Saber
★★★★★

Saber Build

Saber is a 5★ Wind character on the Path of Destruction in Honkai: Star Rail. Below are the character's stats, skills and Eidolons — plus a pity calculator if you plan to pull.

Released: 11/07/2025 · v3.4· Updated: 03/07/2026
Updated for version 4.3 · 02/07/2026
Calculate pity to pull this character →
Community usage · phase 4.3.2
Memory of Chaos0.3%
Pure Fiction1.0%
Apocalyptic Shadow1.0%
Stats from 16,423 real player profiles (Memory of Chaos) · community data by LvlUrArti
Building Saber — just follow the numbers
30-second summary

Roll her if you want a top-tier, self-sufficient single-target hypercarry who barely leans on the team. Skip if you're already stacked on DPS or lack good ATK/crit supports.

1
30-second build
In a hurry? This box is all you need — details below
BodyCRIT Rate (or CRIT DMG) FeetSPD SphereWind DMG RopeATK%

Sub-stat priority: CRIT DMG / CRIT Rate > ATK% > SPD

2
Verdict & playstyle
How strong, worth pulling, how to play
Memory of Chaos 4/5
Pure Fiction 2/5
Apocalyptic Shadow 4.5/5
Should you pull Saber?

Roll her if you want a top-tier, self-sufficient single-target hypercarry who barely leans on the team. Skip if you're already stacked on DPS or lack good ATK/crit supports.

Pros
  • One of the strongest single-target DPS units
  • Generates her own energy, low support dependency
  • Free CRIT DMG from traces makes gearing easier
  • Ultimate cleaves so she stays flexible
Cons
  • Needs strong ATK/crit supports to peak
  • Only decent for wide-AoE Pure Fiction
  • Hungry for clean crit relic substats
  • Must force 134 SPD without an action advancer
How to play

Open with Skill to build Core Resonance and energy, then fire Excalibur the moment your Ultimate is up (it's ~65% of her damage). Afterward use her Enhanced Basic, the Golden Scepter, and always let supports buff Saber BEFORE she acts.

3
Full build
Light cones, relics, stat targets — with reasons
Best Relics
BodyCRIT Rate (or CRIT DMG)
FeetSPD
SphereWind DMG
RopeATK%

Sub-stat priority: CRIT DMG / CRIT Rate > ATK% > SPD

Stat targets

Aim for near 100% crit ratio (roughly 70%+ Rate and 140%+ DMG, since she gets free CRIT DMG from traces), around 3000+ ATK, and 134 SPD without an advancer (or 160 if running Glamoth). No EHR needed, and do NOT use an Energy Regen rope.

4
Teams
Best teammates to pair with
Best teams for Saber

Sunday is her best-in-slot: buffs, action advance, a CRIT DMG boost, and he fuels Wavestrider Captain stacks.

Robin/Tribbie give team-wide damage; Silver Wolf implants Wind weakness for off-element content; Huohuo/Aventurine/Fu Xuan sustain and top up her energy.

Meta suggestions synthesized from global community consensus (Meta 2026-07). Figures come from game data — updated each patch.

5
Eidolons
How far to invest, which milestones matter

E0 (E1/E2 rất mạnh nếu dư vé) — E0 is already excellent and plays autonomously. E1 and E2 are big damage jumps if you can spare pulls, but stopping at E0 is perfectly fine for most players.

