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Disclaimer: Everything I say here is my opinion of servant quality and usability. Other people are free to give their perspective and opinions on why they think some servants might be alright over others. This is mostly to give an idea of what servants will be in the game and what their pros and cons might be.

Note: If I a put a number like "10%/15%" that means the first number is the skill at base level and the second is at max level. Changed skills will be numbered in correlation to the skills they replace. ATK and HP listed is what the servant achieves at their max level.


Mash Kyrielight (Galahad)
Shielder
3*/4*
Debuts in Fate/Grand Order
Originates from Arthurian Mythology.

Cards: Quick/Arts/Arts/Buster/Buster

ATK: 8730
HP: 12877

Skills
1. Transient Wall of Snowflakes: Increases party defense by 10%/15% for 3 turns. (Cooldown: 7/5 Turns)
2. Obscurant Wall of Chalk: Grants one ally invincibility for 1 turn and raises NP by 10%/20%. (Cooldown: 9/7 Turns)
3. Shield of Rousing Resolution: Draws attention from enemies to self for 1 turn and increases NP regeneration rate by 200%/400% for 1 turn. (Cooldown: 8/6 Turns) (Unlocks after second ascension)

Changed Skills
1. Exalted Impervious Wall of Snowflakes: Increases party defense by 15%/20% for 3 turns and reduces damage by -2000 for 1 hit. (Cooldown: 7/5 Turns)

Passive Skills
1. Magic Resistance A: Increase debuff resist by 20%
2. Riding C: Increases quick card potency by 6%

Noble Phantasm
Lord Chaldeas (Art): Reduce damage taken by all party members by -100/-1000 for 3 turns. (Overcharge Effect: Increase party defense by 30%/50% for three turns.)
Lord Camelot (Art): Reduce damage taken by all party members by -100/-1000 for 3 turns and increase party attack by 30% except self for 3 turns. (Overcharge Effect: Increase party defense by 30%/50% for three turns.) (Unlocked by clearing Chapter 17 in Camelot)

PROS
+Great defensive skills
+Sustain servants are pretty hard to come by early game and Mash not only can mitigate a decent chunk of damage but outright negate some enemy NPs.
+Arts based makes it easy to slot her into arts team and keep cycling her NP to make your team nigh invincible, plus her NP gain on its own is pretty okay.
+Has no weaknesses to any servants.
+Skills make her a solid tank using self-target with guard ability make her invincible and drawing aggro from enemies in the same turn keeping the other servants healthy.
+Being a 3* makes her less hungry for materials to upgrade her already really good abilities and she ascends along with the story making her cheap to ascend and her skills also cost like nothing to upgrade making her very effective for very little.
+Has 0 Cost making it possible to slot her on any team and save yourself cost on other things.
+Overcharge is generally very useful and popping taunt makes her gain NP very quickly as she eats hits from aggroing enemy attacks.
+Later changes to a 4* servant in Camelot making her NP and stats even better.

CONS
-Damage is incredibly mediocre and has no strengths on anything to exploit.
-Upgrades alongside the story meaning it will be a long time until she reaches her full potential.

Overall Opinion: Mash is a a really good servant for a lot of the event and later story content, as far as early game goes she's good, but she's not gonna reach her full potential for a while.
Score: (Prior to Camelot) 6/10, (After Camelot) 9/10


Arash
Archer
1*
Debuts in Fate/Prototype: Fragments of Blue and Silver
Originates from Persian Mythology

Cards: Quick/Arts/Arts/Buster/Buster

ATK: 5816
HP: 7122

Skills:
1. Robust Health EX: Increases own defense by 10-20% and poison resistance by 80%-160% for 3 turns. (Cooldown: 7/5 Turns)
2. Clairvoyance A: Increases crit star generation by 20%/40% for 3 turns. (Cooldown: 8/6 Turns) (Unlocks after first ascension)
3. Bow and Arrow Creation A: Charges own NP gauge by 20%/30% and self heals for for 1000/3000HP. (Cooldown: 8/6 Turns) (Unlocks from strengthening quest)

Passive Skills
1. Independent Action C: Increase crit damage by 6%
2. Magic Resistance C: Increase debuff resist by 15%

Noble Phantasm
Stella (Buster): Extremely powerful attack to all enemies and instantly kills the user. (Overcharge: Increases overall damage by 0%/400%.) (Can be upgraded through a strengthening quest making both the initial and overcharge damage increase significantly.)

