Saber: The knight of the sword. For Heroic Spirits that come under it, an appropriate legend for a knight of the sword is a matter of course, but the highest rank in all parameters except MGI is also required. The Class Skill of Prana Burst is provided, enhancing the Servant’s weapon with additional prana. Also, many of the Heroic Spirits that come under it have as their forte to excel in instantaneous attack power.
STR: A
END: B
AGI: B
MGI: C
LCK: D
Lancer: The knight of the spear. Right after Saber, the conditions to come under it are strict. In addition to excellence in overall parameters, AGI must be especially high. Often, their specialty is hit-and-run tactics that capitalize on the reach and nimbleness of the spear. Origins are comprised of many Heroic Spirits of knights. The class skill of the Lancer is Advanced Movement, allowing the Servant to do things like change direction in mid-air or traverse truly dangerous terrain with ease and speed.
STR: B
END: C
AGI: A
MGI: D
LCK: E
Archer: The knight of the bow. A class that made the strength of the Noble Phantasm its forte, the conditions thus become not the size of the parameters, but possessing strong projectile weapons and unique abilities related to projectile weapons. Aptitude as a scout is high, other than the higher Magic Resistance of a knight, also has Independent Action as Class Skill.
STR: C
END: C
AGI: C
MGI: E
LCK: E
Defender: The knight of the shield. Heroic Spirits who are best remembered for their feats of protection or of holding an area against dangerous foes will best fit into the Defender class. With great Endurance and reasonable Strength, the Defender does its best work when it is fighting enemies on familiar ground or under threat of a valued ally being killed. The Defender’s Noble Phantasm almost always, without fail, reflects his unique method of deploying the “impenetrable defense”. The class skill for the Defender is Guardian Knight. The fourth and final Knight class Servant.
STR: B
END: A
AGI: C
MGI: D
LCK: D
Rider: The mounted soldier. Heroic Spirits that possess legends with a deep relation with some sort of vehicle or mount (not limited to creatures) come under it. There is a tendency of having low parameters when compared to the Four Knights, but that is compensated by the performance of the mount detailed in the legend. As Class Skill it possesses Riding, allowing for instinctual control of mounts or vehicles completely foreign to the rider, and at higher levels truly dangerous mounts such as Dragons.
STR: D
END: D
AGI: B
MGI: C
LCK: E
Caster: The magic-user. The conditions to come under it are just having attained the highest ranking of magic ability. Because of this special quality, many of the Heroic Spirits that come under it have low fighting ability. Furthermore, because all Servants are equipped with the Magic Resistance Skill to varying degrees, it is evaluated as a weak Class. It bears the ability of Territory Enhancement as its Class Skill.
STR: E
END: E
AGI: C
MGI: A
LCK: B
Killer: The murderer. Heroic Spirits that were professional killers during life come under it, as well as those Heroic Spirits most known for the brutality, intensity or quantity of kills they performed. Because most don’t have famous legends as heroes or powerful fighters, their parameters are low. Their Class Skill is Presence Concealment and a fighting style that capitalizes on this ability becomes their lifeline.
STR: D
END: D
AGI: B
MGI: E
LCK: B
Berserker: The mad warrior. Heroic Spirits that went mad in battle come under this. Normally, a condition in which a Servant can fully display the performance of the original Heroic Spirit would be ideal. However, Mad Enhancement strengthens the Servant into a performance that surpasses that of the Heroic Spirit in exchange of robbing his reason. Originally, it is a Class meant to strengthen weak Heroic Spirits.
STR: C
END: D
AGI: D
MGI: E
LCK: E
Avenger: The vengeful combatant. A class specialized for the summoning of anti-heroes. Conditions to come under it are to have a legend as a villain that ended up creating a necessary or inevitable good greater than the evils perpetrated by the Heroic Spirit. Parameters are not necessarily high, but many have unique skills and Noble Phantasms that make them a great threat. Its special ability is Vindication, which enhances the Avenger’s END and other defenses or resistances as more pain and damage is inflicted to it. Higher ranks will also reflect some of the damage or pain back on the inflictor.
