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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.
| 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. |
| List of Skills by Type | |||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
▶︎Return to the FEH Guide Wiki Top Page
List of Captain Skills

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