Toggle Background Color
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.
Also remember servant scores are kept within scope of servant rarity. There's no reason to think me giving a 2* servant a 9 and a 5* a 7 suddenly makes the 5* worse. It's just kept within scope of how easy a servant is to obtain and what their benefits are for that with regards to their stats, skills, and various intricacies.
Debuts in Fate/Grand Order
Originates from 12th Century
1. Evil Spirit Exorcism A: 50%/100% chance to inflict skill seal for 1 turn. (Cooldown: 7/5 Turns)
2. Imposing Stance B: Taunt enemies to attack user and increase defense by 30%/60% for 1 turn. (Cooldown:
7/5 Turns) (Unlocks after 1st Ascension)
3. Blank Subscription List: Chance to prevent all enemies NP for 1 turn. (Cooldown: 10/8 Turns) (Unlocks after strenghtening quest)
Gohyaku Rakan Fudarakutokai (Arts): Chance to stun all enemies for 1 turn. (Overcharge: Inflicts curse which inflicts 500/2500 damage per turn for 3 turns.)
+Skills and NP favor locking down opponents from doing stuff
+NP synergizes with cards decently so you can start with NP and follow up with 2 art cards to get a decent chunk of NP for a follow up.
+Decent amount of health for a 2* making him an okay tank at lower level quests
+Good HP for a 2* Servant
-Damage is bad
-Only one of his skills is a full party effect and it has the longest cooldown, his other skills are solo.
-His NP lasts 1 turn and its overcharge effect is basically worthless.
-Skews towards one thing and one thing only making him way too specific and mediocre.
Overall Opinion: I think it should go without saying why I'm not speaking of Benkei very favorably. He's decent if you desperately need stall, but in a game like this his sole skill and NP that stall take too long to get to consistently stall. If you desperately need a lancer, there are a decent number of silvers to try and get or even Leonidas are better. I'm not gonna say he's garbage, because he does sort of have his niche, but he's one of the servants who feels like his gimmick isn't very realiable.
Debuts in Fate/Grand Order
Originates from 4th Century BC Greece
1. Pride of the Rearguard A: Taunt enemies to attack user for 1 turn and greatly increase NP gain by 50%/100% for 3 turns. (Cooldown: 8/6 Turns)
2. Battle Continuation A: Grants guts for 5 turns that heals 1000/2500HP. (Cooldown: 9/7 Turns) (Unlocks after 1st Ascension)
3. Warrior's Roar B: Increase Buster card performance of all allies for 3 turns (Cooldown: 7/5 Turns) (Unlocks after Strengthening quest)
Thermopylae Enomotia (Buster): Grants taunt on all enemies and receives 5/25 Critical Stars. (Overcharge: Increases defense by 30%/50%)
+Very buster based servant making him decent damage
+Skills and NP support usage as a tank and support on buster team very much
+First skill having an inherent NP gain increase mean he will gain a lot of NP from soaking hits so it makes it pretty feasible to get his NP or close to it after a turn of tanking so he can for another turn
-Attack stat could be better for buster based servant
-Needs to soak damage for team to get a chance at getting a decent amount of NP otherwise his NP gain isn't great with one arts card and no first skill buff
-Health pool a bit small for tanking servant making him most effective against archers as a tank and kinda only them
-Has an incredibly annoying battle cry
Overall Opinion: Leonidas is a pretty good servant. He's got decent sustain, a good gimmick supporting a buster team going, and he even works pretty well for a lot of the early game stuff. It's not gonna be until you get some golds and get further in that he'll become irrelevant, but for what he is he's pretty damn alright. It's worth noting that most buster teams end up being berserker based, so it's especially good to have someone who can soak damage for them if you aren't killing things fast enough.
Debuts in Fate/Grand Order
Originates from the Roman Empire
1. Guardian Knight A+: Taunt enemies and increase defense by 20%/40% for 3 turns. (Cooldown: 7/5 Turns)
2. Martyr's Soul B+: Increase mental debuff resistance by 50%/100% for 3 turns and recovers HP by 750/2000. (Cooldown: 7/5 Turns) (Unlocks after 1st Ascension)
3. Battle Continuation A: Grants Guts for 5 turns that heals for 1000/2500HP on use (Cooldown: 9/7 Turns) (Unlocks after 3rd Ascension)
Ascalon (Arts): Extremely powerful attack to single enemy that inflicts dragon trait for 3 turns. (Overcharge: Increases defense by 20%/40% for 1 turn)
+High HP for 2*
+Skills favor tanking with good sustainability
+NP is very powerful
+Has a mixture of arts and quick making it easier to get NP for him than some other characters with low NP charge rates
+Has really high HP when fully grailed making him a good target for grailing
+Assassins have an inherent 10% less base damage than every other class meaning with proper skill usage he can do a good job at shrugging off his weaknesses damage to manageable levels
+Works effectively on quick and arts teams since his cards synergize with either decently enough
+Bond CE is actually pretty damn good
-Low damage outside of NP
-Dragon trait is an incredibly niche and almost worthless debuff to have since the only servant who takes advantage of dragon trait is Siegfried
-Relatively low NP gain
Overall Opinion: I honestly can't say enough good things about George. He does one thing and he does it incredibly well, take and sustain enemy damage. George can eat hits to the fact decently enough that the rest of the team can do a lot of whatever they want and if he keeps taking hits to the face he gets his NP which does a good chunk of damage on its own. About the only things George is bad at is actually doing damage outside of it. He's still got 2* stats and might eat it to some of the higher end difficulty stuff, but he's a pretty damn handy servant to have nonetheless and is worth the grails.
