Theorylytics
WindDestructionMain DPS★★★★★ 5-Star

Saber

Published Jul 20, 2026 · Updated v3.x
Content Ratings
Memory of ChaosA
Pure FictionB
Apocalyptic ShadowA
Should You Pull?YES

Yes—Saber is a solid Wind Destruction carry. Ultimate “Excalibur” hits every enemy on the field in one cast. Best with Sunday / Robin / Huohuo. Hypercarry wants Advance + Energy support. Skip when you have stronger Wind options covering both sides.

Saber is a 5★ Wind Destruction Main DPS. Skill “Strike Air: Hammer of the Wind King” is the primary in-combat spend. Ultimate “Excalibur” is the payoff window for damage or team utility. This Phase 1 page covers kit text, gear targets, and pull notes—team comps stay empty until Phase 2.

WindDestructionMain DPS5★Invisible Air: Barrier of the Wind KingStrike Air: Hammer of the Wind King

Overview

Quick Build

Light Cone

On the Fall of an Aeon

Best available Destruction cone on this account path.

Relic Set

Scholar Lost in Erudition (4pc) + Inert Salsotto (2pc)

Standard Destruction relic direction for Saber.

Body

CRIT Rate%

Main stat

Feet

ATK%

Main stat

Sphere / Rope

Wind DMG% · ATK%

Substats

CRIT Rate ≥ CRIT DMG > ATK% > SPD

Strengths

  • Ultimate “Excalibur” hits every enemy on the field in one cast—level this before polishing filler traces.
  • “Strike Air: Hammer of the Wind King” Blast-hits the main target plus adjacent enemies, so adjacent elites still take meaningful chip without waiting for Ultimate.
  • Talent “Dragon Reactor Core” refunds a meaningful chunk of Energy inside the Skill—good play literally shortens Ult cooldown.
  • Learning when to hold vs spend “Strike Air: Hammer of the Wind King” is the difference between a clean Saber cycle and a wasted Skill Point.

Weaknesses

  • If Energy or Skill Points starve “Excalibur”, Saber spends turns on Basics and the kit’s advertised multipliers never show up on the combat log.
  • Saber’s best Light Cone usually shares the character banner—E0S0 on a strong path cone still clears, but expect a noticeable gap until the signature (or a close path alternative) is online.
  • Spamming “Strike Air: Hammer of the Wind King” every turn without watching Skill Points strands the rest of the team—Saber is often the SP sink.
  • If “Excalibur” is still offline at the end of a MoC cycle, the build is usually Energy/ERR or rotation order—not a missing CRIT roll.

Trace Priority

1
UltimateHighest

Excalibur carries most of the kit’s damage or utility—level this first.

2
SkillHigh

Strike Air: Hammer of the Wind King supports the main rotation—raise after the top priority traces.

3
TalentMedium

Dragon Reactor Core supports the main rotation—raise after the top priority traces.

4
Basic ATKLow

Invisible Air: Barrier of the Wind King is last priority outside of filling trace materials.

Stat Priority

1
CRIT Rate~70%+ in combat
2
CRIT DMG140%+
3
ATK2,600+
4
SPDTeam breakpoint
Rotation basics
General

Open with Technique if it helps, spend Skill to advance the kit’s resource, and hold Ultimate for the damage or buff window. Exact teammate order lands in Phase 2.

Supports online

Open supports first, then spend the carry’s Skill/Ult inside the buff window. Exact order varies by the team tab above.

Light Cones

1
On the Fall of an Aeon

5★ · Path cone

When the wearer attacks, increases their ATK by 0.08% in this battle. This effect can stack up to 4 time(s). After the wearer breaks an enemy's Weakness, increases DMG dealt by 0.12%, lasting for 2 turn(s).

Why it works —Strong Destruction option for Saber; use while farming or if signature is unavailable.

2
Something Irreplaceable

5★ · Path cone

Increases the wearer's ATK by 0.24%. When the wearer defeats an enemy or is hit, immediately restores HP equal to 0.08% of the wearer's ATK. At the same time, the wearer's DMG is increased by 0.24% until the end of their next turn. This effect cannot stack and can only trigger 1 time per turn.

Why it works —Flexible alternative on the same path—equip if you already own it at higher superimposition.

