Head Captain is the Yamamoto-inspired Mythic unit in Anime Expeditions. You get the base unit from the limited Summer Capsule in the Tidal Siege Shop for 100 Sand Dollars. Its reward card shows a 0.25% chance, so 400 capsules is the mathematical expected average for one copy. That is not a guarantee or a pity counter. Check the live shop and capsule card before spending. The Tidal Siege route covers the event menus and currency activities.
How to get Head Captain and collect the evolution materials
- Open the event. Select Events, choose Tidal Siege, and enter its Shop.
- Earn Sand Dollars. Complete Summer Calendar tasks, Tidal Siege quests, and Summer Fish Fest quests. Check the event panel for the reward on each task.
- Buy the capsule. Choose Summer Capsule from the shop when it is available.
- Open your capsules. Head Captain can appear as the Mythic reward. Decide your spending limit first, because a low chance can quietly eat a wallet full of Sand Dollars.

Once Head Captain drops, hold some Sand Dollars aside until you inspect the Evolve panel. It will show whether a shop purchase is part of your recipe.
How to evolve Head Captain into Head Captain (Char)
Head Captain (Char) is the evolved form. Follow the normal Upgrades → Evolve flow, then use Head Captain's own preview as the final check.

- Select Head Captain. Open Upgrades, choose Evolve, and select the base unit.
- Check the recipe first. Recipe warning: the set to check is 25 Sprite (Red), 25 Sprite (Yellow), 1 Sprite (Rainbow), 1 Overgrown Beard, and 10,000 Gold. Treat these values as a planning checklist only. Your live panel is final.
- Farm the requirements. Farm the Sprites and Gold through Challenges. The Tidal Siege Shop may list Overgrown Beard for 10,000 Sand Dollars, so confirm the live price before spending.
- Confirm the evolution. If any name or quantity differs, follow the game instead of mixing values from different updates. Fill every slot and evolve only when the preview shows Head Captain (Char).
What Head Captain (Char) does after evolution
Burn is damage that keeps ticking after it is applied. Head Captain (Char) builds that damage, creates traps after takedowns, and has an active attack for crowded moments.

| Part | Effect |
|---|---|
| East | Applies Burn when enemies enter its range and adds an extra shield-piercing Burn stack. |
| West | Burn has no stack-count limit. Each stack adds 5% Burn damage, capped at 150%. |
| South | A takedown can create up to three Skeletons. Each Skeleton leaves a Path Trap worth 25% of current Damage. The trap explodes with Burn against enemies within range 3 and gives the unit +5% Damage while active. |
| North | Deals 200% of current Damage to every enemy in range, plus 100% of current Damage split between those enemies. Cooldown: 120 seconds per player. |
Practical use: place Char at a busy choke point where enemies stay in range. Steady traffic gives Burn time to build and creates more chances for South's takedown effect. A lane that enemies leave quickly gives less value. Use North when a boss or dense group is inside range, then wait for its cooldown instead of spending it on one stray enemy.









