Saber is best treated as a Jungle, Roam Assassin pick built around Charge, Finisher. Recent match stats show 49.59% win rate, 0.98% pick rate, and 21.50% ban rate, so treat Saber as a draft-dependent pick rather than an automatic meta answer. The combo plan gives the clearest route: use the listed skill sequence to create the fight pattern, then respect bad matchups such as Estes, Faramis. If you collect Saber skins, check the in-game shop or event page before topping up, because Starlight and event skins are not always direct Diamond purchases.
Pick Saber when your team needs an assassin hero who can turn the main combo into a repeatable fight plan. Main skill priority: Start with Orbiting Swords at Level 1, max Orbiting Swords first, then level Charge as the backup skill. Upgrade Triple Sweep whenever it is available. The strongest use case is against heroes the matchup notes say Saber can punish, especially Layla, Eudora. The biggest risk is drafting Saber into Estes, Faramis without a plan to survive their pressure.
Hero icon: 
| Field | Detail |
|---|---|
| Role | Assassin |
| Specialty | Charge, Finisher |
| Recommended lane | Jungle, Roam |
| Damage type | Physical |
| Basic attack type | Melee |
| Skill resource | Mana |
| Price | 6,500 Battle Points or 299 Diamonds |
| Win / pick / ban snapshot | 49.59% / 0.98% / 21.50% |
| Story hook | A swordsman in pursuit of invincibility, used by Laboratory 1718. |
Read Saber through real skill jobs: Enemy's Bane sets the baseline, Orbiting Swords and Charge decide most trades, and Triple Sweep is the major commit or conversion window. The details below explain when each button should be used, not just what it does.
| Icon | Skill | CD / Cost | Tags | What it means in play |
|---|---|---|---|---|
![]() |
Enemy's Bane | Passive | Debuff | Enemy's Bane is the passive layer that rewards Saber for taking or using actions repeatedly, so track its stacks before committing. |
![]() |
Orbiting Swords | CD: 9 Mana Cost: 75 | AOE, Buff | Orbiting Swords is the movement or engage button. Save it for entry, chase, or escape instead of spending it only for poke. |
![]() |
Charge | CD: 7 Mana Cost: 70 | Mobility | Charge is the movement or engage button. Save it for entry, chase, or escape instead of spending it only for poke. |
![]() |
Triple Sweep | CD: 44 Mana Cost: 100 | Burst, CC | Triple Sweep is a control tool. Use it after the target is committed, then let allies or the next skill convert the control window. |
The practical pattern is simple: identify which skill starts the fight, which skill holds the target in place, and which skill finishes the trade. For Saber, the combo section should guide that decision more than old community habits or outdated patch memories.
Skill priority: Start with Orbiting Swords at Level 1, max Orbiting Swords first, then level Charge as the backup skill. Upgrade Triple Sweep whenever it is available.
That priority matters because Saber's first few levels decide whether the hero can contest lane, protect an ally, or threaten a rotation. Do not treat the priority as a damage chart only. Read it as a tempo clue: the main skill should be available often enough to create the hero's normal play pattern, while the backup skill fills the control, mobility, or damage gap between major fights.
| Combo type | Icon sequence | Skill sequence | How to use it |
|---|---|---|---|
| Teamfight Combos | Orbiting Swords Charge Triple Sweep |
Orbiting Swords -> Charge -> Triple Sweep | Saber can use his 1st Skill to poke and weaken the enemy, follow with his 2nd Skill to close in, then use his Ultimate to finish them off. |
| Laning Combos | Orbiting Swords Charge Triple Sweep |
Orbiting Swords -> Charge -> Triple Sweep | Saber can use his 1st Skill to poke and weaken the enemy, follow with his 2nd Skill to close in, then use his Ultimate to finish them off. |
The key is not to press the sequence mechanically. Start the combo only when the target cannot easily walk away, blink out, or punish the recovery window.
