Character Notes & Recommendations

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Summon Board Passive selections:

Numbers listed below refer to the 7 passives to select for each Ultimate Summon Board for the character. Top is 1, bottom is 7.
  • Pandemonium choose 3 / 4 / 6

  • Alexander choose 3 / 5 / 6

  • Odin choose 4 / 6 / 7

  • Bahamut choose 3 / 4 / 6

  • Usuals:

    • Ifrit, Shiva, Ramuh, Brothers 4 / 5 / 7

    • Leviathan, Diabolos 4 / 5 / 6

  • For more details and help with summons, check Summon Hub!

Sphere Recommendations

NOTE: The sphere letters below are hyperlinked to our Sphere Hub which lists all available spheres sorted by effect!
  • A Spheres - Given he ignores defense constantly and he has weakness damage up, Sabin is a-okay with a mix of BRV DMG spheres or ATK focused spheres, but BRV DMG has an edge over ATK.

How-To-Play Notes

  1. Always open with Tiger Break to get Sabin’s LD buff. With this buff, he always has + versions of skills, along with huge stat boosts. It’s pretty hard for this buff to ever fall off since it extends itself whenever Sabin hits a broken enemy or breaks, so you can just use this again when you want big damage or need a massive BRV shave.

  2. Sabin’s skills are now all both wind & holy. This means that with his framed imperil hitting both elements, as long as the enemy is weak to one, Sabin will hit for weakness, bypassing magic resist and element absorb!

  3. The free skill use is nearly always used on Razor Gale+. You have less uses of this skill, and the 2 turn delay is always great.

  4. Aura Cannon+ is important, because it’s Sabin’s access to jumping turns and getting high turn rate. It batteries the party based on 50% of damage dealt, so it’s nice if you battery Sabin ahead of using this, just to max your damage. This also is best when Sabin is trying to avoid being broken, and is why you never need to use his BRV+.

  5. Phantom Rush+ recharges slowly, at 3 skill uses, but thanks to 23 skill uses, he can spam for 29 turns (87 turn quest). This means you never really need to bother with his BRV/HP attacks, and while they are useful, they’re downgraded versions of your base skills.

Team Synergy Notes

  • Pair him with other delayers or large speed debuffers for 0 boss turn runs

  • A battery will really help him cap his damage, just to make sure that the first BRV dump on his skills hits for its ceiling.

  • Since he can ignore DEF and his FR allows the party to ignore DEF, you want to boost BRV DMG the most

Removable Passives

NOTE: Passives should generally only be removed if you lack CP space. There are very rare occasions where a character has a bad passive that disrupts their optimal gameplay.
  • BRV Attack+ Up (irrelevant as he won’t use it)

  • HP Attack++ Up (he never needs to use this in battle anymore)

  • Spite (worst passive in the game, trivial effect on BRV Attack)

  • Ghost Buster (only affects BRV Attack vs ghosts…)

  • BRV Attack HP Attack (Fighting Tiger) Up (you won’t use these much, his longevity is good)

  • Duncan’s Teachings (boosts BRV DMG to base skills when only 1 use is remaining… a lot of CP for not much effect)

  • Break Speed Up (generally not wise to remove speed from your damage dealers, but this is only 10% if you still somehow need space)