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David, King of Israel
Debuts in Fate/Grand Order
Originates from Biblical Myth
1. Divine Protection A: Increase own defense by 50% for 1 turn, heal self for 1000/2000 HP. (Cooldown: 7/5 Turns)
2. Harp of Healing B: Remove mental debuffs from all allies, apply evade (1 time) to all allies, heal all allies for 300/800 HP. (Cooldown: 8/6 Turns) (Unlocks after 1st Ascension)
3. Charisma B: Increase attack of all allies by 9/18%. (Cooldown: 7/5 turns) (Unlocks after 3rd Ascension)
Hamesh Avanim (Buster): Apply attacks cannot be evaded to self for one turn, extremely powerful attack to a single enemy that inflicts skill seal (1 turn). (Overcharge: Chance to inflict skill seal increases)
+Harp of Healing is the big sell here, applying a one time evade to all allies is basically a 'get out AOE Noble Phantasm free' card.
+Arts based setup means he can easily arts-chain with other Arts servants
+Fairly survivable due to Divine Protection A, and Harp of Healing affecting himself
+NP is fairly powerful, and sure hit can sometimes be useful
-Low hitcounts mean that his arts and quick cards aren't that impressive on their own
-Buster based NP with an Arts-based setup means he conflicts with himself
-Despite decent attack, his cardset means he doesn't deal much damage outside of his NP and his one buster card
-Doesn't bring much to the team besides Harp of Healing
-Charisma is a fairly mediocre skill
-Skill Seal isn't as useful as Noble Phantasm seal, or an actual stun
Overall Opinion: David's no Euryale or Robin Hood, but he's still a solid archer. Harp of Healing is incredibly useful for some of the most difficult bosses in the game, and he can keep himself alive to apply it at least a couple of times. With the right team and the right boss, he can help stall indefinitely. He doesn't bring much to the table outside of keeping the party alive and chucking rocks at the enemy, but that's a pretty useful thing to bring.
Hector of Troy
Debuts in Fate/Grand Order
Originates from the Trojan War
1. Tactics C+: Increase NP Strength of all allies by 8.5%/17% for 1 turn. (Cooldown: 7/5 Turns)
2. Proof of Friendship C: 60%/80% chance to inflict stun on target enemy, 60/80% chance to decrease target enemy's NP charge by one. (Cooldown: 7/5 Turns) (Unlocks after 1st Ascension)
3. Disengage B: Remove mental debuffs from self, heal self for 800/2000 HP. (Cooldown: 7/5 turns) (Unlocks after 3rd Ascension)
Durindana (Buster): Powerful attack to all enemies that ignores defense, decrease defense of all enemies. (Overcharge: Further decreases defense)
+Defense ignoring AOE Buster NP with an interlude.
+Very survivable between his incredibly high HP and Disengage
+A stun and NP reducer
+Skills all have very low cooldowns
+Two quick cards means he can chain with quick teams, two buster cards mean he can get in on Berserker Gorilla gimmicks
-Low hitcounts mean that his arts and quick cards aren't that impressive
-One arts card and mediocre NP Gain means that he'll have a hard time actually getting his NP without help.
-Skills are all very generic outside of Proof of Friendship
-Proof of Friendship is RNG-based.
-Tactics is almost strictly worse than Charisma, which is already a mediocre skill.
Overall Opinion: I like Hector, but he ain't great. He's kind of in the same mold as Romulus, a beefy lancer with an AOE Buster NP, but at least Romulus had attack buffs and gimmicks. Hector's just super generic. His NP isn't bad, but that's almost literally the only standout thing about him. I suppose he could be useful if you gave him two allies to boost up his NP and then sicced him on a wave of Archer enemies, but Romulus could do about the same thing. And Romulus isn't very good either.
Anne Bonny & Mary Read
Debuts in Fate/Grand Order
Originate from 18th Century Caribbean Piracy
1. Voyage A: Increase Star Gen Rate by 30%/50% for 3 turns. (Cooldown: 8/6 Turns)
2. Marksmanship B: Increase Critical Damage by 50/100% for 1 turn. (Cooldown: 7/5 Turns) (Unlocks after 1st Ascension)
3. Combination C: Increase own attack by 20/30% for 1 turn, increase Star Weight by 300/600% for 1 turn. (Cooldown: 7/5 turns) (Unlocks after 3rd Ascension)
Caribbean Free Birds (Quick): Incredibly Powerful attack to one enemy, bonus damage based on lost HP. (Overcharge: Further increases bonus damage based on lost HP)
+All skills based around crits
+Skills synergize incredibly well
+Incredibly strong Noble Phantasm, easily one of the strongest in the game when HP is low. Especially after their interlude.
