# 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.

Official guide: https://www.spacezodiacs.com/guides/starter-training-grounds/
Source checked: 2026-11-04

## 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.
- Wildwood Academy: clear Ladder 5; 8 energy per started run; 6,000 shared XP per victory, or 750 XP per energy.
- Tidal Crucible: clear Ladder 40; 12 energy per started run; 12,000 shared XP per victory, or 1,000 XP per energy.
- Royal Proving Grounds: clear Ladder 180; 20 energy per started run; 24,000 shared XP per victory, or 1,200 XP per energy.

## 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.
