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Summoner Duels
Summoner Duels (Japanese:英雄決闘Hero Battle) is a game mode inFire Emblem Heroes, one of the modes of the game'sColiseum. It is a competitive game mode where players face each other on large maps in real time seeking to outlast the opponent.
Two additional variations of the mode,Summoner Duels R andSummoner Duels S, are held among the game's event categories. Both allow players to attempt to gain as high a score as possible before losing a certain number of total matches during the event; Summoner Duels R leave all team choice to each individual player, while Summoner Duels S require players to build multiple teams and give players influence over their opponent's options.
Overview
Preparation
Players build teams of five for use specifically in this mode, with the first slot being designated for the team's captain. Teambuilding in Summoner Duels has a few restrictions, in that Summoner Duels teams disallow duplicates (such as two ofLegion: Masked Maniac) entirely, and restricts performing units (such as those toSing orDance) and units with the Savior effect (primarily those with the Save family of skills, such asD/R Near Save) to one unit each. Unique to teambuilding in Summoner Duels is the Captain Skill, a selection of effects that apply whenever the captain meets certain criteria. Players can choose to set one of three available Captain Skills, which rotate each season. Teams are singular in the Coliseum and in Summoner Duels R (and in fact carry over between the two), whereas Summoner Duels S have players build four teams to a single bank, with the teambuilding restrictions applying to the entire bank.
| Available Captain Skills to date | |
|---|---|
| Captain Skill | Effect |
| If captain is in the Capture Area at the start of turns 2-4, Capture Area moves 1 space closer to captain's team (red moves up, blue moves down). | |
| Grants +5 to captain'sspeed during combat, and grants "if unit's speed > foe's speed, neutralizes effects that guarantees foe's follow-up attacks or prevent user's follow-up attacks" to captain and allies within 2 spaces of captain during combat. | |
| During captain's combat, disables skills of all enemies, except foe in combat. Grants -1 special cooldown count to all allies at the start of turns 2–5. | |
| User's team is given the first action each turn (neutralized if both teams have Quick Draw active). Reduces the number of opponent's actions by 1 at the start of turns 2–4. | |
| Enables Pathfinder[effect 1] on captain. Inflicts -3 todefense andresistance of foes within 3 spaces of captain during combat. | |
| Disables Savior[effect 2] effects during captain's combat. If foe triggers Savior, inflicts -4 each to foe'sdefense andresistance during combat and foe cannotcounterattack. | |
| At start of turn, grants "unit can move 1 extra space (that turn only)" to captain. If captain is within the Capture Area, they are counted as two Heroes. | |
| Grants +4 each toattack andspeed during combat and neutralizes penalties on captain and allies within 2 spaces of captain. | |
| If captain initiates combat, captain makes theirfollow-up attack before target'scounterattack. Grants "neutralizes effects that increase foe's special cooldown charge or reduce unit's special cooldown charge" to captain and allies within 2 spaces of captain during combat. | |
| At start of turns 2–5, grants +6 each toattack,speed,defense, andresistance of captain and allies within two spaces of captain for 1 turn. | |
| Grants +5attack to captain during combat. At start of turns 2–5, inflicts -7 each to attack,speed,defense, andresistance of enemies adjacent to other enemies their following actions. | |
| Neutralizes foe's bonuses during captain's combat. Grants "unit makes guaranteedfollow-up attack" to captain and allies within 2 spaces of captain during combat. | |
| At start of turns 2–5, grants "+1 special cooldown charge per attack during combat" to captain and allies within 2 spaces of captain for 1 turn, and inflicts Guard[effect 3] on enemies in cardinal directions of captain through their following actions. | |