E1
The Lost White Walls★★★★★
Increases the Ultimate DMG dealt by Saber by 60%. After Saber uses Basic ATK or Skill, gains 1 "Core Resonance."
Boosts Ultimate DMG by 60% and grants Core Resonance after Basic ATK or Skill, delivering a major damage and resource spike.
E2
The Lost Oath of the Round Table★★★★☆
For every 1 point of "Core Resonance" gained in this battle, Saber's DMG dealt ignores 1.0% of the target's DEF. This effect stacks up to 15 time(s). When triggering the "Core Resonance" effect to boost Skill's multiplier, each point of "Core Resonance" additionally increases the DMG multiplier for the current instance of Skill by 7%.
Each Core Resonance point gained grants 1% DEF PEN (up to 15%) and also boosts Skill's multiplier, a solid ongoing damage increase.
E3
A Wish Across Fifteen Centuries★★☆☆☆
Ultimate Lv. +2, up to a maximum of Lv. 15. Basic ATK Lv. +1, up to a maximum of Lv. 10.
Simply raises Ultimate Lv. +2 and Basic ATK Lv. +1 with no new effects, so the power gain is minor.
E4
The Saga of Sixteen Winter Days★★★☆☆
Increases Saber's Wind RES PEN by 8%. After using Ultimate, increases Saber's Wind RES PEN by 4%. This effect stacks up to 3 time(s).
Adds a flat 8% Wind RES PEN plus 4% per Ultimate use up to 3 stacks, a moderate ongoing damage boost.
E5
The Dreamed Utopian Dawn★★☆☆☆
Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.
Simply raises Skill Lv. +2 and Talent Lv. +2 with no new effects, so the power gain is minor.
E6
The Long Fated Night★★★★★
The Wind RES PEN of the Ultimate DMG dealt by Saber increases by 20%. The amount of overflow Energy that can be accumulated with the Trace "Blessing of the Lake" increases to 200. After using Ultimate for the first time upon entering combat, regenerates a fixed amount of 300 Energy for Saber. This effect can trigger 1 time after every 3 Ultimate use(s).
Adds 20% Wind RES PEN to Ultimate DMG, raises the overflow Energy cap, and unlocks a new effect after the first Ultimate use, a major E6-tier power spike.
6
Skills & Traces
What to level first — tap each skill for details
Skill Leveling Priority
Ultimate ★★★★★ Excalibur is a massive AoE nuke (350% plus 10 hits of 138%) that also unlocks the enhanced Basic ATK, so it's leveled first.
Skill ★★★★☆ The Skill deals splash damage (188%+94%) and builds "Core Resonance" that sustains buffs and energy regen, giving it the second priority.
Basic ATK ★★★☆☆ After using Ultimate, Basic ATK becomes "Release, the Golden Scepter", a strong AoE hit (210%/308%) that serves as the repeatable main damage loop.
Talent ★★☆☆☆ The Talent is a passive DMG buff and energy regen triggered by allies' Ultimates rather than a direct damage source, so it's leveled last.
Trace priority: A2 = A6 > A4 Eidolon priority: E1 > E2 > E6 > E4 > E3 = E5
Skills
Invisible Air: Barrier of the Wind King
Invisible Air: Barrier of the Wind King
Basic ATK Single Target Lv.10

Deals Wind DMG equal to 140% of Saber's ATK to one designated enemy.

Strike Air: Hammer of the Wind King
Strike Air: Hammer of the Wind King
Skill Blast Lv.15

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."

Excalibur
Excalibur
Ultimate AoE Lv.15

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.

Dragon Reactor Core
Dragon Reactor Core
Talent Enhance Lv.15

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 Energy for Saber.

Attack
Attack

Attacks an enemy, and after entering combat, reduces their Toughness of the corresponding Type.

Behold, the King of Knights
Behold, the King of Knights
Technique Enhance

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."

Release, the Golden Scepter
Release, the Golden Scepter
Basic ATK AoE Lv.10

Gains 2 point(s) of "Core Resonance" and deals Wind DMG to all enemies equal to 210% of Saber's ATK. When this ability is used, if the number of enemy targets is 2 or 1, additionally deals Wind DMG to all enemies equal to 210% or 308% of Saber's ATK respectively.

Major Traces
3 powerful passives (A2/A4/A6) — unlocked via Ascension
A2
Knight of the Dragon

Increases Saber's CRIT Rate by 20%. When entering combat or when using her Enhanced Basic ATK, gains the "Mana Burst" effect. Under this effect, if Saber has "Core Resonance" and her Energy can be fully regenerated by using her Skill and consuming "Core Resonance," then consumes "Mana Burst" to recover 1 Skill Point for allies, and causes Saber to immediately take action.

A4
Blessing of the Lake

Saber can accumulate up to 120 overflow Energy. After using Ultimate, the overflow Energy is cleared and a corresponding amount of Energy is regenerated. When the battle starts, if Energy is below 60%, it is regenerated to 60%.

A6
Crown of the Star

When using Skill, increases Saber's CRIT DMG by 50% for 2 turns. During this battle, for every 1 point of "Core Resonance" gained, increases Saber's CRIT DMG by 4%, stacking up to 8 time(s).

Trace Bonuses
Total stats gained from unlocking the full trace tree
+22.4%Wind DMG Boost
+12%CRIT Rate
+10%HP
7
Stats & Materials
Base stats at Lv.80 and what to farm
Level 80 stats
HP
1,242
ATK
602
DEF
655
SPD
101
CRIT Rate
5%
CRIT DMG
50%
8
Saber FAQ
What is the best Light Cone for Saber?

The best Light Cone for Saber is A Thankless Coronation (top pick). See F2P options in the Light Cones section above.

