Table of Contents
- Default
- Attack
- Special
- Injured
| Saizo - Angry Ninja |
|---|
|
Hero Stats
Stat Variations
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 16 | 6 | 7 | 8 | 2 |
| Middle | 17 | 7 | 8 | 9 | 3 |
| High | 18 | 8 | 9 | 10 | 4 |
| HP | ATK | SPD | DEF | RES | |
|---|---|---|---|---|---|
| Low | 33 | 25 | 31 | 30 | 12 |
| Middle | 36 | 29 | 34 | 33 | 16 |
| High | 40 | 32 | 37 | 36 | 19 |
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. |
| HP | ATK | SPD | DEF | RES |
|---|---|---|---|---|
Boons
- +ATK / +SPD: Allow Saizo to hit harder and deny follow-ups.
- +DEF: Adds to Saizo’s already considerable physical tanking abilities.
Neutral
- HP: Since Saizo's base HP is quite low, reducing it compromises his physical bulk and should be avoided.
Banes
- -RES: Saizo’s best bane, especially since there are other dagger users who battle mages more effectively.
Skill Sets
A Brave Archer's Nightmare (Bait + Debuff Build)
![]() |
Barb Shuriken+ (+Def) Alternate: Smoke Dagger+ (+Def) |
A | Steady Stance 3 Alternate: Fury 3 |
|---|---|---|---|
![]() |
Reposition Alternate: Swap |
B | Bowbreaker 3 |
![]() |
Bonfire | C | Atk Smoke 3 |
| SP | 1,485 | S | Distant Def 3 |
- Preferred IVs: +DEF or +ATK or +SPD / -RES
- Weapon: Barb Shuriken+ (+Def) / Smoke Dagger+ (+Def)
- Assist: Reposition / Swap / Pivot
- Special: Bonfire
- Passive A: Steady Stance / Fury
- Passive B: Bowbreaker
- Passive C: Atk Smoke / Spd Smoke / Drive Skill
- Sacred Seal: Distant Def
Due to how common Brave Bow users in the arena and the new options the weapon refinery offers to daggers, Saizo presents an opportunity to not only bait Brave Bow archers, but to also apply wide-range debuffs to the other team as he does so.
Since buffs are so prevalent (especially on Calvary teams), Saizo’s high Defense even at neutral along with the penalties the Barb Shuriken or Smoke Dagger apply after combat provides a unique function of safely baiting a brave archer while also levelling the playing field against Fortify and/or Hone skills. Barb Shuriken also has the added bonus of a -1 cooldown effect, boosting Saizo’s damage output. Moreover, since he’s a dagger unit, the effects of Sacae’s Blessing do not apply to him, making him a good choice to counter Brave Bow or Mulagir Brave Lyn.
Preferred IV’s on this set are variable – +DEF allows Saizo to soak up more physical damage if he needs to take a hit from a melee foe to protect an ally, but +ATK boosts his potential damage output once the enemy’s archer(s) have been neutralized. +SPD denies follow-ups from any unit with less than 42 Speed, adding to Saizo’s survivability. Reposition allows Saizo to extend the movement of an ally as an assist or to swoop in and rescue a low-Defense unit from being obliterated by an archer or melee foe. Swap or Pivot helps him retreat to safety if he is caught in the range of a magical enemy, though Swap also has the added bonus over Pivot of allowing Saizo to extend an ally’s movement range by one if he’s in front and swaps with them.
Steady Stance, the higher cost investment, greatly adds to Saizo’s physical tanking ability by increasing his Defense by six whenever he is initiated on. Since this bonus applies regardless of the foe’s weapon type, this skill allows Saizo to take a hit or two for a teammate who needs protection during enemy phase with greater flexibility. Fury is another lower cost option that also serves to increase Saizo’s offensive capabilities, although he does struggle slightly with the six damage he’ll take after combat due to his relatively low HP. Bowbreaker continues to be excellent on any high-Defense unit who has a ranged counterattack, and along with Bonfire allows Saizo to KO any Brave archer who initiates on him.
If using the Barb Shuriken, Atk of Spd Smoke are Saizo's ideal C-slot skills due to their ability to provide additional debuffs to the enemy. If Smoke Dagger is being used, however, Atk/Spd Smoke would be redundant. Therefore Drive Atk or Spd are the preferred C skills for this build, as they provide +3 Attack or Speed to allies within a two space range. This means that Saizo can still provide in-combat support even if he stays out of the direct line of fire, and additionally aids him in staying out of the range of mages.
