character-comparisons-and-battles
Fate and Folly: Major Battles That Changed the Course of 'fate/zero'
Table of Contents
The Prelude to War: The Fourth Holy Grail War
The Fourth Holy Grail War in Fate/Zero is not a simple tournament but a brutal collision of philosophies where victory demands the annihilation of six other heroic spirits and their masters. Set in the coastal city of Fuyuki, the conflict is governed by ritualistic rules, yet the participants repeatedly bend, break, or ignore them in pursuit of the Holy Grail, an artifact said to grant any wish. Unlike the more straightforward battles of the Fifth War depicted in Fate/stay night, this earlier war unfolds with a grim inevitability. The Grail itself is a corrupted vessel, and the wish it grants will always manifest as disaster, a truth hidden from everyone except a shadowy few.
The war’s premise draws individuals who are already broken. They are not aspiring heroes but desperate souls clinging to a miracle. The masters range from a detached assassin who values efficient killing over heroism to a priest who has never felt joy except in the suffering of others. Their servants echo and amplify these flaws. The clash is not just between swords and sorcery but between worldviews that cannot coexist. This foundation ensures that every battle is laced with dramatic irony: the more the characters fight for their ideals, the more they slip toward the abyss.
The Masters and Their Motivations
Understanding the key players is essential, as their battles are extensions of their inner turmoil. Kiritsugu Emiya, the “Mage Killer,” fights to bring about a world without conflict, yet his methods are monstrous. Kirei Kotomine, originally a neutral overseer, becomes a master to answer a question about his own empty soul. Tokiomi Tohsaka is a traditionalist who believes in the orderly pursuit of the Root, unaware that his apprentice is a serpent in his garden. Kayneth El-Melloi Archibald sees the war as a stage for his own glory, a form of aristocratic sport. Waver Velvet, in stark contrast, enters to prove that worth is not defined by bloodline. Kariya Matou joins to rescue a girl from a pit of worms, but his body and mind are already eroding. Ryuunosuke Uryuu is a serial killer who finds in Caster a kindred spirit of pure carnage.
The servants themselves are equally varied. Artoria Pendragon, the King of Knights, seeks the Grail to rewrite her rule and undo what she perceives as her failure. Gilgamesh, the ancient King of Heroes, sees the modern world as a garden to reclaim and all others as mongrels. Iskandar, the King of Conquerors, dreams not of the Grail but of a new incarnation to continue his march across the globe. Diarmuid Ua Duibhne, the Lancer, desires only to serve a lord faithfully this time, a wish doomed by his master’s arrogance. Gilles de Rais, summoned as Caster, mistakes Artoria for Jeanne d’Arc and spirals into a madness of religious grotesquerie. Lancelot, the black knight, arrives as Berserker, consumed by guilt and an obsession with punishing his former king.
Battle of the Docks: The First Spark
The first true engagement of the war occurs near the Fuyuki wharves, setting the tone for everything that follows. Saber and Lancer are drawn into a duel of honor under the moonlight, their clashing weapons a symphony of steel and wind. Lancer’s dual spears, Gáe Dearg and Gáe Buidhe, reveal his tactical brilliance and force Saber to fight cautiously after realizing the cursed wound will not heal. This is a battle fought not just with bodies but with information, as every servant’s identity is a closely guarded secret. The encounter is the first test of Saber’s chivalric code, and she responds with knightly restraint, even warning Lancer of an impending attack.
Saber vs. Lancer: A Clash of Honor
The duel between Saber and Lancer is a masterclass in elegance and sorrow. Both warriors are the victims of their own legends. Saber is doomed to bear the weight of an entire kingdom’s judgment, while Lancer is forever trapped in a cycle of loyalty betrayed. Their battle is not personal but ritualistic; they respect one another’s skill and lament the circumstances that pit them against each other. When Saber deduces Lancer’s identity from the cursed wound, the air shifts from combat to tragedy, because that knowledge will eventually be used to destroy him in a far less honorable fashion. The fight is a fleeting moment where the Grail War feels like a knight’s tale, before the machine of modern cynicism grinds it to dust.