Debuts in Fate/Grand Order
Originates from 17th Century Bahamas
1. Voyager of the Storm A: Increase NP damage and attack of all allies by 8%/16% for 1 turn. (Cooldown: 7/5 Turns)
2. Pirate's Honor B: Increase attack by 9%/27% by 3 turns and grants Guts until use. (Demerit: Reduce debuff resistance by 50%) (Cooldown: 7/5 Turns) (Unlocks after 1st Ascension)
3. Loving Gentleman C: Recover HP of all allies by 1000/2000 HP and of all female allies by 1000/2000 HP. (Cooldown: 8/6 Turns) (Unlocks after Strengthening quest)
Queen Anne's Revenge (Buster): Powerful attack to all enemies and receives 5 crit stars. (Overcharge: Reduce NP charge by 30%/70%.)
+Third skill is incredibly good on female teams
+First skill is good before popping NP
+NP is good for waveclear
+Buster-based with a little mix of arts in making him a solid waveclear option on arts teams
-Attack is lower than it should be for a buster servant
-Skills are very wonky, especially the second one with the debuff
-The extra 5 critstars on NP stays that way making it a worthless addition to that NP
-NP gain is a little on the low side for a dude with as many arts cards as buster cards.
Overall Opinion: Teach is weird, but I wouldn't call him bad. His entire niche is burning through all of his skills once he gets NP and unloading as much damage on the enemy team as possible. He's not bad at killing waves of enemies, but it's about his only real niche. He's not bad to have for a team of female characters either since his healing skill is insanely good giving a 4000HP heal to the other two women he heals which is very sizeable.
Hans Christian Andersen
Debuts in Fate/Extra CCC
Originates from 19th Century Denmark
1. Human Observation A: Increase Crit Damage by 10%/40% for 3 turns. (Cooldown: 7/5 Turns)
2. High-Speed Incantation E: Gains 50%/75% NP gauge (Cooldown: 8/6 Turns) (Unlocks after 1st Ascension)
3. Innocent Monster D: Gains 3/9 crit stars every turn for 3 turns. (Demerit: Reduces defense by 14%) (Cooldown: 7/5 Turns) (Unlocks after 3rd Ascension)
Marchen Meines Lebens (Arts): 60%/80% chance to increase attack, defense, or crit star generation buff for 3 turns. (Overcharge: Increases the potency of the buffs and recovers 1000/3000 HP) (Can buff by completing a strengthening quest)
+Gains NP quickly on his own and can reach overcharge with incredible ease on arts teams.
+Buffs crit based teams very well and can help them achieve some huge damage with his skills
+Gaining 9 stars per turn for 3 turns is very good
+Does somewhat decent damage under the influence of his own buffs
+Is voiced by Takehito Koyasu
-Does very little damage without buffs
-As the game goes on his 8000+ HP will be glasslike health making him hard to sustain
Overall Opinion: I love Andersen a lot. Despite how specialized he is, he gets to a ton of shit with very little in the way to stop him outside of riders running up on his face. Between his smart ass attitude and amazing voice he's a great character, but he's a significantly better support than Mozart and even some gold casters. I feel like he's definitely worth investing the materials and QP into, especially when synergized with proper teams because he starts to go nuts when paired with people who can protect him like George.
Debuts in Fate/Apocrypha
Originates from 16th Century England
1. Enchant A: Increase party's buster card performance for 1 turn. (Cooldown: 7/5 Turns)
2. Self-Preservation B: Grants invulnerability to self for 1 turn and recovers 500/1500 HP. (Cooldown: 8/6 Turns) (Unlocks after 1st Ascension)
3. The King's Men C: Increase NP gauge of an ally by 20% and increase crit star rate by 50%/100% for 1 turn. (Cooldown 8/6 Turns) (Unlocks after strengthening quest)
First Folio (Buster): Powerful attack to all enemies. (Overcharge: 30%/50% chance to inflict stun)
+All arts cards gives him good NP gain on arts teams with his already decent np gain from attacks
+Synergizes decently with other buster servants due to skills buffing their cards and giving them np
+NP has a chance of a full enemy party stun on overcharge
-Stats aren't amazing
-If used on a buster team his specialization of arts could interfere with chains and general synergy
-Third skill only grants a small amount of NP
-NP being buster based is not great due to Bill's relatively low damage, meaning you need to overcharge to get the most out of it
Overall Opinion: Bill is pretty weird. He's not awful, but he's kind of schizophrenic when it comes to what exactly his goal in battle is. His skills imply he functions as support to buster servants, but not only is his second skill only self cast, his third skill only grants a rather small amount of gauge which buster servants could definitely use more of. His NP is buster when his cardset specializes in arts and his stats aren't good enough to make the damage out of it work. So it implies that his best place is on an arts teams where he uses his skills occasionally to nuke the enemy team and use his buster card to buff himself before popping NP. He's not bad and I would definitely he say he has a niche, but like Blackbeard he's very scattered in what it is.