| Grants +6 each toattack,speed,defense, andresistance of captain during combat (except if captain triggers Savior[effect 2]). Captain cancounterattack regardless of range (except if captain triggers Savior). | |
| Grants +4 toattack andspeed to captain during combat. At start of turns 2-5, grants "unit can warp to a space adjacent to any ally within 2 spaces" to captain and allies within 2 spaces of captain for 1 turn. | |
| At start of turns 2–5, grants Charge[effect 4] and Canto (1)[effect 5] to captain for 1 turn. | |
| Grants +5 toattack to captain during combat. Grants "inflicts -(current bonus on foe's stat; calculated independently) each toattack,speed,defense, andresistance of foe" to captain and allies within 2 spaces of captain during combat. | |
| Captain deals +(highest total penalties among foe and enemies within 2 spaces of foe) damage (except with area-of-effect special), and allies within 3 spaces of captain deal +(highest total penalties among foe and enemies within 2 spaces of foe × 50%) damage (except with area-of-effect special). | |
| At start of turns 2-5, grants Assign Decoy[effect 6] to captain for 1 turn. | |
| If captain uses or is target of a Rally or movement Assist skill, inflicts Gravity[effect 7] on foes withrange = 2 in cardinal directions of captain or ally after movement (once per turn; does not trigger if no valid target). | |
| At start of turns 2–5, if captain is within 6 spaces of a foe, inflicts -7 tospeed and Frozen[effect 8] on closest foes to captain and enemies within 2 spaces of those foes through their next actions. | |
| At start of turns 2–5, grants Rally Spectrum[effect 9] to captain for 1 turn. | |
| if user's speed ≥ (foe's speed − 30), triggers Potent Follow X%[effect 10] during combat (if captain cannot make afollow-up attack andattack twice consecutively,X = 100; otherwise,X = 50). | |
| At start of turns 2–5, grants Dosage[effect 11] and Bulwark[effect 12] to captain for 1 turn. | |
| At start of turns 2–5, grants Range: 2 Style[effect 13] and "unit cannot be slowed by terrain (except impassable terrain)" to captain for 1 turn. | |
- ↑When an ally moves through unit's space, that space costs 0 movement (ally must be able to traverse space normally).
- ↑2.02.12.2Unit takes ally's space, enters combat in ally's place, and receives all after-combat effects. Will not trigger if unit cannot traverse ally's space, or multiple units can trigger Savior for same combat. If triggered, after-combat movement effects do not occur.
- ↑Inflicts −1 special cooldown charge on unit per attack during combat through their next action.
- ↑Unit can warp up to 3 spaces in any cardinal direction; cannot move through foes, impassible terrain, or effects of skills likeObstruct.
- ↑Unit can move 1 spaces after attacking, using an assist skill, or destroying a structure (once per turn); cannot act aside from movement or use a warping effect (e.g.Wings of Mercy) to warp a distance greater than granted by Canto; triggers after action granted from skills likeGaleforce.
- ↑If foe's range = unit's range and foe initiates combat against ally within 2 spaces of unit, triggers Savior[effect 2] (if unit does not have Savior from equipped skill).
- ↑Unit can only move 1 space through its next action.
- ↑Unit requires (unit's speed ≥ (foe's speed + 15 + [(foe's defense − unit's defense) × 2; minimum: 0]) to make afollow-up attack; foe requires (foe's speed ≥ (unit's speed − 5 − [(foe's defense − unit's defense) × 2; minimum: 0]) to make a follow-up attack.
- ↑Grants +5 each toattack,speed,defense, andresistance to unit during combat and if unit's attack can trigger unit's special, grants −(1 if unit can trigger "unit attack twice" or unit's maximum special cooldown count is reduced; 2 otherwise) special cooldown count to unit before unit's first attack during combat.
- ↑Grants additionalfollow-up attack after unit's standard follow-up attack (if unit cannot follow-up, occurs after follow-up attack would occur) that dealsX% of unit's normal attack damage; treated like a follow-up attack, but is not affected by effects preventing unit's follow-up attacks.