PROS
+Is cost effective both materials wise and party cost wise
+Has decent self sustain which is rather ironic
+Is a one-trick pony that does his one trick very well
+Easy to obtain and max
+Is a decent target for grail ascension
+Is a walking nuke
+Is a nice guy

CONS
-Poor damage outside of NP
-Poor health
-His NP kills himself (It can trigger guts though)
-His skills are very greedy and the only one probably worth investing materials into is his third one
-Due to his status as a one star servant his general growth is pretty not great and he caps very easily with mediocre stats and skills. The only reason he became relevant was his NP upgrade being pretty significant.
-Needs a team built around him to make the most out of his one-trick

Overall Opinion: Arash is one of the best 1* servants in the game, but not in the sense that he is actually good at supporting a team or doing his own thing. No, Arash needs a team built around him. Due to his NP upgrade, his damage can skew to insane levels on full overcharge with a million buffs that not even some 5* servants can reach. As far as resource hogs can go, Arash is one of the better 1* servants to invest your materials and QP into unless you really just don't like him for some reason. He's also not a bad target to grail as any attack added to him is going to go into Stella being even more powerful. Arash has a niche use, but it's a pretty damn good niche especially in a rarity where damage done is incredibly weak.
Score: 8/10


Wolfgang Amadeus Mozart
Caster
1*
Debuts in Fate/Grand Order
Originates from 18th Century Austria.

Cards: Quick/Arts/Arts/Arts/Buster

ATK: 5195
HP: 7129

Skills
1. Protection of the Muses (False): Increases party's arts cards performance by 22%/44% for one turn. (Cooldown: 7/5 turns)
2. Eye for Art: Reduces one enemy's NP damage by 9%/18% for 1 turn. (Cooldown: 7/5 turns) (Unlocked after 1st Ascension)
3. A Little Night Music EX: Receive 20/50 crit stars. (Cooldown: 8/6 turns) (Unlocked after strengthening quest)

Passive Skills
1. Territory Creation B: Increases damage of arts cards by 8%

Noble Phantasm
Requiem for Death (Arts): Has an 60/80% chance of reducing an enemy's attack and/or defense and inflicts curse on the enemy (Overcharge: Increases potency of the debuffs by 20/40% for the attack and defense and damage from curse is 500/2500HP per turn)

Note: The two stat debuffs proc separately meaning either buff has its own hit rate to stick rather than a flat hit rate that sticks both of them on the opponent. So an enemy can end up with just the attack debuff, or just the defense debuff, or both at once if you're lucky enough, or even neither. The curse will always proc though, it does not have a hit rate.

Second Note: Curse is a damage over time status, unlike something like poison however it can actually kill whoever its attached to.

PROS
+Heavily arts based caster with insane np gain
+Can cycle NP like crazy on arts team
+First skill is really good for arts shenanigans.
+Third skill is good for any team at max level because it's 50 star which guarantees 100% on all five cards, so throw that on a buster team and watch the damage fly.
+Can access overcharge effects very easily making him an incredibly good debuffing unit with a debuff that stacks up to reducing 40% percent of enemy attack and defense and doing 2500 damage for three turns.
+Is a less resource intensive support caster than many of the higher rarity ones
+NP doesnt stack all debuffs at once so you can have a chance of still hitting some debuffs or the curse even if you miss the others instead of missing or hitting them all in one.

CONS
-Health and Attack stats are bad
-Is only going to be used to his full potential on arts based teams
-Becomes heavily invalidated by higher ranked casters that have more general use on teams than him.
-Second skill is ass
-Needs overcharge for NP to become truly effective

Overall Opinion: Mozart is a servant that has really varied uses, but he's pretty obviously a support caster. He works most effectively on arts teams and that's where a lot of his specification is, but you can easily throw him on buster teams if you have his third skill levelled to max and have them do some dumb shit. His skills and cards are gonna limit him a lot to arts teams, but you can definitely find a place for him on a number of other teams even if he's not as easily splashable as some other casters.
Score: 7/10


Kojiro Sasaki
Assassin
1*
Debuts in Fate/Stay Night.
Originates from Sengoku Era Japan.

