Fire Emblem Heroes Wiki:Build Center/Saber: Driven Mercenary

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Quick Hero Info
Type
Icon Move Infantry.png Icon Class Red Sword.png
Stats
40 / 31 / 33 / 32 / 22
Exclusive skills

Build Icon Alternative.png Alternative
Build Icon Allpurpose.png All-purpose
Orb.png Very high investment
Get a Load of This!
Golden Dagger W.png Golden Dagger (Skill)
Stats: +Atk/-Res
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- CV (talk) 17:33, 10 November 2018 (UTC)
Orb.png Very high investment
rangey fella

A description has not been written for this build yet.

Dueling Sword.png Optimal
Dueling Crest.png Arena
Hero Feather Darkened.png High investment
Icon Move Infantry.png Infantry
Wrathful Mercenary (Refined Slaying Edge+ + Wrath Build)
Speed Plus W.png Slaying Edge+ (Spd)
Stats: +Spd, +Atk / -HP, -Res
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Like other fellow units of the myrmidon archetype, Saber's average Attack but other fantastic stats stats all-around make him a prime candidate for inheriting Wrath 3.png Wrath 3. Not only does said skill add a flat 10 damage to Saber's special skill activations (making up for his otherwise middling damage output), but its out-of-combat, cooldown-lowering effect makes it easy to activate said special, especially if Saber needs to retreat from enemy range. Other than Wrath itself, Saber's stats, weapon, and skills come together to create a surprising reliability, sturdy build, capable of winning out of most forms of melee combat.

Saber's native Icon Class Red Sword.png Slaying Edge+ decreases cooldown count by 1, making it even easier to fire off a Wrath-powered special. Wo Dao+ is a nice alternative that further adds 10 true damage to Saber's specials, giving short but weak specials like Icon Skill Special.png Moonbow significantly more bite. However, Slaying Edge+ is generally more reliable with Wrath and comes by default, whereas Wo Dao+ is rather expensive in comparison as it must inherited expensively from another 5-star rarity unit. At any rate, both weapons should be Speed-refined to allow Saber to keep up with other faster units, create doubles of his own, and make up for his relatively low HP. A Defense refine is also excellent if you want Saber to excel in melee matches.

While Wrath is the bread of the build, Saber's chosen special is the true butter. Moonbow is preferred for its short cooldown of 2 as well as generally benefitting more from the additional 10 damage than other specials. Icon Skill Special.png Bonfire gives Moonbow fair competition, however, as its cooldown becomes 2 after welding Slaying Edge+ and deals around 18 damage at base (assuming neutral, unrefined Defense) compared to Moonbow's weaker, less consistent, but faster performance.

The A slot skill further improves Saber's fantastic melee capabilities. Fury 3.png Fury 3 is easily acquired from any 4 star Hinata and improves Saber's balanced stats and performance all-around. Furthermore, Fury's self-inflicted recoil after each skirmish, combined with Saber's nice bulk, makes it very easy to put him at Wrath range (75% HP or below). Though Steady Breath.png Steady Breath is a significantly more expensive alternative, it should also be considered for its double special charge in Enemy Phase. Said effect makes it insultingly easier to proc Wrath-powered special while opening up a few more options for Saber in terms of specials, especially the significantly more powerful Icon Skill Special.png Ignis and Icon Skill Special.png Aether.

Icon Skill Assist.png Reposition and Icon Skill Assist.png Draw Back are standard positional skills that can help other Saber and his teammates avoid enemy range while having offensive applications. Saber has a lot of options as far as Sacred Seals are concerned: for example, Close Def 3.png Close Def 3 further improves Saber's performance against melee units, especially against the likes of opposing sword units as well as Res-hitting dragons such as Fallen Robin. Quick Riposte 3.png Quick Riposte 3 gives Saber a guaranteed counterattack in enemy phase when near full health; although it sounds silly on a Wrath set, it generally gives Saber more options when he's not quite at Wrath range. Other Seals of note include Speed Plus 3.png Speed +3 and Attack Plus 3.png Attack +3 for flat but considerable stat boosts, as well as Quickened Pulse.png Quickened Pulse if an initially-charged special is appealing.
Dueling Sword.png Optimal
Build Icon Allpurpose.png All-purpose
Universal Crystal.png Medium investment
Princess Saber of Macedon
Icon Skill Assist.png Reposition / Flexible
Stats: +Spd/-Res
Passive Icon C.pngEmpty Passive Icon.png
 Flexible
Passive Icon S.pngEmpty Passive Icon.png
 Flexible
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Sporting an identical statline to Minerva, Saber can run a similar build to her fairly well, but with the advantage of being red.

+Spd/-Res are the optimal IVs. On an offensive build such as this, speed is the most important stat in order to guarantee double attacks. Resistance is expendable because of how low it is, so Saber is not going to use it anyway. Slaying Edge+ is Saber's optimal weapon, and it's also his default weapon. It essentially serves as a mini Hauteclere. Assist is flexible as usual, but a positioning move such as Reposition is always a good choice. For specials, Moonbow or Luna are both acceptable choices. Moonbow would typically be the superior option due to its shorter cooldown, but because of the special cooldown reduction from the weapon, Luna is a viable choice as well. Life and Death is the optimal A-skill. It provides a substantial boost to Saber's attack and speed, while still maintaining a respectable 27 defense. For B-skills, either Desperation or Vantage work. Desperation is more offense-oriented, whereas Vantage is more defensive. Choose whichever suits your playstyle better.

As for the C-skill, it depends on your team and may vary to suit your needs.
Pen.png Creative
Dueling Crest.png Arena
Orb.png Very high investment
Miraculous Mercenary
Golden Dagger W.png Golden Dagger (Skill)
Icon Skill Assist.png flexible / flexible
Stats: -hp/+atk/+spd
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With the 2.11.0 update, Saber has access to an interesting new weapon, the Golden Dagger. It gives him -1 to special cooldown and a stat increase and the distant counter effect active so long as his special is charged. Normally when your special is charged, it goes off in the next round of combat, meaning Saber will have to work toward building up his next special before gaining the benefits of Golden Dagger again. However, by using Miracle we can circumvent this caveat and maintain a special charge from the start of Turn 1 all the way until Saber is about to be KO'd. By combining the effects of the Golden Dagger, Shield Pulse, Quickened Pulse, and another pulse skill from an ally, Saber can have Miracle ready to go from the start of Turn 1 and immediately receive the bonus stats and distant counter. His HP super bane actually helps because it puts his HP low enough to receive Infantry Pulse from a range of allies. As Saber likely wants to take advantage of his distant counter effect, using stance skills to boost either his offenses are defenses is desirable here. Alternatives are listed instead since dual stance skills have poor availability but otherwise the stances are preferable.
Orb.png Very high investment
Icon Move Infantry.png Infantry
My Blood is Freya
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Saber: I Love to Drink Freya's Wine like a ripoff by Caeda: Talys's Hearts 110.55.1.150 05:58, 30 September 2019 (UTC)