Invisible Air: Barrier of the Wind King
[Single Target]Deals Wind DMG equal to 140% of Saber’s ATK to one designated enemy.
“Are you my master? My sword is yours to command. I will give it my all to bring you victory.”
Saber is a character whose Ultimate deals a large amount of damage to all enemies. Saber has a special “Core Resonance” resource. When the conditions are met, Saber can also act immediately, use her Skill to spend “Core Resonance” points, and refill her Energy.
S1
A Thankless Coronation
Performance:
120.31%
This is Saber’s signature Light Cone and the absolute best option for her. Its base stats alone are enough to put it ahead of every alternative, but once you factor in the Energy it regenerates and the fact that it can let Saber use her Ultimate and Action Advance one turn earlier, its value climbs even higher.
In the current calculations we have not accounted for the extra Energy regeneration breakpoints this Light Cone can provide, so the gap shown is based on raw stats alone. If Saber can trigger her Ultimate earlier, this Light Cone performs considerably better in practice than the numbers suggest.
S1
Thus Burns the Dawn
Performance:
116%
This is Phaseinon’s 5★ signature Light Cone and also the second best option for Saber. It provides base SPD, DEF ignore and a damage buff for 1 turn after using an Ultimate, which for Saber is close to a straight Ultimate DMG increase.
In some teams where base SPD is especially valuable, this Light Cone can even beat Saber’s own signature. However, we do not recommend taking it off Phaseinon unless you no longer use him, because the power gain it gives Phaseinon is considerably larger than anything else currently available to him.
S5
On the Fall of an Aeon
Performance:
101%
This is a free alternative and a fairly reasonable stand in for Saber’s signature Light Cone when comparing raw stat for stat. However, this option falls well behind in teams where Saber can use, or needs, the Energy regeneration from her signature in order to run more efficiently.
This rating is calculated assuming the Break damage effect has roughly 50% uptime and the ATK stacks have 100% uptime. In practice, if Saber triggers her Ultimate more often thanks to the Energy regeneration from her signature, the performance gap widens further.
S5
A Trail of Bygone Blood
Performance:
95.42%
Saber already gets a lot of CRIT Rate from her kit and from playing alongside optimal teammates, and she also receives plenty of free DMG%. Because of that, this Light Cone is not as effective as the enormous stat load On the Fall of an Aeon provides when comparing total build value.
S5
A Secret Vow
Performance:
84.33%
Saber has a hard time making good use of this Light Cone’s added effect, which makes it a fairly poor option for her
Saber’s Eidolons are generally quite weak, with the exception of E6. In most cases, investing Eidolons into support characters is more effective, because they do not only raise Saber’s power, they also hold long term value for many teams and future characters, Tribbie E1 being one example with a very large power gain.
If you still want to raise Saber’s Eidolons, E2 is a reasonable stopping point. E1 and E2 provide more value than E3, E4 and E5, while E6 is where Saber’s power jumps back up again.
Most of Saber’s strong teams use an Action Advance support tuned to be exactly 1 SPD slower than Saber, which lets her take double turns.
The recommended setup:
This is the most optimal SPD setup for Saber and is preferred in most cases.
Besides that, no SPD builds can still work well if you fully understand how to rotate your team, but they make timing Action Advance considerably harder.
Saber gets 20% CRIT Rate for free from her kit and usually plays alongside teammates who provide even more CRIT. Because of that, you should check her in combat CRIT Rate (with buffs counted) to avoid overshooting what she needs, so you can optimize damage without wasting stats.
Deals Wind DMG equal to 140% of Saber’s ATK to one designated enemy.
Deals Wind DMG equal to 188% of Saber’s ATK to one designated enemy, and deals Wind DMG equal to 94% of Saber’s ATK to adjacent targets. If Saber currently holds “Core Resonance” and her Energy can be fully regenerated by consuming “Core Resonance” after this instance of Skill attack, then increases the multiplier for this instance of Skill. For every 1 point of “Core Resonance,” increases the DMG multiplier for this instance of Skill by 17.5%. And after the attack, consumes all “Core Resonance” to regenerate Energy for Saber. Otherwise, immediately gains 3 point(s) of “Core Resonance.”
Deals Wind DMG equal to 350% of Saber’s ATK to all enemies, and additionally deals 10 instance(s) of DMG, with each instance being Wind DMG equal to 138% of Saber’s ATK dealt to one random enemy. After using Ultimate, the next Basic ATK switches to “Release, the Golden Scepter,” and only “Release, the Golden Scepter” can be used.
When entering combat, gains 1 “Core Resonance” point(s). When any ally target uses Ultimate, increases the DMG dealt by Saber by 75% for 2 turn(s) and gains 3 “Core Resonance” point(s). For every 1 “Core Resonance” point consumed, regenerates a fixed amount of 8.0 Energy for Saber.
After using Technique, at the start of the next battle, increases Saber’s ATK by 35% for 2 turn(s) and gains 2 “Core Resonance.”