3
A Secret Vow
A Secret VowAF2P Best

4★ · Path cone

Increases DMG dealt by the wearer by 0.2%. The wearer also deals an extra 0.2% of DMG to enemies whose current HP percentage is equal to or higher than the wearer's current HP percentage.

Why it works —Best accessible option for most accounts—raise superimposition when copies drop.

4
Under the Blue Sky

4★ · Path cone

Increases the wearer's ATK by 0.16%. When the wearer defeats an enemy, the wearer's CRIT Rate increases by 0.12% for 3 turn(s).

Why it works —Budget path cone—fine while building the account.

Relics

Scholar Lost in Erudition
SScholar Lost in EruditionBest in SlotFarmable
DestructionMain DPS
2PCIncreases CRIT Rate by 8%.
4PCIncreases DMG dealt by Skill and Ultimate by 20%. After using Ultimate, additionally increases the DMG dealt by the next Skill by 25%.
Default cavern direction for Destruction Main DPS builds on Saber. Swap only if a more specialized set clearly matches a unique kit trigger.
Inert Salsotto
SInert Salsotto
Planar
2PCIncreases the wearer's CRIT Rate by 8%. When the wearer's current CRIT Rate reaches 50% or higher, the DMG dealt by the wearer's Ultimate and Follow-Up ATK increases by 15%.
Planar set aimed at Saber’s usual combat pattern—farm alongside the cavern set.
Musketeer of Wild Wheat
AMusketeer of Wild WheatFarmable
Farmable
2PCIncreases ATK by 12%.
4PCThe wearer's SPD increases by 6% and DMG dealt by Basic ATK increases by 10%.
Early-game / transitional cavern set while the preferred 4pc comes online.

Team Compositions

Primary hypercarry team for Saber. Sunday, Robin, Huohuo are the partners the kit / endgame clears assume first.

Character Synergy
Saber
SaberMain DPS

Core carry for this shell — owns the damage plan and sets the rotation pace.

Sunday
SundaySupport

Sunday is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.

Robin
RobinSupport

Robin is the Advance / DMG amp — time their Skill/Ult for the carry’s damage window.

Huohuo
HuohuoHealer

Huohuo covers healing (and often Energy / cleanse) so the carry can stay on-curve.

Traces & Eidolons

Traces

Basic ATKInvisible Air: Barrier of the Wind King

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

Single TargetWind
SkillStrike Air: Hammer of the Wind King

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."

BlastWind
UltimateExcalibur

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.

AoEWind
TalentDragon Reactor Core

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.

EnhanceWind
TechniqueBehold, the King of Knights

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."

EnhanceWind
Basic ATKRelease, the Golden Scepter

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.

AoEWind

Eidolons

1
E1
2
E2
3
E3
4
E4
5
E5
6
E6
E1The Lost White Walls

Increases the Ultimate DMG dealt by Saber by 60%. After Saber uses Basic ATK or Skill, gains 1 "Core Resonance."

Is it worth getting?

Modest E1: Increases the Ultimate DMG dealt by Saber by 60%. Helpful padding, not a build-defining unlock.

E2The Lost Oath of the Round TablePull Target

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%.

Is it worth getting?

Defining stop for many accounts: Adds RES PEN (or ignore) during the burst window. Pull here if you main Saber; this is the eidolon that changes how the kit is played.

E3A 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.

Is it worth getting?

Ultimate + Basic ATK levels only (+2). Free if you roll into it; never spend currency aiming for E3.

E4The 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).

Is it worth getting?

Side-grade: Adds RES PEN (or ignore) during the burst window. Happy if it drops; not a planned stopping point.

E5The Dreamed Utopian DawnSkip

Skill Lv. +2, up to a maximum of Lv. 15. Talent Lv. +2, up to a maximum of Lv. 15.

Is it worth getting?

Skill + Talent levels only (+2). Skip as a goal—grab it if you overshoot toward E6, never hard-pity for it.

E6The 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).

Is it worth getting?

Whale ceiling: Adds RES PEN (or ignore) during the burst window. Only chase if Saber is your dedicated Destruction main and E0–E2 already feel finished.

Saber is fully usable at E0. Dedicated mains often stop at E0 before chasing higher. First stop: E0. Endgame target: E0.

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