Is Saber worth pulling?

Roll her if you want a top-tier, self-sufficient single-target hypercarry who barely leans on the team. Skip if you're already stacked on DPS or lack good ATK/crit supports.

What is the best team for Saber?

Sunday is her best-in-slot: buffs, action advance, a CRIT DMG boost, and he fuels Wavestrider Captain stacks. Robin/Tribbie give team-wide damage; Silver Wolf implants Wind weakness for off-element content; Huohuo/Aventurine/Fu Xuan sustain and top up her energy.

Matching Light Cones
Path of Destruction — a Light Cone only gives its bonus to matching-Path characters.
Light Cones →
How to read this build page

Every character build page has these parts: recommended Light Cone/Relic sets and stat table, a Trace/skill leveling order, Eidolon milestones worth considering, and a reference SPD threshold. Read them in that order — gear tells you "what to use", Traces tell you "what to level first", Eidolon tells you "is it worth pulling dupes", SPD tells you "how fast you need to be to keep the rotation on time". The section below explains how to read each part and applies the same way to every character on the site — check the exact numbers in the table above this section, since community sources sometimes differ by a few points.

Why the Light Cone and Relic picks make sense

Most characters have a "signature" Light Cone built for their exact role, plus a few cheaper substitutes from the standard banner or easy-to-get 3-4★ cones. Missing the signature isn't a dead end — most characters keep most of their power with a well-matched substitute, typically losing somewhere between a few percent and roughly a fifth of total damage depending on the setup, per most public comparisons.

  • Relic sets (2pc+2pc or 4pc) are picked for the set effect that fits that character's role (single-target DPS, AoE, shield/healing support, Break damage, and so on).
  • Main stats per slot (Body/Feet/Sphere/Rope) and substats follow a priority that changes by role: DPS roles usually chase CRIT Rate/CRIT DMG before ATK%; Break-focused roles prioritize Break Effect; support/healing roles often value Effect Hit/RES or Outgoing Healing over pure CRIT.

These weights differ per character and can shift slightly between ranking sources — follow the exact priority table above rather than applying one formula to every role.

Trace/skill leveling order by role (a general guideline, not a fixed rule)

There's no single order that's correct for every character, and community sources sometimes disagree depending on the team the character is used in — but the general pattern by role is:

  • DPS: level whichever skill (Skill or Ultimate) carries most of the damage for that character first, with Basic ATK usually last if it isn't the main damage source.
  • Support/Buffer: prioritize Traces that boost buff strength or the skill that applies the effect over Basic ATK, since this role's value comes from lifting the team rather than personal damage.
  • Healer/Shielder: prioritize the main healing or shield skill first, since that is the reason the team runs this character.
  • Break/CC: prioritize whichever skill contributes the most Toughness Damage, since the Break/Weakness Break window is where the team dumps damage.

Major Traces unlock at fixed ascension levels in-game, not by choice — but which one to level first (when resources are limited) should follow the role priority above. Since the exact order can differ between ranking sources, check the specific recommendation in the table above for this character.

Eidolons: how far E0 gets you, and which milestone is worth considering

General rule: most characters at E0 (no duplicates) already handle most content, even 5-star characters. Eidolons are a duplicate-fueled upgrade system — higher levels cost more resources for a smaller power gain, and the actual gain varies a lot per character (some barely change role at E0, others shift how they're played at a specific level). The milestones most often cited by the community tend to sit at E1, E2, or E6 depending on the character — but none of these are required to clear the game's content. Check the Eidolon section in the table above for this character's specific milestone and gain; if sources disagree on how to rate a milestone, trust the in-game effect description over a pre-set percentage number.

How to think about SPD breakpoints

SPD (Speed) controls how often a character acts in the turn order — higher SPD means denser actions, and for some roles (especially support/healing that need to buff or heal before the team gets hit) hitting the right SPD "breakpoint" matters more than the raw SPD number. Values like 101 or 134 SPD are often cited as community-common breakpoints (letting a character act again before or after a specific point in certain team setups) — this is crowd-verified action-gauge math, not an official fixed number the game states for every situation. The right breakpoint also depends on the team and allies' SPD, so treat the SPD suggestion in the table above as a starting point to adjust from, not a mandatory target.

Where to dig deeper

This section only teaches you how to read the page — for deeper comparisons, use the dedicated tools:

  • Tier list to see where this character stands against the full roster.
  • Teams for full in-game comps with rotation order.
  • Relic score to check how your current gear scores against the benchmark.
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