Gaming Guide

Head Captain (Char) in Anime Expeditions: Passives, Ability, and Best Trait

A breakdown of the Mythic Flame unit's burn stacking, skeleton traps, and Collapse ability added in Update 2.

A breakdown of the Mythic Flame unit’s burn stacking, skeleton traps, and Collapse ability added in Update 2.

Head Captain (Char) arrived with Update 2 as one of nine new units, and it plays very differently from the other Flame options on the roster. Instead of front-loading damage, it builds pressure over time through burn stacks, then converts kills into stationary traps that keep feeding its own damage number.

Quick answer: Head Captain (Char) is a Mythic Flame/Physical unit obtained through the Summer event. Push it to Upgrade 3 to unlock Passive East (burn plus shield piercing), then keep upgrading so Passive West, Passive South, and the Collapse ability come online. Run it with the Unbound trait.


Head Captain (Char) unit profile

The unit sits in the Flame element with a Physical damage type, which matters when you are checking enemy resistances before a run. Its full kit is built around a single loop: apply burn, let stacks pile up, and turn defeated enemies into damage boosters.

DetailValue
Unit nameHead Captain (Char)
RarityMythic
ElementFlame
Damage typePhysical
SummonBurnt Skeleton
Active abilityNorth (Collapse)
SourceSummer event

Upgrade costs climb steeply late in the line. Upgrade 3 runs ¥2,400, Upgrade 7 (Solar Ravine) costs ¥9,150, and Upgrade 8 sits at ¥7,000, so plan your farm units around getting through that middle stretch.

Unit information panel open mid-match showing level, stats, abilities and traits
A unit info panel opened mid-run, showing level, stats, abilities, and equipped traits. Image: Expeditions Entertainment

Passive East: Burn application and shield piercing

Passive East unlocks at Upgrade 3 and is the entry point to the whole kit. Any enemy that walks into range gets Burn applied automatically. If that enemy is carrying a Shield, it takes an extra stack of Burn that can Pierce, so shielded waves do not stall the unit the way they stall other Flame damage.

Because the trigger is range entry rather than a normal attack, placement matters more than attack speed here. Put the unit where the path funnels enemies past it repeatedly and the burn goes out with no input from you.


Passive West: Infinite burn stacking up to a 150% cap

Burn applied by this unit stacks without an upper limit on the number of stacks. Each stack on enemies inside its range raises Burn damage by 5%, and that bonus is capped at 150%. In practice, 30 stacks maxes out the multiplier, and everything past that keeps enemies burning without adding more scaling.

Passive description panel covering the unit's stacking burn behaviour
The passive text describing how burn stacks accumulate and scale toward the damage cap. Image: Expeditions Entertainment

This is why the unit performs better on longer, denser waves than on short bursts. It needs time on screen to reach the cap, and the cap holds only while the burning enemies stay inside its range.


Passive South: Burnt Skeleton path traps

Every takedown inside the unit’s range turns that enemy into a Skeleton, up to five at once. Each Skeleton sits on the path as a trap. When an enemy touches one, it deals 50% of the unit’s current damage, explodes, and applies Burn to everything within 3 range.

The second half of the passive is the part worth planning around. Each Skeleton summoned raises the unit’s own damage by 5%, and since Skeleton traps deal a percentage of current damage, a full board of five feeds back into itself.

Passives and Abilities window listing Passive West, Passive South and Ability North
The Passives & Abilities window with the full Passive West, Passive South, and Ability North text. Image: Expeditions Entertainment

Note: Skeletons only spawn from kills that happen inside the unit’s range. If a teammate is clearing the wave further up the path, the trap count stays low and the damage bonus never builds.


Ability North (Collapse): AoE damage and cooldown

Collapse is the manual button. On activation it deals 200% of the unit’s current damage to every enemy in range, then adds another 100% damage divided among all enemies in range. The cooldown is 120 seconds and it is tracked per player.

Ability menu showing the Collapse description and its 120 second cooldown
The ability menu with the Collapse description and its per-player cooldown. Image: Expeditions Entertainment

The divided 100% portion rewards holding the button for a single tough target rather than a packed crowd. Against one enemy, that split damage lands entirely on it, on top of the flat 200%.


Unbound is the trait to aim for on this unit. With the kit relying on enemies staying inside range long enough to stack burn and die there, anything that extends its coverage pays off across the whole loop.

Verification is visual. Once Passive East is live, enemies entering range should show a Burn effect immediately, including shielded ones. Once Passive South is online, you should see Burnt Skeletons appear on the path after kills near the unit, and the unit’s listed damage should climb by 5% per Skeleton on the field. If no Skeletons are spawning, kills are happening outside its range.

Tidal Siege wave in progress with a Burnt Skeleton at full health on the path
A Tidal Siege wave with a Burnt Skeleton sitting at full health on the path. Image: Expeditions Entertainment

Where to get Head Captain (Char) in Update 2

The unit is tied to the Summer event content that shipped with Update 2. Tidal Siege is the event gamemode where you fish up units, traits, and equipment, clear infinite waves for Sand Dollars, and open Summer Capsules containing limited units and skins. The event runs on the live game, hosted by Expeditions Entertainment on Roblox.

Update 2 itself went live on August 31, 2026, alongside the Portals gamemode, Battlepass Season 2, seven new equipment pieces, and a set of summer skins and mounts.

Because the burn cap, the five-Skeleton limit, and the Collapse cooldown are all fixed numbers, the unit’s ceiling comes down to positioning rather than gear luck. Put it where enemies linger and die in range, and the passives do the rest on their own.