Cards: Quick/Quick/Quick/Arts/Buster

ATK: 5735
HP: 6220

Skills:
1. Mind's Eye (False): Grants Evasion (Damage negation) for 1 turn and increases crit damage by 20%/40% for 3 turns. (Cooldown: 8/6 Turns)
2. Vitrification: Remove debuffs and receive 5/15 crit stars. (Cooldown: 6/4 Turns) (Unlocks after 1st Ascension)
3. Sense of Subtle Elegance B: Ignores Evasion and increases crit star generation by 10%/30% for 3 turns. (Cooldown: 7/5 Turns) (Unlocks after 3rd Ascension)

Changed Skills:
3. Sense of Subtle Elegance B++: Ignores Evasion, increases crit star generation by 10%/30%, and increases crit star absorbtion by 200%/500% for 3 turns. (Cooldown: 7/5 Turns) (Unlocks from Strengthening Quest)

Passive Skills:
1. Presence Concealment D: Increases crit star gen rate by 4%

Noble Phantasm
Tsubame Gaeshi (Quick): Extremely powerful attack to single enemy. (Overcharge: Receive 15/35 crit stars)

PROS
+Gains crit stars easily
+Has a damage negate
+Excels in quick based teams
+NP does a lot of damage, especially at level 5 when it gains a 2000% damage modifier.
+Great for early game, especially in the France Singularity
+Is a meme
+Gains NP at a decent rate especially when compared to other assassins

CONS
-Hits like a bitch normally due to both his status as a 1* servant and 10% less base damage than every other class due to being an assassin.
-Is made of paper
-Is heavily specialized in favor of crit star shenanigans, but his own crit star gen is honestly not that great.
-His skills are good for his specialization, but the cleanse and evasion ignore are honestly pretty situational.
-Becomes pretty damn invalid after France.

Overall Opinion: I love Kojiro a lot. He's one of my favorite servants from the original FSN and he got me a good way through early FGO, but he's honestly not great in this game. His general damage output is gonna be very lackluster until he gets NP. His survivability is very limited due to his health making him best only against Riders and you need to do his strengthening quest so all of the crit stars he gets actually go into his cards. He's not terrible, but much like Mozart he's super specialized to the point of not being that good. That being said, it doesn't stop people from loving him and using him for their dumb meme comps against the final boss of the FGO story. There's huge spoilers in that link btw so don't look at if you care about that.
Score: 6/10


Mata Hari
Assassin
1*
Debuts in Fate/Grand Order.
Originates from 20th Century Netherlands.

Cards: Quick/Quick/Quick/Arts/Buster

ATK: 5377
HP: 6565

Skills:
1. Secret Intel A++: Increases critical star rate by 10%/30%. (Cooldown: 7/5 Turns)
2. Pheromone B: 30%/60% chance to charm Male for 1 Turn and reduce all enemies defense by 10%/20% for 3 turns. (Cooldown: 8/6 Turns) (Unlocks after 1st Ascension)
3. Double-Cross B: Inflict Skill Seal for 1 turn and reduce that enemy's defense by 10%/20% for 3 turns. (Cooldown: 8/6 Turns) (Unlocks after Strengthening Quest)

Noble Phantasm
Mata Hari (Arts): 40%/60% chance to inflict charm on all enemies. (Overcharge: 20%/40% attack and defense debuff inflicted on all enemies.)

PROS
+Charms eat enemy turns stopping them from NPing your face off
+Her debuffs stack pretty decently
+Skill seal is very good at locking out enemy servants with really scary abilities or from spamming evasion constantly
+NP gain is okay if a chain starts with arts cards, it makes her NP gain consistent enough to realistically cycle it

CONS
-Is heavily specialized towards debuffing the enemy, but her cooldown on her debuffs are so long that she could be dead before she sees use on them again
-Her skill charm only being usable on men severely limits it
-Her cards do not support getting her NP quickly as she only has one arts card compared to the 3 quick cards that do not specialize in gaining NP.
-Her stargen rate is also worse than Kojiro's despite having a skill for it and being quick based.
-Hits like a wet noodle

Overall Opinion: Mata Hari is ass. Even for a 1* she is not particularly amazing nor does she synergize well with even niche teams. Her quick based cards make you believe at first she is going to be a star generating based servant like Kojiro, but her NP and some of her skills specialize in debuffing and only one of her abilities increases her crit star rate and it's a crappy 10% that can be upgraded into a somewhat less crappy 30%. Her cards are word and can only really be used to aim for spamming charms on the enemy and that's not the most amazing gimmick. She's probably in the running for the worst 1* servant.
Score: 4/10


Spartacus
Berserker
1*
Debuts in Fate/Apocrypha.
Originates from 1st Century BC Thrace.