Berserker's Interruption and Caster's Obsession
The idyllic duel is shattered when Berserker, a black-armored madman, storms onto the scene in a mindless rage focused solely on Saber. His sheer ferocity and his ability to corrupt any weapon he touches with Knight of Owner reflects a personal vendetta that hints at a past connection to the king. Then, before a resolution can be reached, Caster appears from the mist with a retinue of abominations, ogling Saber with a grotesque adoration. His intrusion pollutes the battlefield with eldritch flesh and blasphemy, turning a duel of honor into a surreal horror show. Both Saber and Lancer are forced to cease hostilities, realizing that a madman with a Noble Phantasm of mass destruction and an unhinged master is a threat to the entire war. It is here that Iskandar, Rider, makes his grand entrance, crashing the gathering with his chariot and bellowing his name and title for all to hear, a king who rejects secrecy entirely.
The Caster Crisis: The Forest of Death
Ryuunosuke and Caster escalate from mere participants to an existential threat when they unleash a gargantuan demonic creature on the Mion River. This is not a skirmish but a catastrophe that forces an unprecedented temporary alliance among the masters. Caster’s monster is a writhing mass of tentacles and mouths, a walking blasphemy that regenerates faster than any single servant can destroy it. The battle is a turning point that peels away the thin veneer of the war’s rules. The Church intervenes, offering a bonus Command Spell to anyone who kills Caster, effectively pausing the war to deal with a common enemy. The ensuing battle pits Saber, Rider, and Lancer against the horror, while Kiritsugu and Kirei maneuver in the shadows.
Ryuunosuke's Folly and the Unleashed Horror
Ryuunosuke sees in Caster the ultimate artist of death. Their partnership is a mad dance of childlike curiosity and abyssal cruelty, and their folly is believing that their “art” can transcend the Grail War. The horror they summon is a testament to Caster’s delusion that his abominations will bring back his beloved Jeanne. The creature is a violation of the natural order, and its presence demonstrates that the Grail War, when left unchecked by any moral compass, becomes a staging ground for pure nihilism. Ryuunosuke’s death is almost incidental, a bullet from Kiritsugu that terminates a serial killer without fanfare, and Caster is left howling, his grand vision reduced to the lonely death of a heretic.
Rider's Triumph and the Cost of Victory
Ultimately, Caster is felled not by raw power but by a coordinated combination of Noble Phantasms. Lancer breaks the enchantment on Saber’s arm, Saber unleashes Excalibur in a blinding torrent of holy light, and Rider, grinning, declares himself satisfied. Yet this victory comes at a heavy cost. The forced alliance leaves everyone exhausted, their secrets exposed, and the fragile trust among the factions is immediately shattered. More importantly, Kirei uses the chaos to steal command spells and set his own plan in motion, while Kiritsugu observes the battlefield with cold detachment, filing away every servant’s capability for future assassination. The spectacle of heroism is nothing but data to the Mage Killer.
The Battle of Einzbern Castle: Tactics Over Honor
When Kayneth El-Melloi Archibald, driven by wounded pride and his fiancée’s manipulation, launches an assault on the Einzbern Castle, he expects a magus duel of dignity. What he walks into is a trap woven from Kiritsugu’s relentless pragmatism. The castle itself becomes a weapon, rigged with explosives, and Kiritsugu’s tactics have nothing to do with dueling and everything to do with extermination. This battle is a chilling demonstration of how a modern mindset can dismantle centuries of magical tradition. Kayneth’s mighty Volumen Hydrargyrum, a mercurial shapeshifting automaton, is outmaneuvered by sniper rifles, remote mines, and sheer psychological manipulation.
Kiritsugu's Ruthless Strategy
Kiritsugu does not view the war as a contest of mages or servants. He sees it as a conflict to be ended with maximum efficiency. His decision to demolish his own home with explosives, to use hostages, and to target the master rather than the servant reveals a philosophy that rejects the very concept of a warrior’s nobility. He separates himself emotionally from his own servant, Saber, leaving her to deal with the frontal assault while he stalks Kayneth in the shadows. When he forces Kayneth to use his command spells to order Lancer’s suicide, it is not just a strategic victory; it is a moral execution. Kiritsugu presents Kayneth with a contract that guarantees his safety, then has his partner Maiya eliminate both Kayneth and his fiancée after the contract has been honored, demonstrating that his word is just another weapon.
