Backstab
Slip to the blind side and bury both daggers for heavy burst damage.
Isekai VanguardHeroes · Physical
You never see the blade that matters.

Base values before level scaling and combat bonuses. Actual battle attributes can differ.
A lithe cutpurse who slips between bodies and opens throats from the blind side, trading armor for footwork and a wicked pair of daggers.
Sable was raised in the sunless underclave of a drowned city, where the guilds taught one trade — taking what isn't offered — and graded it in blood. He was the best knife of a bad generation, the one sent when a job had to leave no witness and no question. He had finally bought his way out, one last coin paid, when the veil opened under his feet like a trapdoor. He arrived already moving, because in his world the ones who stopped to look around were the ones who died.
Game guide
Slip to the blind side and bury both daggers for heavy burst damage.
Footwork over armor — never be where the blow lands.
Edges kept wet with something unkind — wounds keep paying out.
Blink through the line and gut the most dangerous enemy where it stands.
Every cut aimed at the seam in the armor, the gap in the guard.
Blind the front pack with black powder, slowing their push while Sable repositions.
A low, cruel cut from a poisoned blade — the wound won't close, bleeding the front pack out over time.
Spin through the press and open every throat within reach at once.
Close work turns control into sustain.
Leaving sight makes the next entry faster and sharper.
A rogue knows what is worth taking after the fight ends.
The capstone strike: one perfect cut that ends nearly anything outright.
Keep moving through the pack, turning every dodge into another cut.
Every contract is recorded; every reward is collected — a name below 40% HP is already crossed out (+13% damage per level, caps at +40%).
A fast repeat strike that keeps Sable's damage moving between larger cooldowns.
A late-tree room clear for when subtlety has already failed — few targets, no survivors.
Sable remembers exactly where each body opens — his first cut into any foe lands there.
A kill starts a 4s flurry with up to +14% attack speed (+7%/level); the next body feeds the rhythm.
The precision branch capstone: fewer wasted cuts, heavier criticals.
The final assassin payoff: damage and sustain for melee risk.
Prefer a living enemy healer, otherwise the backline. Hit the selected foe for 4.2× ATK (+12% at rank 2). Cooldown 18s.
The owner's first hit on each foe deals 12% more damage per rank (up to 24%). Later hits do not repeat it; each new foe has its own opening.
Deal 22% more damage to foes at 30% HP or less.
Mark the front foes for 7s. Each tick deals 2.4× ATK × 0.35 (+12% at rank 2). Recasts refresh rather than stack poison. Cooldown 17s.
At 40% HP or less, take 8% less damage per rank (up to 16%). The reduction ends above that threshold.
Once per fight, survive a lethal hit at 1 HP and restore 12% max HP. Personal death saves share one trigger; the strongest learned recovery is used.
Multiply own attack speed by 1.35 for 5s (+0.4s at rank 2). Recasts refresh; the buff does not stack. Cooldown 17s.
The owner's first hit on each foe deals 8% more damage per rank (up to 16%). Later hits do not repeat it; each new foe has its own opening.
After the owner gets a kill, gain 16% attack speed for 4s. Further kills refresh the duration; the bonus does not stack.