+Quick/Quick/Arts/Arts setup means that they can both generate stars and build to their NP
+NP Being quick means that it builds stars on its own
+Fairly low cooldowns
+Rider means that their star weight is naturally very high
-Attack stat isn't bad, but it's not particularly good
-One buster card means that their burst turns aren't as explosive as they wish they were.
-Damage on non-burst turns is somewhat low
-Stargen is fairly low without Voyage up, even with two quick cards
-Naturally, their Noble Phantasm means you want them to get hit, but they have no taunt or way of self-inflicting damage. T
-No way of healing themselves, either, so they can easily dip too deep into the danger zone and die to random damage.
Overall Opinion: Anne & Mary are my favorite servant in the game, gameplay-wise. They aren't the best, but they're very good, and they're so focused and well-designed that they're very fun to use. Their Noble Phantasm, especially - on the JP server, my NP2 Anne & Mary regularly deals upwards of 400-500k damage on a good NP. They're also so synergistic that it's hard to have much to say about them. They hit stuff until they have a lot of stars, then they pop their second and third skills and do a brave chain and probably kill something. Then they pop their NP to kill the next thing. It's a simple gameplan, but they're really good at that gameplan.
Debuts in Fate/Stay Night
Originate from Greek Mythology
1. Rapid Divine Words A: Increase own NP Gauge by 80/150% (Cooldown: 9/7 Turns)
2. Anti-Poison A: Remove poison from all allies, heal all allies for 1000/2000 HP. (Cooldown: 7/5 Turns) (Unlocks after 1st Ascension)
3. Transient Love B: Increase amount of healing received by 50%/100% for 1 turn. (Cooldown: 7/5 turns) (Unlocks after 3rd Ascension)
Pain Breaker - All Wounds Must Be Healed (Arts): Remove all debuffs from all allies, significantly heal all allies, increase debuff resist of all allies. (Overcharge: Further increase debuff resist)
+Builds NP very fast
+Rapid Divine Words is a free NP even at level 1.
+Removing all debuffs from all allies is rare and unique, and very useful in certain fights
-Terrible attack stat, especially considering her class
-Removing poison is almost completely useless
-Does almost literally nothing outside of healing
Overall Opinion: Medea Lily is a victim of the game she's in more than anything. FGO is a game with high enemy damage where random oneshots are very possible and most enemy Noble Phantasms might as well be instant-kills. Due to this, it's a game where outright negating or at least reducing enemy damage is more useful than healing. That's not to say healing is completely useless, some level of sustain is nice to have, but Medea Lily is too focused on something that ultimately isn't as valuable. Compare her NP to David's Harp of Healing - David can negate an enemy AOE NP, which is something that could very easily wipe your entire frontline. Medea can do nothing but hope everyone lives with a sliver of health so she can try and get them all back up on their feet. Ultimately, she has her uses in certain fights, but she's outclassed by more preventative servants, like Hans (who has a defense buff on his NP and also heals allies over time), or later, Merlin. To say nothing of the fact that both Hans and Merlin also supply attack buffs, while Medea Lily does nothing but heal and cleanse.
Sir Francis Drake
Debuts in Fate/Extra
Originates from 16th Century England
1. Voyager of the Storm A+: Increase attack and NP strength of all allies by 8.5%/17% for 1 turn. (Cooldown: 7/5 Turns)
2. Golden Rule: Increase own NP Gain by 18%/45% for 1 turn. (Cooldown: 8/6 Turns) (Unlocks after 1st Ascension)
3. Pioneer of the Stars EX: Increase own NP gauge by 30%/50%, apply Invincible Pierce to self for 3 turns, gain 10 Critical Stars. (Cooldown: 8/6 turns) (Unlocks after 3rd Ascension)
Golden Wild Hunt (Buster): Deal heavy damage to all enemies, gain 20 critical stars. (Overcharge: Gain more critical stars)
+Voyager of the Storm is a strong buff for NP Burst turns.
+High hit counts mean good NP gain and stargen, even with only one Quick card.
+Rider class means very high star weight
+Two secondary ways of generating stars
+Fairly good attack
+Fairly good HP
+Two ways of further increasing NP Gain
-Would probably prefer to be Quick/Quick/Arts/Buster/Buster
-NP Damage isn't bad, but it's not very impressive
-Very selfish, incredibly high star weight means that all those stars she makes with her NP will probably be going directly into her own mouth
-Lacks a crit damage buff
Overall Opinion: Drake's just a really good servant. There's nothing that complicated about her, she just makes stars and then smacks enemies around with them. Voyager of the Storm gives her some party-support outside of that, but overall she's very straightforward. She's, uh, very good at being that straightforward, though. She's pretty much built for crit teams, and works very well with Anne and Mary if you happen to roll them both like some sort of Rider god.