Scientists from another world gathered DNA from sword masters of hundreds of different races to create the ultimate swordsman using advanced technology. They named him Saber. His sword can tear a hole in spacetime, allowing him to travel to any place or time. His skills as a swordsman make him difficult to defeat, and also lonely beyond compare. After countless challengers were drawn to the land of dawn, Saber also turned his sights on this place, ripping through the fabric of space and time to set foot in the land of dawn and find an opponent worthy enough to face him.
Saber is an assassin class hero who can deal insane amounts of damage when used properly and carefully. He is also one of the top picks in Mobile Legends’ ranked matches due to his ability to take down his enemies with huge bursts of damage.
- High damage output: With Flying Sword (First Skill) and Triple Sweep (Ultimate Skill) Saber is able to melt any heroes with low durability.
- Mobility: Saber is able to travel swiftly with Charge (Second Skill), which can be used to initiate or disengage from fights.
- Wave Clear: Saber is able to clear minion waves easily with Flying Sword (First Skill)
- Squishy: Being a melee-assassin class hero, it is inevitable for Saber to be in the frontline, however, if you initiate at the wrong timing, you could end up dead in seconds without being able to deal any significant damage.
- Tactical: Engaging at the right time can have a huge impact on the enemy team, but more often than not, inexperienced Saber players will initiate whenever they can which can result in a swift death.
Purify – After a skill is released it will immediately remove all negative effects and grants immunity from disables for 1s and increase hero’s movement speed by 30%.
A must-have spell to deal against heroes with huge amounts of crowd control abilities, such as Chou or Aurora.
Retribution – Deals 600-1440 pts of true damage to nearby jungle monsters or minions and increases damage to monsters by 30% within 3s(Damage will increase with level).
This spell can help you clear Jungle Monsters/ Turtle/ Lord faster. It also benefits you when it comes to stealing or securing Red and Blue Buffs.
Enemy’s Bane (Passive) – Every attack will lower target’s armour by 7, stacking up to 5layer(s). Lasts 5s.
Lowers enemies’ resistance to physical damage.
Flying Sword (First Skill) – Shoots out 4 flying swords, with each sword dealing up to 160 pts of physical damage. Swords will spin around the hero for a time then fly back to Saber. Using the charge ability will call back the swords earlier. Swords also deal damage if they hit an enemy on their way back.
This is an extremely strong skill with high damage and low cooldown time. It is also able to damage enemies from a distance.
Charge (Second Skill) – Charges towards a specific place, dealing 80 pts of physical damage to enemies along the way.
Charge is a skill to help you get in or get out of fights, with a fairly high cooldown time.
Triple Sweep (Ultimate Skill) – Attacks an enemy hero, knocking the target airborne and then dealing 3 blows in a row, each blow causing 200 pts of physical damage to the enemy.
Triple Sweep is used to lock the enemy in place by knocking them airborne while dealing huge amount of damage to them.
Magic Necklace (120) – +10% Mana Regen
Start off the game by purchasing 2 Magic Necklaces to allow you to repeatedly use Flying Sword without having to worry about your mana.
Magic Shoes (710) – +10% CD Reduction. Unique: +40 Movement Speed
Saber’s abilities have fairly high cooldown time so I recommend building Magic Shoes because this will allow you to use all of your skills more frequently.
Bloodlust Axe (1970) – + 70 Physical ATK / +10% CD Reduction. Unique Passive – Bloodthirsty: When skills cause damage, heals 20% of damage as HP for the hero.
This is a core item for Saber users as it allows you to regain HP by dealing damage with your abilities. This allows you to sustain your HP, whether you’re in team fights or fighting jungle monsters.
Magic Blade (1710) – +60 PHY ATK / +24 Magic RES. Unique Passive – Lifeline: Gain a shield that can absorb 510-1350 damage (Increases with level) when HP is below 30%. The effect has a 20-second cooldown.
The Magic Blade boosts your attack damage and magic resistance, as well as summons a damage-absorbing shield around your hero when your HP is low.
Hunter Strike (2010) – +100 Physical ATK / +10% CD Reduction. Unique Passive- Pursue: Attacks the enemy 5 times in a row and improves the hero’s movement speed by 30% for 2s. This effect has a cooldown of 15s.
This item gives a huge damage boost. It also works well with Flying Sword since it provides you with a constant movement speed boost.
Immortality- +800 HP / +40 Magic Res. Unique Passive- Immortal: Resurrect 2s after dying and get 15% HP and a shield that can absorb 300-1000 pts of damage. Shield last for 3s. The cooldown for this effect is 180s.
Being a really squishy hero, Saber can get killed easily. This item will give Saber a second chance at life every 180 seconds.
Blade of Despair – +130 Physical ATK / + 25% Attack Speed/ +10% Critical Strike Chance. Unique Passive- Despair: Deals an extra 10% damage to an enemy in any abnormal state (stunned, knocked airborne, transformed, disabled).
This item is a great offensive tool that provides high physical damage as well as increased damage to enemies affected by abnormal statuses. It complements well with Saber’s huge damage-dealing potential.
Gameplay & Strategies
Early Game: Harass your enemies and push your lane with Flying Sword, after clearing your wave, head back to your jungle or enemy jungle to take neutral creeps for extra exp and gold. Upon reaching level 4, try roaming to other lanes to catch enemies with Triple Sweep for an easy kill.
Mid Game: Roam between lanes to pick off enemies (mages and marksman) who are alone for an easy kill. After killing the enemy(s) in a lane, try to go for objectives like towers, the Turtle, and the Lord.
Late Game: Saber’s role may differ in a late game team fight. You can engage enemies first or stay behind with your marksman to fend off initiators. Your playstyle at this point in time will be influenced by your enemy team’s composition, as well as yours.
When Should I Initiate?
- When you know that enemies around have their skills on cooldown.
- When you see that the enemy is alone in the jungle/lane, and you can clearly see that the rest of the enemy team is not close enough to react to your initiation.
Who Should I Use My Ultimate Skill On?
- Any enemy who is coming for your Marksman.
- Enemy Marksmen or Mages who are out of position.
- Any enemy wandering alone with none of his teammates nearby.
That being said, Saber’s play style is very situational, but it is not a very difficult hero to start with. However, what sets a good and bad Saber player apart is his/her map awareness, game experience, and ability to react to different situations accordingly.
Want to learn how to play other heroes in Mobile Legend? Check out my Tigreal guide at https://spout360.com/games/guides/mobile-legends/dawnbringer-your-mobile-legends-guide-to-tanking-it-up-as-tigreal
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