Saboteurs use their skills to weaken enemies. Their bag of tricks includes not only attribute-lowering abilities, but also those that inflicts status ailments, like Poison.
Saboteur (ジャマー, Jamā?, lit. Jammer) is a paradigm role in Final Fantasy XIII whose main function is to enfeeble enemies while slowing down their chain gauges. The 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.
The achievement Saboteur's Seal is earned after learning all the abilities and reaching level 5 for the Saboteur role of a single character. This can be achieved after defeating the final boss to unlock Stage 10 of the Crystarium.
- 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 in the bestiary flag up a status ailment 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.
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 paradigm, 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.
Stock a set of commands focused on weakening enemies.
|Reduce target's physical resistance and deal magic damage.|
Decreases resistance to physical damage one class. Immune -> Resistant -> Halved -> Normal -> Weakness. Base chance 40%.
|Reduce physical resistance and deal magic damage within a wide radius.|
Decreases resistance to physical damage one class. Immune -> Resistant -> Halved -> Normal -> Weakness. Area of effect spell. Base chance 30%.
|Reduce target's magic resistance and deal magic damage.|
Decreases resistance to magical damage one class. Immune -> Resistant -> Halved -> Normal -> Weakness. Base chance 40%.
|Reduce magic resistance and deal magic damage within a wide radius.|
Decreases resistance to magical damage one class. Immune -> Resistant -> Halved -> Normal -> Weakness. Area of effect spell. Base chance 30%.
|Poison target and deal magic damage.|
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%.
|Poison and deal magic damage to targets within a wide radius.|
Constantly damages the target's HP by draining a constant percentage of the target's total health. Area of effect spell. Base chance 24%.
|Reduce target's elemental resistances and deal magic damage.|
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%.
|Reduce elemental resistances and deal magic damage within a wide radius.|
Decreases the target's elemental weakness one class: Absorbed -> Immune -> Resistant -> Halved -> Normal -> Weakness. Area of effect spell. Base chance 24%.
|Reduce target's ATB gauge recharge rate and deal magic damage.|
Reduces the rate at which the ATB gauge is filled. Base chance 30%.
|Reduce ATB gauge recharge rate and deal magic damage within a wide radius.|
Reduces the rate at which the ATB gauge is filled. Area of effect spell. Base chance 24%.
|Disable target's spell-casting abilities and deal magic damage.|
Prevents use of all magical related abilities. Base chance 20%.
|Disable enemy spell casting and deal magic damage within a wide radius.|
Prevents use of all magical related abilities. Area of effect spell. Base chance 15%.
|Disable target's physical abilities and deal magic damage.|
Prevents use of all physical related abilities. Base chance 20%.
|Disable enemy physical abilities and deal magic damage within a wide radius.|
Prevents use of all physical related abilities. Area of effect spell. Base chance 15%.
|Lower target's odds of interrupting actions and avoiding interruption of own.|
Increase the chance of action being interrupted by opponent and harder to interrupt the opponent's action. Base chance 20%.
|Render targets within a wide radius interruption-prone and deal magic damage.|
Increase the chance of action being interrupted by opponent and harder to interrupt the opponent's action. Area of effect spell. Base chance 15%.
|Stun target, rendering it vulnerable, and deal magic damage.|
Unable to take action, and more susceptible to taking damage. Base chance 30%.
|Stun and deal magic damage within a wide radius.|
Unable to take action, and more susceptible to taking damage. Area of effect spell. Base chance 24%.
|Remove target's most recent status enhancement and deal magic damage.|
Removes the most recently cast enhancing magic from an opponent. Base chance 100%.
|Slay target instantly, dealing magic damage instead if unsuccessful.|
Instantly kills an opponent; inflicts heavy magic damage (3.64–4.00 APAttack Power) if unsuccessful. (Exclusive to Vanille) Base chance 1%.
|Extend duration of a target's existing status ailments upon inflicting new ones.|
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.
If hacked, Hand Grenade and the Potion ability are fully functional and works as intended. Hand Grenade and Potion can manually be selected from the Abilities command.
|Hand Grenade||2||Deal physical damage to targets in range.|
|Restores a small amount of HP to all allies.|
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
The alteration due to resistance is 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)
Damage is calculated with:
- MA * Mod * 0.81Will give the lowest possible damage output. To get the highest possible damage the value is instead 1.0. The actual damage is any value between these. * Chain Bonus * Commando Role BonusAssuming Saboteur was switched with Commando during the Spell's animation * Shell/Shellra0.67 for Shell, 0.5 for Shellra and 1.0 for neither * Sentinel abilityAdded as a sum * Fringeward0.65 if applicable, 1.0 if not * Daze2.0 if applicable, 1.0 if not * EquipmentOnly applicable to characters
In the case of Full ATB Skill Death, if the user is under the effect of an En-spell, a multiplier based on the following table will be added:
|Type Resistance||Elemental Resistance|
|Weakness||—No such enemy exists in-game||0||0.2||1||2||4|
If the target is afflicted by Deshell, its magical resistance is lowered by 89%.
- Japanese: Jammer
- Spanish: Obstructor - Obstructor
- Italian: Sabotatore - Saboteur
- French: Saboteur - Saboteur
- German: Manipulator - Manipulator
- Chinese: 阻礙者, Zuaizhe - Obstructor
The paradigm role "Jammer" is possibly derived from the pilot class "Jammer" of Front Mission 5. Both share the similar role in the battle.
(邪魔, 邪魔 / じゃま?, lit. Jama) is the Japanese term for obstacle and interference.
- Ability Cards
- Legend Cards
- Originally there were only five roles in Final Fantasy XIII, but Saboteur was later added as the designers felt its abilities were missing from the game and did not fit with the other roles.
- Saboteur's abilities fill stagger gauge faster than Commando and slower than Ravager. A Saboteur can 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 and Dispel, 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.