To clear the Basic Training event in Star Wars™: Galaxy of Heroes, you must execute the scripted combat mechanics required by each tier rather than relying on account progression. The event supplies fixed, preset squads for every battle, turning each encounter into a tactical puzzle. Victory requires dispelling enemy taunts, manipulating Turn Meter to deny opposing turns, and applying debuffs like Stun and Ability Block to shut down high-damage threats.
How the Basic Training Event Format Operates
Basic Training functions as a controlled combat tutorial. Unlike standard campaign nodes, squad gear levels, ability tiers, and mod loadouts do not affect these encounters. Because stats are normalized across preselected rosters, you cannot brute-force stages through level grinding or character farming.
Each tier isolates a specific combat rule. Disregarding the targeted mechanic leads to defeat, while executing the required counter guarantees a win. Each stage awards one-time completion resources, including credits, training droids, character shards, and basic ability materials.
Countering Frontline Tanks with Taunt and Dispel
The initial combat challenge requires managing enemy tanks that activate Taunt. Taunt redirects all single-target abilities toward the tank, shielding vulnerable enemy damage dealers behind them. Attacking an armored tank with basic strikes while opposing attackers act unhindered will wipe your team.
When an enemy tank taunts:
- Check ability kits for dispels: Identify abilities that remove positive status effects, such as Boba Fett’s Execute or Jedi utility abilities.
- Strip the buff immediately: Target the taunting unit with your dispel skill to reopen direct targeting against the rest of the enemy squad.
- Focus backline damage dealers: Once the tank's Taunt is removed, redirect single-target attacks to squishy high-threat units before the enemy can cycle defensive cooldowns.
- Use area-of-effect (AOE) attacks if needed: If no dispel is immediately off cooldown, use AOE attacks to damage priority backline targets without violating single-target taunt restrictions.
Managing Turn Meter and Action Economy
Turn Meter (TM) determines when a unit takes action. While a unit's Speed stat controls how fast its blue Turn Meter bar fills, active abilities can directly reduce, grant, or reset Turn Meter mid-battle.
In the Turn Meter tier, enemies start with partially filled TM bars and possess heavy damage output. Your objective is to deny their turns completely using characters such as Grand Moff Tarkin and Clone Wars Chewbacca. Time your TM reduction skills when an enemy is close to taking an action rather than wasting them on an empty bar.
| Mechanic | Tactical Objective | In-Battle Action |
|---|---|---|
| TM Removal | Deplete enemy turn readiness | Activate reduction specials against targets holding 80% or more Turn Meter. |
| TM Gain | Accelerate allied action cycles | Trigger team-wide Turn Meter buffs when allied damage dealers lag behind. |
| Speed Priority | Maintain action advantage | Target fast support units that grant bonus Turn Meter to their allies. |
Controlling Priority Targets with Status Debuffs
When facing enemies with devastating area-of-effect attacks, direct damage alone will not eliminate them before they act. You must neutralize them using crowd control debuffs.
- Inflict Ability Block: Use Ability Block on elite foes to lock their special abilities, restricting them to harmless basic attacks.
- Apply Stun: Stun forces the target to skip their upcoming turn entirely, giving your squad time to eliminate supporting units without taking return fire.
- Monitor status timers: Track the duration markers beneath enemy health bars. When a Stun is about to expire, apply secondary debuffs such as Offense Down to reduce incoming burst damage or Defense Down to finish the target off quickly.
Next Steps for Completion Rewards
Once you complete all Basic Training tiers, allocate your first-time rewards to accelerate early account progression:
- Focus resource investment: Pour the rewarded credits and training droids directly into a single, cohesive starter squad—such as Phoenix Squadron or Imperial Troopers—instead of scattering resources across random unlocks.
- Apply mechanics to campaign nodes: Bring the dispel priorities and Turn Meter management learned in the event directly into Dark Side and Light Side hard nodes to push through campaign bottlenecks.
- Replay stages when stuck: If you face difficult buff synergies or counter-attack mechanics in modes like Galactic War, replay the corresponding Basic Training stage to review how those status interactions resolve in battle.
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Player Comments
149 players commented on this guide.
I wish I had read this before upgrading the wrong thing.
This saved me time in the early game.
Good guide for Star Wars™: Galaxy of Heroes players. The heroes part was useful.
Can you add more details about heroes in a future update?