Saber's Disillusionment
Saber witnesses this chain of betrayal and feels her own soul corrode. She was summoned to fight a holy war, but her master conducts it as a series of sordid executions. The clash between the codes of chivalry and the reality of Kiritsugu’s methods creates a rift that never heals. Saber cannot comprehend a world where promises are lies and hostages are expendable. Her entire kingship was built on sacrificing her own humanity for the sake of her people, yet here her master sacrifices everyone else for a distant ideal. This battle is a catalyst for her eventual despair, as she realizes that the Fourth Holy Grail War is a machine designed to crush the very notion of a righteous king.
The King's Banquet: A Duel of Worldviews
Not all pivotal battles in Fate/Zero involve crossing blades. The King's Banquet in the garden of the Einzbern castle is a confrontation of philosophies that shapes the remainder of the war. Rider invites Saber and Gilgamesh to share wine and debate the nature of kingship. The setting is almost peaceful, yet the words exchanged are as devastating as any Noble Phantasm. Rider, with his barrel-aged wine and his booming laughter, declares that a king must embody the boundless desires of his people and live larger than any man. Gilgamesh, amused and imperious, claims that all treasures of the world belong to him and that the king is the absolute law. Then they turn to Saber, and Rider, with brutal honesty, tells her that her ideal of a self-sacrificing king serving the people is a martyr’s delusion, not a ruler’s path.
The Philosophy of Kingship
Saber’s dream of saving her fallen kingdom is rejected as an insult to the very people she led. Rider argues that a king who does not love life and passion is no king at all, but a saint who leads her followers into a grey, joyless existence. This criticism hits Saber harder than any wound because it echoes her own inner doubts. Iskandar’s conquests were bloody, but his soldiers followed him with fierce adoration. Gilgamesh ruled Uruk as a tyrant, yet he was the cornerstone of civilization. Saber’s rule, in contrast, ended in civil war and betrayal. This banquet strips away her armor of righteousness and leaves her questioning the very foundation of her kingship. The physical battle between Rider and Gilgamesh that later erupts on the Mion River is the direct consequence of this ideological clash: a final test of whether Rider’s conquering spirit can overcome Gilgamesh’s absolute sovereignty.
The Aftermath: Rider vs. Gilgamesh
When Rider charges across the river atop his chariot, only to have it shattered by the Gate of Babylon, the battle becomes a spectacle of doomed heroism. Iskandar, undaunted, summons his ultimate Noble Phantasm, Ionian Hetairoi, a Reality Marble that calls forth his entire army of loyal followers from beyond death. Thousands of warriors thunder across the endless desert toward a single golden king. Gilgamesh responds by drawing Ea, the Sword of Rupture, a weapon that predates creation itself and tears apart the fabric of the reality marble. The defeat is absolute. Rider falls not as a failure but as a king who lived without regrets. His final command to his loyal horse to carry Waver to safety is an acknowledgment that the new generation must witness the end of one dream and perhaps begin another. This battle changes Waver profoundly, and its fallout echoes into the Fifth Holy Grail War.
The Clash of Ideals: Ryuudou Temple
The confrontation at Ryuudou Temple is the war’s psychological epicenter, where Kiritsugu and Kirei finally meet in a battle that is as much an internal revelation as a physical duel. The temple, situated on a ley line, becomes a crucible for their twisted parallel journeys. Both men are empty, but they have filled that emptiness with opposing obsessions: Kiritsugu with a utilitarian dream of world peace, Kirei with a desperate search to understand his own nature. The fight is a fusion of firearms, magecraft, and raw theology, as Kirei wields the power of the corrupted Grail and Kiritsugu employs his Origin Bullets and his unparalleled combat experience.
Kirei Kotomine's Awakening
Throughout the war, Kirei has been haunted by an abyss inside him. He has studied, prayed, and tortured himself trying to find a purpose. It is only through his interactions with Gilgamesh and his observation of Kiritsugu that he realizes his true nature: he finds his only joy in the suffering of others, and his entire life has been a lie built on piety. At Ryuudou Temple, he embraces this monstrous truth. He no longer fights for the Grail for its own sake but because he wants to see what wish Kiritsugu, a man so similar to him, would make—and to watch that wish destroy him. This awakening transforms Kirei from a puppet of Tokiomi into the primary antagonist, a figure who will haunt the next generation of heroes.
