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Saboteur (Final Fantasy XIII)

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Slow FFXIII
Fang casts Slow as a Saboteur.
TenzaZangetsuAdded by TenzaZangetsu

Saboteur, known in Japan as Jammer, is a Paradigm role in Final Fantasy XIII. The role's main function is to enfeeble enemies while also slowing down their chain gauges. In effect, this role is similar to a Green Mage. The role is symbolized with the initials SAB and the color Gray. Being in Saboteur role boosts the character's chances of inflicting the target with status ailments, and the boost is greater depending on the role level and how many Saboteurs are in the current formation. Role level also affects duration of debuffs on targets. The duration is variable, but is longer for higher role levels.

Saboteur is a primary role for Vanille and Fang, and a secondary role for Lightning, Snow, Sazh and Hope.

See also: Commando (Final Fantasy XIII), Ravager (Final Fantasy XIII), Sentinel (Final Fantasy XIII), Synergist (Final Fantasy XIII), and Medic (Final Fantasy XIII).
See also: Saboteur (Final Fantasy XIII-2).

Contents

Role LevelEdit

The Saboteur's role bonus is to increase the success rate of all status afflictions that target enemies. This bonus applies to the status effect's base rate by multiplying the bonus factor by the base rate. If there is more than one Saboteur in the party, the bonus factor is the sum of all applicable Saboteur role bonuses. The role bonus is not contributed if the party member is incapacitated, and during summoning an Eidolon, only the party leader's role bonuses count.

Level Self Party
1 +20% +4%
2 +24% +4%
3 +28% +8%
4 +33% +8%
5 +40% +12%

AbilitiesEdit

Auto AbilitiesEdit

Ability Effect Crystarium Level
Lightning Sazh Snow Vanille Hope Fang
Jinx When a character successfully inflicts a negative status effect on an opponent, any negative status effects already on the enemy will have their remaining length of duration increased by 5 seconds. 8 7 7 7 7 7

Command AbilitiesEdit

Ability ATB Class. Effect Crystarium Level
Lightning Sazh Snow Vanille Hope Fang
Deprotect 1 Debuff Decreases resistance to physical damage one class. Immune -> Resistant -> Halved -> Normal -> Weakness. Base chance 40%. 7 7 - 2 - 8
Deprotega 3 Debuff Decreases resistance to physical damage one class. Immune -> Resistant -> Halved -> Normal -> Weakness. Area of effect spell. Base chance 30%. 7 - - 7 7 -
Deshell 1 Debuff Decreases resistance to magical damage one class. Immune -> Resistant -> Halved -> Normal -> Weakness. Base chance 40%. 7 7 - 2 - 8
Deshellga 3 Debuff Decreases resistance to magical damage one class. Immune -> Resistant -> Halved -> Normal -> Weakness. Area of effect spell. Base chance 30%. 9 - - 7 7 -
Poison 1 Debuff Constantly damages the target's HP by draining a constant percentage of the target's total health. Because Poison takes off a fixed percentage per time regardless of number of hitpoints, it is especially advantageous on enemies with high HP. Base chance 30%. 7 7 - 4 - -
Poisonga 3 Debuff Constantly damages the target's HP by draining a constant percentage of the target's total health. Area of effect spell. Base chance 24%. 10 - - 8 7 -
Imperil 1 Debuff Decreases the target's elemental weakness one class: Absorbed -> Immune -> Resistant -> Halved -> Normal -> Weakness. Also makes target more susceptible against other debuffs. Base chance 30%. 7 7 - 5 - 9
Imperilga 3 Debuff Decreases the target's elemental weakness one class: Absorbed -> Immune -> Resistant -> Halved -> Normal -> Weakness. Area of effect spell. Base chance 24%. 10 - - 8 10 -
Slow 1 Debil. Reduces the rate at which the ATB gauge is filled. Base chance 30%. - 10 7 - - 5
Slowga 3 Debil. Reduces the rate at which the ATB gauge is filled. Area of effect spell. Base chance 24%. - - 9 - 8 5
Fog 1 Debil. Prevents use of all magical related abilities. Base chance 20%. - 9 7 8 - 7
Fogga 3 Debil. Prevents use of all magical related abilities. Area of effect spell. Base chance 15%. - - 10 - 9 7
Pain 1 Debil. Prevents use of all physical related abilities. Base chance 20%. - 9 7 8 - 8
Painga 3 Debil. Prevents use of all physical related abilities. Area of effect spell. Base chance 15%. - - 10 - 9 8
Curse 1 Debil. Increase the chance of action being interrupted by opponent and harder to interrupt the opponent's action. Base chance 20%. - 8 7 - - 5
Cursega 3 Debil. Increase the chance of action being interrupted by opponent and harder to interrupt the opponent's action. Area of effect spell. Base chance 15%. - - 7 - 7 5
Daze 1 Debil. Unable to take action, and more susceptible to taking damage. Base chance 30%. - 10 7 - - 8
Dazega 3 Debil. Unable to take action, and more susceptible to taking damage. Area of effect spell. Base chance 24%. - - 8 - 10 8
Dispel 2 Debuff Removes the most recently cast enhancing magic from an opponent. Base chance 100%. - 8 - 6 7 5
Death All None Instantly kills an opponent. Should this fail, the opponent will take large amounts of magical damage. (Exclusive to Vanille) Base chance 1%. - - - 9 - -