- ↑Grants +5 each toattack,speed,defense, andresistance to unit during combat and restores 10 HP to unit after combat. When a foe triggers both "grants bonus effects active on foe" and "neutralizes bonuses active on foe" effects on unit, prevents those effects on all targets and neutralizes bonuses active on foe.
- ↑12.012.1Foe cannot move through spaces within (foe'srange) spaces of unit (does not apply to foes withPass active).
- ↑Unit can attack foes exactly 2 spaces away. Unit cannot move within 2 spaces of foes with Bulwark[effect 12] active. Foe cancounterattack if foe is armored with 1-range, foe can counterattack regardless of range, or standard counterattack criteria is met. After-combat movement effects do not occur; unit's range is treated as 1 for effects likeAegis. This Style can only be be used by 1-range units. This Style is disabled if unit gains another Style; removes this status after combat in which this Style is used.
An option termed "Matchmaking Settings" available only in the Coliseum version of the mode allows players to narrow character pools. At present, there are two settings; "No restrictions" allows all characters, while "Book III and prior" limits players to units released in the Book I, II, and III eras (ex.Igrene: Nabata Protector is allowed as a Book III unit, whereasOsian: Scolded Soldier is disallowed as a Book IV unit).
Different ways to battle
There are five different ways to battle in Summoner Duels three in the Coliseum version of the mode as well as the Summoner Duels R and Summoner Duels S events.
The primary method in the Coliseum is Favor Battles, which disallows custom rules, battles on one map for an entire season, and allows players to build up toward rewards. Free Duel allows players to play competitively using custom rules, but do not allow building up toward rewards; players can only be matched up either by setting the same custom rule settings or by designating that the opponent chooses the custom rules. Practice Duel pits players against computer-controlled teams, allowing custom rules but does not allow building up toward rewards.
The custom rules are as follows:
- Time Limit: Defaults to 30 seconds for an action. Also available: 60 seconds, off, randomly-selected. Note that there are ways within the gameplay to extend an action's time limit.
- Map: Defaults to randomly-selected. Also available: Long River, Walls and Trees, Enclosed, Bridges, Enclosed Ruins.
- Lv. 40, No Support: Defaults to off. Also available: On, randomly-selected. If active, ignores merge counts and supports on the combatants.
Summoner Duels R events generally play in the same fashion as Favor Battles, but without matchmaking restrictions.
Summoner Duels S events have an additional phase after matchmaking, in that a player is allowed to look over their opponent's teams and veto two of them. Once both sides have made their selections, players then select one of the remaining teams not vetoed by their opponent for use in the battle. Once this phase is finished, a match plays in the same fashion as in Summoner Duels R.
The gameplay
Gameplay alternates between the players between individual actions; for example, the blue team can make an action, followed by the red team, followed by the blue team again. For the first turn, the blue team goes first; for subsequent turns, the team that moves first is determined by whomever had more actions remaining at the end of the previous turn, not changing from the prior turn if both teams had the same number of remaining actions at the end of a turn.
Players are given six actions to perform during their turn; in a Summoner Duels battle, the usage of a Duo or Harmonized Hero's special skill, normally an action that can be used independently of a unit's normal action, counts toward this limit and are further limited to one per turn. Should a player run out of actions, either by hitting the six-action limit or being unable to execute an action, their turn automatically ends. Additionally, a unit with a 1-range weapon skill fights against one with a 2-range weapon skill, that unit gets +7 bonuses to theirDefense andResistance during combat.
There are two ways players accumulate score in Summoner Duels. The first consists of defeating the opposing team's units, in which doing so awards the player two points at base, with one-point bonuses should either unit in the combat be the opposing team's captain; the highest-scoring single play thus consists of one player's captain defeating the other team's captain, worth four points. The other method of scoring involves the Capture Area, a 6×4 grid denoted with gridlines; if a player has two or more of their team more than the other player does, that player scores two points.