STR: B
END: D
AGI: D
MGI: C
LCK: E
Saver: The messiah. Conditions are to possess a legend as a martyr who brought salvation to a truly significant populous, culture or the world itself somehow. Many of the Heroic Spirits that come under it are widely famous all around the world. That being said, these Servants are not necessarily strong in combat and, in fact, most have abilities more suited to support roles. It has the Class Skill of Counter Hero, imposing one or more Parameter Rank Downs on Servants who fight Saver who can be considered to be a Hero, or sometimes an Antihero.
STR: E
END: C
AGI: E
MGI: B
LCK: A
Ruler: The supreme authority. Conditions are to possess legends of making others fulfill one’s wishes. Mostly Heroic Spirits that were monarchs or military generals in their previous life come under it, but the likes of “a sage with authority over demons” or “a feral child that controls wild beasts” are also eligible. Usually weak at one-on-one fights, but in exchange possess abilities and Noble Phantasms that excel at group battles. As a Ruler needs to be able to observe his underlings in all walks of life as well as know what his enemy is doing, the Class Skill for this Class is Presence Detection.
STR: C
END: C
AGI: C
MGI: C
LCK: C
Launcher: The long-range attacker. Differing from the Archer, the Launcher specialises in thrown weapons rather than weapons such as bows or slings, and often has versatile skills as well as multiple Noble Phantasms, though they are not normally noted for exceptional power. The power of the projectile comes from the user’s throwing strength so it has better STR than any other parameter, though the range that it can attack from is not normally as great as that of Archer. The Class Skill for Launcher is Disengage, allowing the Servant to break away from combat with increased ease in order to place distance between themselves and dangerous melee-specialised Servants. While not as capable at range as an Archer, the Launcher is usually better able to hold his ground in a close-combat situation than an Archer.
STR: B
END: D
AGI: C
MGI: E
LCK: D
Striker: The master of his own body. A Heroic Spirit most talented with unarmed combat or blunt weapons, axes and other non-standard weapons. A warrior who fights with brutal, crushing strikes. Considered on par with the Lancer or the Archer, a Striker is heavily combat-oriented and tends to have more focus on parameters first and foremost before Skills or Noble Phantasms. A Striker is favoured in single combat, but usually lacks burst attacks or ways to combat multiple opponents. The Class Skill is Natural Weapon, which provides bonuses to fighting unarmed or with parts of the body such as elbows, knees or claws.
STR: C
END: C
AGI: B
MGI: E
LCK: D
Monster: The beast unleashed. Heroic Spirits eligible for the Monster class are those who in life were transformed into terrible beasts, often against their will. Monsters have middling parameters but these are boosted when they transform into their monstrous forms through the Class Skill Monstrous Strength. Usually the Servants possess Noble Phantasms not strictly related to their beastly form, allowing them to stand a chance in a fight without having to transform.
STR: D
END: C
AGI: C
MGI: C
LCK: E
Charmer: The wily temptress. Not all Heroic Spirits attained their legend through combat, and the Charmer is evidence of that. Heroic Spirits with talents in the areas of guile, charisma and winning over others without resorting to combat fall into the category of Charmer. Considered the weakest Servant class, the Charmer relies on a broad spread of Skills and versatility to succeed, as well as the ability to make allies and truces that most benefit themselves. The Class Skill is Seduction, a mental compulsion that circumvents Magic Resistance and enhances the chances of swaying others to your desires.
STR: E
END: E
AGI: C
MGI: D
LCK: C
Crafter: The creator of masterpieces. A Heroic Spirit more famed for his creations than his own prowess, weaponsmiths or inventors immediately spring to mind for the Crafter class. With little talent in the physical parameters, it is the clever trinkets the Crafter employs that gets him by, along with a healthy dose of trickery and strategic planning. The class skill of Item Creation enhances the Crafter’s ability to create his works without all the necessary materials or time.
STR: E
END: D
AGI: D
MGI: C
LCK: C
And based on the discussion on the last page, you could also include this one, though I think it crosses over with Archer and Launcher too much for my liking:
Gunner: The modern soldier. The weakest and rarest of all the combat-oriented classes, the Gunner uses more modern technology as his weapons in order to strike more efficiently and powerfully, at the cost of accumulation of mystery and age. Low Parameters and generally-weak Noble Phantasms combined with versatile skills mean that Gunner is often considered “the poor man’s Archer” in a contestant of Servants. The class skill is Clairvoyance, allowing Gunner to shoot targets from the safety of exceptional distances.
STR: D
END: D
AGI: C
MGI: E
LCK: E