many sword-users, a fact that sees him compete directly with many powerhouse lords with strong unique weapons. Forging has helped Saber to close the gap somewhat, but nontheless he has great competition for a team slot. Top swords such as Ayra and Mia can also claim to be all-rounders with much higher damage potential and speed.

Easily decimated by common blue mages.

  • Reinhardt, Linde, Delthea, Lute, Tailtiu, Olwen, Ursula... The list of blue mages could go on for quite some time. Blue mages decimate Saber on his mediocre resistance, and build for speed in order to double attack him. Saber also has poor matchups vs. dragons. These types of magic attackers are some of the most common in the Arena, making it hard for Saber to do his job in every match.
Team Options

Saber requires a team-mate who can handle blue mages (Although this is a requirement for every team.) Hector is a good team-mate who can handle them, and appreciates receiving a Fortify Res buff from Saber. Julia is another great option who brings dragon-slaying abilities that Saber lacks, and can handily deal with Nowi who is a common threat to him. Saber is a true all-rounder, and functions well on nearly all compositions. If you choose to run Infantry Pulse on Saber, he can support strong infantry such as Linde, Nino, Kagero and Bridal Cordelia by giving them special charge.

Counters

Saber will be decimated by sources of blue magic. Reinhardt is his biggest threat, thanks to his large attack range and ability to attack twice despite Saber’s decent speed. Linde, Nowi and Ninian are also problems for him. Without Swordbreaker, he is at risk of being double attacked by many of his fellow sword-users, as many of them have higher speed, run Fury or prefer speed boons.

Weapon Skills
Weapons SP Rng. Mt.
Iron Sword
Only Inheritable by Sword Units.
50 1 6
Steel Sword
Only Inheritable by Sword Units.
100 1 8
Slaying EdgeAccelerates Special trigger (cooldown count-1).
Only Inheritable by Sword Units.
200 1 10
Slaying Edge+Accelerates Special trigger (cooldown count -1).
Learns by default at 5 ★
Only Inheritable by Sword Units.
300 1 14
Weapon Evolution
Weapon Upgrades
Weapon Upgrades
Special Skills
Special Skills SP Turns
Holy VestmentsReduces damage inflicted by attacks from foes 2 spaces away by 30%.
Restricted to melee units.
100 3
AegisReduces damage inflicted by attacks from foes 2 spaces away by 50%.
Learns by default at 5 ★
Restricted to melee units.
200 3
Passive Skills
Passive Skills SP Slot
HP +3Grants +3 to max HP.
Inheritable by all units.
40
A
HP/Spd 1Grants HP+3, Spd+1.
Inheritable by all units.
100
A
HP/Spd 2Grants HP+4, Spd +2.
Unlocks at 5 ★
Inheritable by all units.
200
A
Shield Pulse 1If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1.
Melee, Infantry, and Armored Only
60
B
Shield Pulse 2If unit's Special triggers based on a foe's attack, Special cooldown count-1 at start of turn 1. Unit takes 5 less damage when Special triggers.
Melee, Infantry, and Armored Only
120
B
Shield Pulse 3If unit's Special triggers based on a foe's attack, Special cooldown count -2 at start of turn 1. Unit takes 5 less damage when Special triggers.
Unlocks at 5 ★
Melee, Infantry, and Armored Only
240
B
Other Info
Origin
Fire Emblem Echoes

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