Status Effect Infliction and DurationEdit

The chance to inflict a target with a status effect is:

(Base chance %) * (alteration due to target's resistance) * Chain Bonus[1]

The alteration due to resistance is basically equal to [(100 - Enemy Res) / 100]; if the enemy has 10 resistance against the status effect the alteration is equal to 0.90. The chain bonus is taken as a percent value, so 100% gives a multiplier of 1 while 255% gives a multiplier of 2.55. Vanille's Full ATB Skill Death ignores the chain bonus factor.

Status effect duration is calculated by the following formula:

Base Length * Chain Bonus + (MA of the caster / 100)[1]

Damage calculationEdit

Damage is calculated with:

MA * Mod * 0.81 * Chain Bonus * Commando Role Bonus * Shell/Shellra * Sentinel ability * Fringeward * Daze * Equipment

In the case of Death, if the user is under the effect of an En-spell, a multiplier based on the following table will be added:

Elemental Resistance
Type Resistance Absorbed Nulled Resistant Halved Normal Weakness
Nulled 0 0 0 0 0 0
Resistant Absorbed 0 0.01 0.05 0.1 0.2
Halved Absorbed 0 0.05 0.25 0.5 1
Normal Absorbed 0 0.1 0.5 1 2
Weakness 0 0.2 1 2 4

If the target is afflicted by Deshell, its magical resistance is lowered by 89%.

AI MechanicsEdit

  • When choosing a target, Saboteurs choose targets that have the least number of status ailments inflicted upon them.
  • Saboteurs only attack when their ATB gauge is completely charged.
  • When inflicting a certain status ailment, Saboteurs cast the area-of-effect spells if there are at least three enemies not inflicted by the desired status effect, and single-target spells if there are two enemies or fewer.
  • If an enemy's notes section flag up a status ailment that it is susceptible to, the Saboteur will cast the same spell multiple times in the queue.
  • When all status ailments flagged on the enemy's notes are inflicted (if any at all), the Saboteur will attempt to remove status enhancements from foes with Dispel. The step is ignored if the enemies do not have any status enhancements, the enemies are known to be immune to the effects of Dispel, or the Saboteur has not learned Dispel.
  • Finally, the Saboteur will mix up various spells in the same queue on opponents. Saboteurs will not choose status spells they know the target is immune to.
  • In general, Saboteurs use debilitating spells (such as Deprotect, Poison and Imperil) if there are only a few enemies to fight, and hampering spells (such as Pain, Daze and Slow) if faced by many opponents.
  • Once all possible status ailments the Saboteur can inflict and the opponents are not immune to are inflicted on the opponents, the Saboteur will take no further action until the status effects expire.
  • If Vanille is controlled by the computer as a Saboteur, she will never cast Death.

Other LanguagesEdit

  • Spanish: Obstructor - Obstructor
  • Italian: Sabotatore - Saboteur
  • French: Saboteur - Saboteur
  • German: Manipulator - Manipulator
  • Chinese: 阻礙者, Zuaizhe - Obstructor

TriviaEdit

  • The Paradigm role "Jammer" is probably derived from the pilot class "Jammer" of Front Mission 5. Both share the similar role in the battle.
  • 邪魔 / じゃま (jama) is the Japanese term for obstacle and interference.
  • Originally there were only five roles in Final Fantasy XIII, but Saboteur was later added as the designers felt that its abilities were missing from the game and did not fit with the other roles.[2]
  • It should be noted that SAB's abilities fills stagger gauge faster than COM and slower than RAV so it is a good choice to assign this role wherever Vanille or Fang is presented in a two-man party as Sazh and Lightning, which pair with them respectively, major in both these roles. A Saboteur can actually add to the chain gauge twice: whenever a spell hits the enemy it builds chain, but if the spell inflicts a status on the target as well, additional chain is gained.
  • In an early trailer for the English version of the game, characters were seen with the initials "TAC" in gray as their Paradigm role. It can be assumed that the Saboteur role was originally referred to as "Tactician".
  • Excluding Death, Sazh and Hope can learn all the Saboteur spells. However, Sazh only learns the single-target versions and Hope only learns the multiple-target versions.

ReferencesEdit

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