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Training Grounds: unlocks, XP, energy and carry heroes

Compare the three training grounds, understand shared XP, and avoid spending energy on a team that cannot win or heroes already at their rank cap.

By Space Zodiacs · Source checked . Check current in-game previews after updates.

Which training ground should I use?

Choose the highest unlocked ground your selected team can win reliably. These unlocks use Ladder stages cleared, including earned progress retained through Ascension; a hero's level is not the unlock counter.

How is training XP divided?

The displayed XP is a pool shared by the eligible fighting trainees. It is not the amount each hero receives. For example, four uncapped trainees share Tidal's 12,000 XP as 3,000 each on a win. A designated carry earns no training XP; its job is to help the trainees win. A trainee can still receive its share if it is knocked out during a victorious run.

The selector supports an optional carry. Without one, the eligible selected fighters are trainees. Side training spots are separate: eligible heroes placed there do not fight and each receives a trainee's share. Follow the slot and XP preview for your actual team.

Why did a hero stop gaining levels?

Training stops at the hero's current rank cap. Promote a hero that is ready before spending more training energy on it. Put a fully trained hero in the carry role if it helps the team win; do not count on training to bypass the rank cap or grant Overdrive.

What happens if I stop a queue?

Energy is charged for each started run, not all unstarted battles in the queue. A defeat stops the remaining queue. Leaving the screen preserves an unfinished run so you can resume it. Retreating from an unfinished run refunds that run's charged energy; a completed run settles its verified result. Read the final result before starting another queue.

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