Kiritsugu's Bitter Realization
Kiritsugu emerges from the temple battle wounded and shaken, not because of Kirei’s power, but because he glimpses the horror of the Grail. The vessel, Iri, has become a conduit, and the Grail begins to communicate with him through visions. The logic of the Grail is revealed: it will grant his wish for peace by eliminating all but a single man, a utopia carved from genocide. Kiritsugu’s entire philosophy collapses in an instant. He has murdered countless people, sacrificed his wife and daughter, all for a wish that would culminate in the one thing he claims to oppose. This realization, forced upon him in the aftermath of the fight with Kirei, breaks him. He rejects the Grail not out of heroism but out of despair, and orders Saber to destroy it, a command that inflicts a far deeper wound than any enemy’s blade.
The Final Battle: Tragedy at the Grail
The climactic confrontation is a symphony of sorrow rather than a triumph. Kiritsugu and Kirei engage in a frantic melee within the underground cavern, while Saber faces off against Berserker in a battle of shattered history. The Grail itself, a golden chalice of liquid curses, is preparing to pour its contents into the world. The stakes are no longer about winning or losing but about preventing an apocalypse. Kiritsugu, armed with his Thompson Contender and a mind splintering under the weight of his own sins, fights with mechanical desperation. Kirei, wielding the Grail’s dark energy, finally feels alive as he battles the man he believes is his mirror. Their conflict is brutal and personal, a cage match between two hollow men who have both been deceived by the promise of the Grail.
Saber's Agonizing Victory
Saber’s duel with Berserker is perhaps the most heartbreaking single combat in the entire series. When she strips away the black fog obscuring his identity, she sees Lancelot, her most beloved knight, and the man who once shared her dream. His madness is a direct product of her kingship: he fell into guilt over his affair with Guinevere and hated himself for it, but hated her more for forgiving him without punishment. Berserker’s desire is not to kill Saber but to force her to punish him, to give him absolution through execution. She is forced to strike down her own knight, and in doing so, she destroys the last remnant of her Round Table. The victory is hollow, and she is left clutching the fading body of a friend, a tragedy that solidifies her resolve to make the same wish as Kiritsugu—to undo her entire kingdom—before the final betrayal of her master’s command spell.
The Grail's True Nature
The ultimate revelation is that the Grail of Fuyuki is corrupted by Angra Mainyu, All the World’s Evils. It cannot grant a benevolent wish; it can only interpret any desire through the lens of destruction and suffering. Kiritsugu’s order to destroy the Grail results in a torrent of black mud flooding the city, incinerating hundreds in a disaster disguised as a natural catastrophe. The war ends not with a victor but with a survivor who carries the burden of failure. Kirei is dead yet revived by the Grail’s corruption, Kiritsugu is a broken shell who will spend his final years saving one life at a time, and Saber returns to her hill of Camlann with a heart full of despair. The battles have twisted every participant, and the Grail, far from a holy artifact, has been unveiled as a monument to mankind’s folly.
The Legacy of the Battles: Fate and Folly
The battles of Fate/Zero are meticulously engineered to dismantle the very concept of a just war. Each clash illustrates that the ideals of heroism, loyalty, and kingship are fragile masks over a yawning chasm of unintended consequences. Kiritsugu’s tactical genius leads to the death of his wife’s vessel and the adoption of a boy who will inherit his broken ideals. Saber’s unwavering chivalry is rewarded with the sight of her own knight mad and pleading for mercy through combat. Kirei’s quest for meaning births a monster who will engineer the next war purely for entertainment. The series leaves its audience with a philosophical question: are the characters victims of fate, or are they the architects of their own ruin?
Every major confrontation redirects the current of the narrative, from the docks where the curse of Gáe Buidhe forces an alliance, to the river where Rider falls and Waver finds his purpose, to the temple where a priest embraces his demon. These are not empty spectacles but carefully constructed tragedies. The Fourth Holy Grail War demonstrates that the Grail is not a prize but a mirror reflecting the worst of those who seek it. In the end, the only victor is the folly of desire, and the only fate is the one the characters create through their choices. That grim wisdom is what elevates Fate/Zero above a simple battle royale and into a story that continues to resonate with anyone who has ever asked whether the end can truly justify the means. For additional lore on the servants and their legends, the Type-Moon Wiki provides extensive documentation, while reflections on the series' ethical implications can be explored in analyses by anime journalists at outlets like Anime News Network.