Chip and Dip Support (Debuff + Chip Damage Build)
![]() |
Barb Shuriken+ (+Def) Alternate: Smoke Dagger+ (+Def) |
A | Close Counter |
|---|---|---|---|
![]() |
Reposition Alternate: Swap |
B | Poison Strike 3 |
![]() |
Bonfire | C | Atk Smoke 3 Alternate: Savage Blow 3 |
| SP | 1,575 | S | Close Def 3 |
- Preferred IVs: +DEF / -RES
- Weapon: Barb Shuriken+ (+Def) / Smoke Dagger+ (+Def) / Poison Dagger+
- Assist: Reposition / Swap / Pivot
- Special: Bonfire
- Passive A: Close Counter
- Passive B: Poison Strike
- Passive C: Atk Smoke / Savage Blow
- Sacred Seal: Close Def / Savage Blow
This build takes advantage of Saizo’s excellent Defense and the AI’s tendency to group enemy units together in order to enable an offensive blitz the moment Saizo attacks or is attacked.
With any refined dagger (+Def) and the Close Def Seal, Saizo effectively has 45 Defense against melee units. Without Close Def, Saizo can comfortably tank a hit from any melee unit that doesn’t have a brave weapon with less than 39 Speed. Poison Dagger is also a potential option and boasts increased damage output against infantry foes, but the lack of refinement options slightly reduces Saizo’s physical bulk and nullifies his wide-range debuff capabilities.
Close Counter is the essential component of this build, as it lets Saizo counterattack against melee units on enemy phase to take advantage of the Barb Shuriken or Smoke Dagger’s debuff on the player phase. A debuff to Defense and Resistance softens even the most mighty defensive units, and the additional debuff to Attack and Speed the Smoke Dagger offers greatly reduces the likelihood of units being KO’d once they are able to go on the offensive -- though the Barb Shuriken only debuffs Defense and Resistance, this can be mitigated by using Atk Smoke as a C-slot. It is this skill allows Saizo to really shine, as his Defense and decent Speed enables him to trade hits with mid-Speed non-Brave melee units, charge Bonfire, and debuff not only his target but also any enemy units that are nearby.
Poison Strike and/or Savage Blow allows Saizo to chip away at both the unit that is attacked and the entire enemy team whenever combat is initiated. Combined with the Barb Shuriken + Atk Smoke or Smoke Dagger’s effect, this gives free reign to use other units to completely wipe out the weakened opposing team. Reposition or Swap enable Saizo to ferry an ally out of the way if they’ve already attacked or moved that turn, giving him the chance to bait and apply debuffs to the other team. Pivot is another option that adds to Saizo’s baiting ability, allowing him to sling himself forward if an ally is near and he’s not in a melee foe’s range.
While using this build, it would be advisable to bring a unit with a Firesweep weapon or the Hardy Bearing seal equipped in order to to deal with enemies pushed into Vantage range.
Swept Away (Sweep Skills Build)
![]() |
Barb Shuriken+ (+Spd) Alternate: Smoke Dagger+ (+Spd) |
A | Life and Death 3 Alternate: Darting Blow 3 |
|---|---|---|---|
![]() |
Reposition Alternate: Swap |
B | Watersweep 3 |
![]() |
Moonbow Alternate: Bonfire |
C | Drive Atk 2 Alternate: Spur Atk 3 |
| SP | 1,545 | S | Phantom Spd 3 |
- Preferred IVs: +SPD / -RES or -HP
- Weapon: Barb Shuriken+ (+Spd) / Smoke Dagger+ (+Spd)
- Assist: Reposition / Swap / Flexible
- Special: Moonbow / Bonfire
- Passive A: Life and Death / Darting Blow
- Passive B: Watersweep / Windsweep
- Passive C: Drive Atk / Drive Spd / Spur Atk / Spur Spd
- Sacred Seal: Phantom Spd
Since Saizo’s Speed reaches a respectable 37 with a boon, the intent of this build is to deal damage to a target during the player phase while piling on debuffs and preventing counterattacks.
With a Speed boon, refined dagger, Life and Death or Darting Blow, and the Phantom Spd seal, Saizo can safely initiate on most units. If he uses Watersweep, this allows him to make a sizeable dent in speedy low Defense magic users and archers like Life and Death Nino or Bride Cordelia, debuffing them and the other team and allowing for other units to perform a clean sweep.
