What can you do as a free member?

Member benefits illustration

Create your free account today and unlock all our premium features and tools to enhance your gaming experience.

Member benefits illustration

Create your free account today and save articles to your watchlist and get notified when they're updated with new information.

Member benefits illustration

Create your free account today and save your favorite games for quick access later, synced across all your devices.

Member benefits illustration

By creating a Game8 account and logging in, you'll receive instant notifications when someone replies to your posts.

Comment rating feature illustration

By creating a Game8 account and logging in, you can make use of convenient features in the comments section, such as rating and sorting comments.

Premium archive feature illustration

By creating a Game8 account and logging in, you can access Premium articles that are exclusively available to members.

Site Interface

Guest
Free Member
Article Watchlist
Game Bookmarks
Cross-device Sync
Light/Dark Theme Toggle
User Profiles
Direct Feedback
Comment Rating

Game Tools

Guest
Free Member
Interactive Map Access
Interactive Map Pins
Interactive Map Comments
Interactive Map Pins Cross-Device
Check List
Event Choice Checker
Deck Builder Cross-Device
Message Board Notification
Message Board Cross-Device
Build Planner
Stat Calculator
Diagnostic Tool
Weapon/Armor Wishlist

Want more information?Learn more

Fire Emblem Heroes (FEH)

List of Captain Skills

Add to Watchlist

★ Latest Banners - Gift I'll Give Again
☆ New Units - Winter Gatekeeper, Winter Seiðr, Winter Alfred, Winter Ivy
☆ Free Units - Winter Zelkov

List of Captain Skills

This is a list of all of the Captain Skills that appear in the game Fire Emblem Heroes (FEH). Captain Skills are equipped on designated Captain units in Summoner Duels.

List of Captain Skills

Skill Name
Effect
Grants Spd+5 to captain during combat.
Captain and allies within 2 spaces of captain receive: "If Spd > foe's Spd, neutralizes effects that guarantee foe's follow-up attacks and prevent unit's follow-up attacks."
At the start of turns 2 through 5, grants Special cooldown charge +1 per attack to captain and allies within 2 spaces of captain for 1 turn and inflicts 【Guard】 on foes in cardinal directions of captain through their next actions.
If decreasing the Spd difference necessary to make a follow-up attack by 30 would allow captain to trigger a follow-up attack, triggers Potent Follow X% during combat (if captain cannot perform follow-up and attack twice, X = 100; otherwise, X = 50).
At the start of turns 2-4, if your captain is in the Capture Area, the Capture Area will move one space closer to your team. (Red: moves up. Blue: moves down.)
Grants Atk/Spd+4 and neutralizes penalties to your captain and allies within 2 spaces of your captain during combat.
Captain has【Pathfinder】effect.
Inflicts Def/Res-3 on foes within 3 spaces of your captain during combat.
When your captain is in combat, foes' Savior skills will not trigger.
When a foe's Savior skill triggers, inflicts Def/Res-4 on that foe during combat and that foe cannot counterattack.
Captain deals damage = X during combat and allies within 3 spaces of captain deal damage = 50% of X during combat (X = highest total penalties among target and foes within 2 spaces of target; excluding area-of-effect Specials).
If captain initiates combat, captain can make a follow-up attack before foe can counterattack.
Grants the following to captain and allies within 2 spaces of captain during combat: "neutralizes effects that grant 'Special cooldown charge +X' to foe or inflict 'Special cooldown charge -X' on unit."
At the start of turns 2-5, grants 【Rally Spectrum】 to captain for 1 turn.
At the start of turns 2 through 5, grants 【Charge】 and 【Canto (1)】 to captain for 1 turn.
【Charge】
Unit can move up to 3 spaces in any cardinal direction. (Cannot move through foes, terrain that blocks movement, or effects of skills like Obstruct. Granted movement treated as Warp movement.)
If captain uses or is targeted by a Rally or movement Assist skill, inflicts Gravity (Movement = 1 space) on foes with Range = 2 in cardinal directions of captain and target ally or captain and targeting ally after movement (once per turn; triggers only when there are targets that can be inflicted with Gravity).
At start of turns 2-5, grants 【Assign Decoy】 to captain for 1 turn. (If foe's Range = unit's Range and foe initiates combat against an ally within 2 spaces of unit, triggers Savior on unit; triggers only if unit is not equipped with a skill that can trigger the Savior effect.)
Grants Atk+5 to captain during combat.
At start of turns 2-5, if any foe is adjacent to another foe, inflicts Atk/Def/Res-7 on that foe through its next action.
Grants Atk/Spd/Def/Res+6 to captain during combat. Captain can counterattack regardless of foe's range (excluding when unit's Savior skill triggers).
At the start of turns 2-5, if captain is within 6 spaces of a foe, inflicts Spd-7 and 【Frozen】 on closest foes to captain and foes within 2 spaces of those foes.
Attack first every turn (unless foe also has Quick Draw).
At start of turns 2 and 4, reduces foe's number of actions by one.
At start of turns 2-5, grants Atk/Spd/Def/Res+6 to captain and allies within 2 spaces of captain for 1 turn.
Grants Atk+5 to captain during combat. Grants the following effect to captain and allies within 2 spaces of captain: "inflicts Atk/Spd/Def/Res-X on foe during combat (X = current bonus on each of foe's stats × 2; calculates each stat penalty independently)."
During captain's combat, disables skills of all foes excluding foe in combat.
At start of turns 2-5, grants Special cooldown count-1 to all allies.
Neutralizes bonuses of captain's foes during combat. Captain and allies within 2 spaces of captain make guaranteed follow-up attacks.
Grants Atk/Spd+4 to captain during combat. At the start of turns 2 through 5, grants "unit can move to a space adjacent to any ally within 2 spaces" to captain and allies within 2 spaces of captain for 1 turn.
At the start of the turn, captain can move 1 extra space. (That turn only. Does not stack.)
Captain counts as two Heroes for scoring purposes while in the Capture Area.

Other Fire Emblem Heroes Skill Lists

Skills by Type

List of Skills by Type
Weapon Skill IconWeapon Skills Assist Skill IconAssist Skills Special Skill IconSpecial Skills
Passive A Skill IconPassive A Skills Passive B Skill IconPassive B Skills Passive C Skill IconPassive C Skills
Sacred Seal IconSacred Seals Attuned Skill IconAttuned Skills Emblem IconEmblems

Fire Emblem Heroes - Related Guides

FEH Guide Wiki Top Page

Back to top page.png

▶︎Return to the FEH Guide Wiki Top Page

Popular Links

IV CheckerIV Checker Tier ListHero Tier List RerollingRerolling
SummoningPull from These Summons! Unlock PotentialUnlock Potential Tier List Beginners GuideBeginner's Guide
List of HeroesAll FEH Heroes Skills and SealsSkills and Sacred Seals Weapon RefineryWeapon Refinery

    Gaming News

    All rights reserved

    Guide Index