> For the complete documentation index, see [llms.txt](https://docs.onchainheroes.xyz/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.onchainheroes.xyz/archive/training.md).

# Training

## Overview

<figure><img src="/files/J2PV85TEkJGBm7tSlmy9" alt="" width="563"><figcaption></figcaption></figure>

**Training your Genesis Heroes is the main way to earn rewards and progress in Onchain Heroes.** As Heroes level up, their base stats increase—unlocking better rewards, tougher content, and new ways to power up.

***

## Training Mechanics

<figure><img src="/files/7obwpplZrWhbhUBWUPRB" alt=""><figcaption></figcaption></figure>

Training is how Heroes level up in Onchain Heroes. To train, players choose from one of several **Trainer types**, each offering different **risk/reward profiles**.

* Training costs [**$HERO tokens**](/items-and-assets/usdhero-token.md).
* Increasing a hero’s level enhances their [base stats](/heroes/genesis-heroes.md#hero-stats) ( ATK and DEF)
* After each training attempt, **heroes must rest for 24 hours** before they can train again

> **Note:** A hero must wait 24 hours before training after its **first** battle in the season.&#x20;

### How to Train

1. **Select a Trainer** – Each Trainer has unique odds and potential outcomes. Some offer safer, more consistent results, while others provide higher rewards with greater risk.
2. **Pay the Training Fee** – Training costs **$HERO** tokens, calculated using the level-up formula.
3. **Roll the Outcome** – Depending on the Trainer chosen, the training attempt may **succeed or fail**. A successful attempt increases the Hero’s level.

> ⚠️ Failed attempts do **not** refund $HERO and still trigger the 24-hour cooldown.

{% hint style="success" %}
💡 Strategic Trainer selection is key to efficient progression—balance risk tolerance with your long-term goals.
{% endhint %}

### Training Cost Formula

**$HERO Cost** = `(Level * 10000) / (69 + Level)`

> eg. To level up from **10 ➝ 11**, the cost is **1265.82 $HERO**.

***

### Trainer Types

**There are three unique Trainers**, each with different risk/reward dynamics:

<table data-view="cards"><thead><tr><th></th><th></th><th data-hidden data-card-cover data-type="files"></th></tr></thead><tbody><tr><td>Normal trainer</td><td>+1 Level Guaranteed</td><td><a href="/files/o0tPnUa3O43bIQx5BtPO">/files/o0tPnUa3O43bIQx5BtPO</a></td></tr><tr><td>Chaos Trainer</td><td><p>Training results vary from <strong>-5 to +5</strong>.</p><p></p><p>Outcomes depend on current chaos mechanics (which change over time).<br></p><p><em>Initial odds: TBA</em></p></td><td><a href="/files/M8V2zNwgmNEd85jZdtrI">/files/M8V2zNwgmNEd85jZdtrI</a></td></tr><tr><td>Unknown Trainer</td><td><p>Truly unpredictable. Results can range from <strong>-1 to +3</strong>.</p><p></p><p>The outcome is unknown - even to the trainer.<br><em>The definition of chaos.</em></p></td><td><a href="/files/iKL4jGOBDhkoi7tFSF3x">/files/iKL4jGOBDhkoi7tFSF3x</a></td></tr></tbody></table>

***

{% hint style="info" %}

#### ⚠️ Game Balance Disclaimer

As we continue balancing the game economy, some costs, formulas, and reward rates may change. Thanks for your understanding as the game evolves!
{% endhint %}