If Windsweep is chosen instead, Saizo can engage fast threats like Distant Counter Mia and slower threats like Ike without taking damage in return, weakening them to allow for an easy KO. Drive Atk / Spd or a Spur helps him support his allies to ensure the weakened enemy is defeated during both player and enemy phase.
Introduction
As was true of most Dagger users prior to the 2.0 update, Saizo simply did not have any notable strengths. Although his stat spread allowed for some impressive physical tanking, Kagero’s Poison Dagger and significantly higher base Attack stat made her the superior dagger user.
Now, however, that the weapon refinery has given a considerable buff to almost every dagger in the game, Saizo’s unique and interesting traits like his high Defense, passable Speed, and ability to debuff four stats at once with the refined Smoke Dagger make him a much more compelling choice than he ever was previously.
So while he doesn’t possess the raw firepower to net OHKOs himself, Saizo’s utility as a wide-range debuffer definitely has value as support. If a team has problems with OHKOing or struggles with the inflated stats in tempest trials and infernal difficulty, then he may be a good choice for a roster.
Strengths
Native Weaponry
Saizo’s native dagger, the Smoke Dagger, allows him to apply a -6 debuff to Attack, Speed, Defense, and Resistance at the same time once refined.
Not only that, it affects all enemy units within two spaces of the unit that Saizo attacks or counterattacks.
Specialized Stat Distribution
In combination with tools like the Distant Def seal, Saizo’s Defense allows him to check many popular archers.
His bulk also allows him to take a hit from slower melee threats without being KO’d.
Weaknesses
Limitations of Native Weaponry
If Saizo does not attack or counterattack, the debuff from his dagger will not activate.
That means that in order to truly threaten non-ranged units on enemy phase, he must use Close Counter.
Not an Effective Mage Check
Because high-firepower mages are so prevalent and his Resistance is so low, dagger users other than Saizo depending on a team's composition.
Team Options
Counters
Although dagger buffs have greatly helped Saizo, his low base 29 Atk and dreadful 16 Res at neutral hold him back. While as a support unit it isn’t always necessary that he deal heavy damage, Saizo needs to rely on his teammates to engage mages at all times if he’s not running a Watersweep build. Despite his Defense, a unit with a high Attack and a Brave Weapon will have no trouble KOing Saizo. Saizo also is hard countered by any dragon units with mid-to-high Defense, especially if they use Lightning Breath (+Def).
- Physical Brave Users: Alfonse, Effie, Cherche, and Cordelia are all common users of brave weapons who are able to target Saizo despite his high Defense because of his low base HP.
- Mages: Nino, Reinhardt, Spring Camilla, Summer Corrin, Cecilia, and Raven Mages such as Raven Sophia target Saizo’s low Resistance, either KOing him before he has the chance to attack.
- Dragons: Nowi, Fae, Myrrh, and Adult Tiki also hit Saizo in his weaker Resistance and negate the damage he deals with their high Def.
![]() |
Dancer’s Fan+ (+Spd) | A | Darting Blow 3 |
|---|---|---|---|
![]() |
Draw Back | B | Renewal 3 |
![]() |
Bonfire | C | Breath of Life 3 |
| S | Breath of Life 3 | ||
No one expected this from a man so bent up and filled with anger. Yet, somehow, some way he needed to found an outlet. In chasing this pursuit, to fill this hole, he did it. He found his passion. A passion for dance!
I present to the colorless medical ninja! He is the physical and colorless version of the medic mage build for everyone's favorite blue speedy mage, Del- I mean Linde! A new exact carbon copy with the exception of a Special change from Moonbow to Bonfire and a trade in Resistance for Defense, Saizo, the Fiery Ninja, will serve you well in this role as an estrange dancer!
![]() |
Smoke Dagger+ (+Def) | A | Close Counter |
|---|---|---|---|
![]() |
Swap | B | Chill Spd 3 |
![]() |
Ignis | C | Atk Smoke 3 |
| S | Close Def 3 | ||
5 star +1, Close Def 3 seal, standard but with new addition of chill speed to allow doubling and to prevent being doubled before smoke dagger affect goes off. Also run with a infantry pulse unit to get Ignis down to 3 charge.