Gameplay lasts for either five turns or until one player's team has routed the other's. If a player's team routs the other's, that player wins; should all five turns be completed in full, the player with the higher score wins. At the end of a Favor Battle, players earn Favor equal to their score up to a maximum of 10 as Favor, with winning players earning an additional 10 Favor; at the end of a battle in Summoner Duels R or Summoner Duels S, players either gain or lose Glory based on overall battle results.
Rewards
In the Coliseum
Rewards are given in relation to whichever captain of the player's has the highest Favor at any given time; unlike other Coliseum modes, these rewards are paid out once a unit reaches a Favor plateau.
| Favor rewards | |
|---|---|
| Favor | Reward |
| 1,000 | |
| 900 | |
| 800 | |
| 700 | |
| 600 | |
| 500 | |
| 400 | |
| 350 | |
| 300 | |
| 250 | |
| 200 | |
| 150 | |
| 100 | |
| 80 | |
| 60 | |
| 40 | |
| 20 | |
| 10 | |
In Summoner Duels R and Summoner Duels S
There are two types of rewards, rank rewards and tier rewards.
Dragonflowers in both types of rewards are consistent across a single event and vary between events. Duplicate Duelist Medals will be automatically exchanged for
×300.
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List of Summoner Duels seasons
Unlike other Coliseum modes, Summoner Duels seasons last multiple weeks instead of one; their lengths have been somewhat inconsistent.
- Note: All date ranges begin at 7:00 AM UTC on the first listed date and end at 6:59 AM UTC on the second listed date unless otherwise noted.
| List of Summoner Duels seasons | |||
|---|---|---|---|
| Map | Dates | Notes | |
| Season 1 | Long River | December 6, 2021 (3:00 AM UTC) – December 21, 2021 | Two-week plus 28 hour season |
| Season 2 | Bridges | December 21, 2021 – January 11, 2022 | Three-week season |
| Season 3 | On Slopes | January 11, 2021 – January 25, 2022 | Two-week season |
| Season 4 | Walls and Trees | January 25, 2021 – February 8, 2022 | Two-week season |
| Season 5 | Narrow Detour | February 8, 2021 – February 22, 2022 | Two-week season |
| Season 6 | Small Chamber | February 22, 2021 – March 8, 2022 | Two-week season |
| Season 7 | Open Plain | March 8, 2022 – March 22, 2022 | Two-week season |
| Season 8 | Underwater | March 22, 2022 – April 12, 2022 | Three-week season |
| Season 9 | Shifting Sands | April 12, 2022 – April 26, 2022 | Two-week season |
| Season 10 | Mountain Pass | April 26, 2022 – May 10, 2022 | Two-week season |
| Season 11 | Towering Walls | May 10, 2022 – May 24, 2022 | Two-week season |
| Season 12 | Central Garden | May 24, 2022 – June 14, 2022 | Three-week season |
| Season 13 | Yawning Gulf | June 14, 2022 – June 28, 2022 | Two-week season |
| Season 14 | Highland Wood | June 28, 2022 – July 12, 2022 | Two-week season |
| Season 15 | Tight Passage | July 12, 2022 – July 26, 2022 | Two-week season |
| Season 16 | Desert Trees | July 26, 2022 – August 16, 2022 | Three-week season |
| Season 17 | Walled Trident | August 16, 2022 – August 30, 2022 | Two-week season |
| Season 18 | Enclosed Ruins | August 30, 2022 – September 13, 2022 | Two-week season |
| Season 19 | Desert Barrier | September 13, 2022 – September 27, 2022 | Two-week season |
| Season 20 | Underwater | September 27, 2022 – October 11, 2022 | Two-week season |
| Season 21 | Long River | October 11, 2022 – October 25, 2022 | Two-week season |
| Season 22 | Enclosed | October 25, 2022 – November 15, 2022 | Three-week season |
| Season 23 | Walls and Trees | November 15, 2022 – November 29, 2022 | Two-week season |
| Season 24 | Unknown | November 29, 2022 – December 13, 2022 | Two-week season |
| Season 25 | Small Chamber | December 13, 2022 – December 27, 2022 | Two-week season |
List of Summoner Duels R events
- Note: All date ranges begin at 7:00 AM UTC on the first listed date and end at 6:59 AM UTC on the second listed date unless otherwise noted.