Cards: Quick/Arts/Buster/Buster/Buster

ATK: 5073
HP: 7722

Skills:
1. Honor of the Battered B: Regenerate 200/600 HP for 5 turns (Cooldown: 9/7 Turns)
2. Indomitable Will: Is granted guts (Revive with 1 HP) for five turns and increases NP gauge by 10%/30%. (Cooldown: 9/7 Turns) (Unlocks after 1st Ascension)
3. Triumphant Return of the Sword B: Increase buster card performance for 1 turn and recover 1000/2000hp. (Cooldown: 8/6 turns) (Unlocks after strengthening quest)

Changed Skills:
1. Honor of the Battered B+: Regenerate 500/1500 HP for 5 turns (Cooldown: 9/7 Turns) (Unlocks after strengthening quest)

Passive Skills
1. Mad Enhancement: Increase buster card potency by 12%

Noble Phantasm
Crying Warmonger (Buster): Powerful attack to all enemies that ignores defense. (Overcharge: Recovers 3000/7000 HP)

PROS
+Is very damage heavy being buster based
+NP is good for waveclearing
+Has decent sustain

CONS
-Has a lower attack stat than Mata Hari. He evens out to being strong when you consider Berserker advantage, but it still sucks even then.
-Is made of paper due to being a berserker and a 1*
-First skill only becomes decent when you do a strengthening quest
-Skills all have long cooldowns
-Needs overcharge to get his big recovery from NP but has bad NP gain
-Is only halfway decent when grailed to hell and back
-Looks gross

Overall Opinion: I dislike Spartacus more than Mata Hari, tbh. That being said, he overall embodies his gimmick much better than her. He's just a straight up glass cannon with emphasis on the glass. He goes all in with buster damage, but his actual attack stat is the worst of the 1* servants. You can sustain him pretty decently since all of his skills heal or keep him alive in some way, but his actual damage is pretty damn limited by his status as a 1* servant and he only becomes passable when grailed to 100 and even then he's still kind of sad. I would put him above Mata Hari overall, but he is pretty friggin' close to her level of bad.
Score: 5/10


Asterios
Berserker
1*
Debuts in Fate/Grand Order
Originates from Greek Mythology

Cards: Quick/Arts/Buster/Buster/Buster

ATK: 6037
HP: 6604

Skills:
1. Monstrous Strength A: Increases own attack by 10%/30% for 3 Turns. (Cooldown: 7/5 Turns)
2. Natural Spirit A++: Increases attack debuff resistance by 50%/100% and increases defense by 20%/40% for 3 turns. (Cooldown: 7/5 Turns) (Unlocks after 1st Ascension)
3. Labrys of the Abyss: Increases star absorption rate by 3000%/6000% and buster card performance for 1 turn. (Cooldown: 7/5 Turns) (Unlocks after strengthening quest)

Passive Skills
1. Mad Enhancement B: Increase buster card potency by 8%

Noble Phantasm
Chaos Labyrinthos (Arts): Reduce all enemies attack by 10%/20% and defense for 6 turns. (Overcharge: Enemy's defense reduced by 10/30%) (Can buff this NP after an interlude which gives it an extra 1 turn attack and defense debuff of 40%)

PROS
+Highest attack stat of the 1* servants
+NP lasts a long time meaning if you can get it again before the 6 turns are up you can stack it
+His damage is high enough to make something out of his buster based attacks and his skills further enhance his damage
+A good target for grailing to further his damage and sustainability
+Potentially synergizes with Mozart who can give him both crit stars to absorb and increase his arts cards performance for NP gaining

CONS
-Has the second lowest HP of the 1* servants and is a Berserker with no sustain skills making him very easy to kill
-His NP gain is bad and he needs help from CEs and servants with party boosting NP to get it consistently
-His natural debuffs from the NP are pretty low and due to his low NP charge rate he will rarely ever see overcharge effects
-His crit star gen is decent enough, but not good enough to accrue a decent number of stars to take advantage of his third skill outside of the buster performance

Overall Opinion: I like Asterios a lot and he's really easy to talk about the pros and cons of because he's simple. His two problems are literally just his health pool and np gain. If you can find a way to continuously stack his NP then he becomes a force to be reckoned with as the stacks eventually add up to nothing being able to kill him and dying in one hit. He's a pretty good 1* servant and a good candidate for grailing since this not only enhances his damage, but also his survivability. His cards don't support his Np gain either, but that's a sacrifice that can be made if you throw him onto an arts team and his Np gain will increase a bit from that or a CE that increases his NP gauge every turn.
Score: 7/10