![]() |
Smoke Dagger+ (+Def) | A | Fury 3 |
|---|---|---|---|
![]() |
Draw Back | B | Desperation 3 |
![]() |
Ignis | C | Hone Spd 3 |
| S | Attack +3 | ||
Version 2.0 gave a chance for dagger users to shine, Smoke Dagger+ when refined inflicts -6 to ALL stats from enemies two spaces from Saizo's target, granting an immense fire power for his team to follow up on the debuffs.
![]() |
Smoke Dagger+ | A | Fury 3 |
|---|---|---|---|
![]() |
Pivot | B | Poison Strike 3 |
![]() |
Bonfire | C | Atk Smoke 3 |
| S | Attack +3 | ||
This build focuses primarily on mass-debuffing the enemy team, as well as wearing down bulky threats. Upon initiating battle with any unit, Saizo's Smoke Dagger and Atk Smoke will proc on any allies surrounding the unit hit in 2 spaces, giving a debuff of -7 Atk, -6 Def, -6 Res, and chipping 10 damage off of the unit targeted, assuming they survived. If you don't have access to Atk Smoke, then Spd Smoke is an easier to obtain option. Saizo's pitiful Res means that he should absolutely not attempt to engage with TA Raventome users, Dire Thunder users, or Bladetome users. However, if you find this to be an issue, you can replace Poison Strike with Watersweep in order to safely target meta mages. Be warned, however, that Saizo's poor Atk is nowhere close to OHKOing mages with Watersweep enabled. While Saizo does have poor Atk on paper, he is capable of ORKOing 45 Heroes in total without Bonfire, and 115 Heroes with it. Primary targets for Saizo to focus are melee damage units, especially those without Distant Counter. Thankfully, Saizo's respectable bulk and high Spd allow him to not worry too much about attacking ranged melee and Distant Counter units that much, but high Atk units with Quick Riposte can prove troublesome. Ideal teammates would be mage counters, and tanky units who can pivot in and reap the benefits of being able to decimate a nearly fully debuffed team.
![]() |
Rogue Dagger+ | A | Close Counter |
|---|---|---|---|
![]() |
Reposition | B | Seal Atk Spd 2 |
![]() |
Ignis | C | Atk Smoke 3 |
| S | Distant Def 3 | ||
My journey to a +10 five Star Saizo, with S rank Summoner Support.
Seal: Distant Def 3
Saizo is a colorless physical tank and debuffer. He can attack at 2 range to easily debuff units by -5 atk/spd/def/res and buff his own defense and resistance by 5 to ensure he'll take next to no damage by physical weapons.
He utilizes these buffs and debuffs with Close Counter to shrug off physical hits with ease.
With his attack range, he can also inflict -7 atk on all enemies surrounding his target, easily allowing him to tank the following attacks on enemy phase.
Ignis is obviously used because of his immense defense and Reposition for saving fragile units for him to tank.
Saizo's resistance is quite low, but it is helped by his skills. He has 18 base res, obtains +5 res from Rogue Dagger+, and receives +6 res from Distant Def 3. This brings him to 29, he also can lower a mage's atk by 7 from Atk Smoke 3.
Weapon Skills
| Weapons | SP | Rng. | Mt. |
|---|---|---|---|
| Dagger users only.
|
50 | 2 | 3 |
| Learns by default at 3 ★ Dagger users only.
|
100 | 2 | 5 |
| Learns by default at 4 ★ Unlocks at 3 ★ Dagger users only.
|
200 | 2 | 6 |
| Unlocks at 5 ★ Dagger users only.
|
300 | 2 | 9 |
Support Skills
| Support Skills | Rng. | SP |
|---|---|---|
Harsh CommandConverts penalties on target into bonuses.
Learns by default at 4 ★ Unlocks at 3 ★ |
1 | 150 |
Passive Skills
| Passive Skills | SP | Slot |
|---|---|---|
| Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
60 | B |
| Unlocks at 3 ★ Non-inheritable by Staff-wielding units.
|
120 | B |
| Unlocks at 4 ★ Non-inheritable by Staff-wielding units.
|
240 | B |
| Unlocks at 3 ★ Inheritable by all units.
|
50 | C |
| Unlocks at 4 ★ Inheritable by all units.
|
100 | C |
| Unlocks at 5 ★ Inheritable by all units.
|
200 | C |
Other Info
| Origin |
Fire Emblem Fates
|
|---|
Banners Featured In
None

Fate Grand Order
Dragonball Legends

IV Calc
Heroes