| List of Summoner Duels R events | |||
|---|---|---|---|
| Map | Dates | Notes | |
| Event 1 | On Slopes | January 20, 2022 – January 24, 2022 | |
| Event 2 | Walls and Trees | February 3, 2022 – February 7, 2022 | |
| Event 3 | Small Chamber | March 3, 2022 – March 7, 2022 | |
| Event 4 | Underwater | March 31, 2022 – April 4, 2022 | |
| Event 5 | Mountain Pass | May 5, 2022 – May 9, 2022 | |
| Event 6 | Highland Wood | July 7, 2022 – July 11, 2022 | |
| Event 7 | Enclosed Ruins | September 8, 2022 – September 12, 2022 | |
| Event 8 | Long River | November 3, 2022 – November 7, 2022 | |
List of Summoner Duels S events
- Note: All date ranges begin at 7:00 AM UTC on the first listed date and end at 6:59 AM UTC on the second listed date unless otherwise noted.
| List of Summoner Duels S events | |||
|---|---|---|---|
| Map | Dates | Notes | |
| Event 1 | Narrow Detour | February 17, 2022 – February 21, 2022 | Paid out Rank 1-1000 and Tier 24 rewards other than accessories to all participants regardless of their actual Rank and Tier |
| Event 2 | Open Plain | March 17, 2022 – March 20, 2022 | |
| Event 3 | Shifting Sands | April 21, 2022 – April 25, 2022 | |
| Event 4 | Towering Walls | May 19, 2022 – May 23, 2022 | |
| Event 5 | Yawning Gulf | June 23, 2022 – June 27, 2022 | |
| Event 6 | Tight Passage | July 21, 2022 – July 25, 2022 | |
| Event 7 | Walled Trident | August 25, 2022 – August 29, 2022 | |
| Event 8 | Desert Barrier | September 22, 2022 – September 26, 2022 | |
| Event 9 | Long River | October 20, 2022 – October 24, 2022 | |
| Event 10 | Walls and Trees | November 24, 2022 – November 28, 2022 | |
Trivia
- A promotional video for the mode that debuted at 3:00 AM UTC on December 10, 2021 showedFehnix'sHector: Dressed-Up Duo equipped withD/R Far Save 3.[1] That skill did not exist inHeroes at the time of that promotional video; it would not be added to the game until the subsequentWinter Dreamland update on December 16.
Etymology and other languages
Summoner Duels
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English | Summoner Duels | -- |
| Japanese | 英雄決闘 | Hero duels |
| Spanish | Duelos de invocador | Summoner's duels; abbreviated asDuelos de invoc. |
| French | Duels d'invocateur | Summoner's duels; abbreviated asDuels d'invoc. |
| German | Beschwörerduelle | Summoner Duels |
| Italian | Duelli Evocatore | Summoner duels; abbreviated asDuelli Evocat. |
| Portuguese (Brazil) | Duelos de invocador | Summoner's duels; abbreviated asDuelos de invoc. |
| Traditional Chinese | 英雄決鬥 | Hero duels |
Summoner Duels R
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English | Summoner Duels R | |
Summoner Duels S
| Names, etymology, and in other regions | ||
|---|---|---|
| Language | Name | Definition, etymology, and notes |
| English | Summoner Duels S | |
Gallery
References
- ↑ Nintendo (channel),Fire Emblem Heroes - Summoner Duels - Matthew vs. Fehnix, YouTube,Published: December 9, 2021,Retrieved: December 15, 2021