| Timing cue | What to do |
|---|---|
| Start condition | Begin only when the target has used the movement or immunity tool that would break Saber's setup. |
| Clean sequence | Orbiting Swords -> Charge -> Triple Sweep |
| Why it works | Saber can use his 1st Skill to poke and weaken the enemy, follow with his 2nd Skill to close in, then use his Ultimate to finish them off. |
| Reset rule | If the opener misses, back out, wait for cooldowns, and look for the next wave, bush, or objective entrance. |
| Timing cue | What to do |
|---|---|
| Start condition | Begin only when the target has used the movement or immunity tool that would break Saber's setup. |
| Clean sequence | Orbiting Swords -> Charge -> Triple Sweep |
| Why it works | Saber can use his 1st Skill to poke and weaken the enemy, follow with his 2nd Skill to close in, then use his Ultimate to finish them off. |
| Reset rule | If the opener misses, back out, wait for cooldowns, and look for the next wave, bush, or objective entrance. |
| Phase | What to focus on | Common mistake |
|---|---|---|
| Early game | Protect the first wave path, check river movement, and use Saber's control to stop easy invades. | Forcing a fight before allies can follow. |
| Mid game | Move first for Turtle, turret dives, and bush control; start fights only when damage dealers are in range. | Starting with crowd control while the carry is still clearing a wave. |
| Late game | Hold the key control skill until an enemy core steps too far forward. | Using the engage tool on a tank when the enemy back line is still safe. |
| Objectives | Zone entrances, punish face checks, and reset if the first engage misses. | Staying in the pit when the better job is cutting the enemy approach. |
Use these matchups as a draft check before locking Saber. The important signal is not only the hero name, but whether the enemy can break Orbiting Swords timing, deny Triple Sweep, or punish the recovery window.
| Matchup type | Hero icons | Why it matters | Draft cue |
|---|---|---|---|
| Good targets | Layla Eudora |
Saber's deadly combo makes him strong against squishy heroes, such as Layla and Eudora. | Pick Saber when your team can force these targets through Orbiting Swords range, protect the first commit, or keep them from resetting before Triple Sweep matters. |
| Hard matchups | Estes Faramis |
Saber is countered by Support heroes with Survivability buffs, like Estes and Faramis. | Play slower: track their control, burst, or mobility cooldowns before spending Orbiting Swords and Triple Sweep in the same window. |
Saber is strongest when the fight starts on your terms: vision is set, the target has already used an escape, and Charge is still available if the first trade goes wrong.
Against Estes, Faramis, do not open blind from river or bush without backup. Let a teammate test the control cooldown first, then enter after the punish tool is gone.
| Question before locking | What to check |
|---|---|
| Can the enemy stop the first commit? | If yes, hold Orbiting Swords until the key interrupt or burst spell is visible. |
| Can Saber reach the target safely? | If the target outranges Saber, wait for wave pressure, flank vision, or allied crowd control. |
| Can your team follow up? | If allies cannot follow the engage, play for wave, objective entrance, or counter-engage instead of forcing a solo pick. |
Saber works best with teammates who either start the first control window, protect the reset, or keep targets inside Orbiting Swords and Triple Sweep timing.
| Best teammates | Hero icons | Teamfight reason | Draft cue |
|---|---|---|---|
| Kadita, Cyclops | Kadita Cyclops |
Saber works well with high-damage heroes who can help him burst down enemy heroes in teamfights, such as Kadita and Cyclops. | Pair Saber with these allies when your lineup needs a cleaner opener, safer follow-up, or a way to keep enemies inside the combo path. |
| Team need | Why it helps Saber |
|---|---|
| Reliable first control | Gives Saber time to land Orbiting Swords without starting the fight alone. |
| Peel or front line | Protects Saber after the first commit, especially when Charge is on cooldown. |
| Objective setup | Turns the hero from a random skirmish pick into a clear Turtle, Lord, or turret-pressure tool. |
Build around survival, movement, and reliable engage windows. The skill tags emphasize AOE, Buff, Burst, CC, Debuff, Mobility, so defensive items and roam utility are safer than damage-first choices. Use the battle spell that best completes the engage or disengage pattern shown by the main combo.
| Build question | Recommended direction | Why it matters |
|---|---|---|
| Core build direction | Prioritize burst timing, penetration, cooldown access, and enough escape value to leave after the pick. | This keeps Orbiting Swords useful instead of turning the guide into a fixed item list that breaks when the patch shifts. |
| When ahead | Lean into the stats that make Triple Sweep or the main damage window easier to convert. | An ahead Saber should close fights quickly, then reset before counters can punish. |
| When behind | Add safer positioning, durability, or cooldown value before chasing greedier damage. | If Saber dies before Orbiting Swords and Charge are used, the build is not doing its job. |
| Into Estes, Faramis | Build and play around survival, vision, and delayed entry. | The hard matchup usually wins by breaking the first commit, so do not spend every resource before their punish tool is gone. |
Use the embedded Hero Spotlight below when you want to check timing visually after reading the combo and matchup sections. Watch the skill and combo chapters first, then use the build, relations, and best-with chapters to confirm how the written plan fits real movement.
| Time | Chapter | Why it matters |
|---|---|---|
| 0:05 | HERO SKILLS | Use this section to check range, delay, and hit-confirm details. |
| 1:12 | COMBO TIPS | Use this section to compare the written sequence with real timing. |
| 1:35 | SKILL TIPS | Use this section to check range, delay, and hit-confirm details. |
| 1:51 | BUILDS | Use this section to verify setup choices after you understand the kit. |
| 2:07 | BATTLE SPELLS | Use this section to verify setup choices after you understand the kit. |
| 2:21 | RELATIONS | Use this section to review counters and teammate fit. |
| 2:37 | BEST WITH | Use this section to review counters and teammate fit. |
| 2:48 | TACTICS | Use this section as a quick visual check before playing. |
Saber guides can age quickly when skill timing, item value, or matchup pressure changes. Use the combo, counter, and teammate sections above as the current play plan, then test the timing in game before copying an older build habit.
Use these skins as collection checks, not as proof that every skin is currently sold in the shop. Starlight and event skins can rotate, so confirm the active in-game shop or event page before topping up.
| Skin preview | Skin | Availability note |
|---|---|---|
![]() |
Force Warrior | Starlight Member, 2016-12 |
![]() |
Iron Hound | Starlight Member, 2023-02 |
![]() |
Onimaru | Limited-time event |
Not every listed skin is a direct Diamond purchase. If the note says Starlight, event, collaboration, or check in game, treat it as an availability warning first and a top-up decision second.
Skin availability can change when rewards rotate into events, Starlight, seasonal shops, or collaboration reruns. Before topping up, check the current in-game shop or event page, then use the ManaBuy MLBB top-up page only if you still need Diamonds.
Check the current in-game shop or event page first. If you need Diamonds after confirming availability, use ManaBuy's MLBB top-up page.
A swordsman in pursuit of invincibility, used by Laboratory 1718. That flavor helps explain Saber's personality, while match decisions still depend on skill timing, combo windows, matchup pressure, and team setup.
Saber can still be useful in the right draft, but the current snapshot (49.59% win / 0.98% pick / 21.50% ban) means you should treat this as a matchup pick, not an automatic lock. Pick Saber when your team can support the Charge, Finisher game plan.
Use Jungle, Roam as the default lane unless your draft has a clear flex plan. The lane choice should support Orbiting Swords timing, safe farming, and the hero's main fight role as an Assassin.
The safest build direction is burst timing, penetration, cooldown access, and enough escape value to leave after the pick. Use the video build chapter as a visual check, then adjust for enemy burst, range, control, or front-line pressure.
Start with Orbiting Swords at Level 1, max Orbiting Swords first, then level Charge as the backup skill. Upgrade Triple Sweep whenever it is available. This keeps the guide tied to real skill names instead of generic Skill 1 or Skill 2 labels.
For teamfights, use Orbiting Swords -> Charge -> Triple Sweep. For lane trades, use Orbiting Swords -> Charge -> Triple Sweep. Stop if the opener misses or the target escapes before follow-up connects.
The hardest listed matchups are Estes, Faramis. Play slower into those picks, track cooldowns, and do not spend Orbiting Swords and Triple Sweep before the punish tool is gone.
Kadita, Cyclops work well because they make the first engage safer and keep targets inside the combo window. Saber also likes drafts where another hero can start vision or control before the commit.
Check the active in-game shop, Starlight, event, or collaboration notes first. Skin availability can rotate, so top up only after confirming that the skin you want currently needs Diamonds.
Copyright © FUTURE OUTLOOK TECHNOLOGY LIMITED. All rights reserved.UNIT 135,1/F.,143 WAI YIP STREET,KWUN TONG HK