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Star Wars: Galactic Racer Ability List: All 45 Abilities and How to Get Them

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Values are from our own testing and may differ slightly.

Abilities in Star Wars: Galactic Racer are gear you trigger yourself during a race, such as or mines. Each use costs 1 Energy and puts the Ability into a 15-second reload. You can equip up to 4 on your vehicle.

You start with 3 Energy, and raising your Battery Upgrade adds more. Only Crash (the Ion Blast family) use no at all: they fire every time you .

All 45 Abilities fall into 9 families, and upgrading a Lv1 Ability turns it into Lv2 and then Lv3 (the Ion Blast family stops at Lv2). The more dots at the bottom of a card, the higher its level, and Lv2 and Lv3 cards have a “^^” mark to the left of the name.

Good to Know Before You Pick
  • can’t be bought one at a time in the shop. You get them from Ability Packs (pick 1 of 3 random Abilities)
  • Lv2 and Lv3 show up as upgrades to Abilities you have equipped. Within a family, the upgrades branch 2 or 3 ways
  • The Ion Bolt, and families won’t appear until you unlock them in Tales of Podracing
  • Crash (the Ion Blast family) fire automatically when you Crash. They don’t use

All 45 Abilities and Their Effects

are grouped by family, from Lv1 through each upgrade branch. Tap a card to open its effect, detailed numbers, upgrade path and unlock condition. 26 of them are available from the start, and the rest unlock in .

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Shield 5

Shield (Lv1)

Surging Shield (Lv2)

Surging Shield II (Lv3)

Impact Shield (Lv2)

Impact Shield II (Lv3)

Surge 5

Surge (Lv1)

Overtaking Surge (Lv2)

Overtaking Surge II (Lv3)

Impact Surge (Lv2)

Impact Surge II (Lv3)

Vent 6

Vent (Lv1)

Flame Vent (Lv2)

Corrosive Vent (Lv3)

Vent II (Lv2)

Auto-Vent (Lv3)

Supercooled Vent (Lv3)

Status Scrubber 5

Status Scrubber (Lv1)

Auto-Scrubber (Lv2)

Auto-Scrubber II (Lv3)

Multi-Scrubber (Lv2)

Multi-Scrubber II (Lv3)

Autopilot 5

Autopilot (Lv1)

Overcharged Autopilot II (Lv3)

Surging Autopilot (Lv2)

Surging Autopilot II (Lv3)

Ion Blast (Crash Ability) 4

Ion Blast (Lv1)

Cooling Blast (Lv2)

Charging Blast (Lv2)

Shielding Blast (Lv2)

Ion Bolt 5

Ion Bolt (Lv1)

Concussive Bolt (Lv2)

Concussive Bolt II (Lv3)

Multi-Bolt (Lv2)

Multi-Bolt II (Lv3)

Concussion Mine 5

Concussion Mine (Lv1)

Concussion Mine II (Lv2)

Concussion Mine III (Lv3)

Freezing Concussion Mine (Lv2)

Freezing Concussion Mine II (Lv3)

Shockwave 5

Shockwave (Lv1)

Vectored Shockwave (Lv2)

Vectored Shockwave II (Lv3)

Magnetic Shockwave (Lv2)

Magnetic Shockwave II (Lv3)

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How to Get Abilities: Pick 1 of 3 From a Pack

To get an Ability, you open an Ability Pack and pick 1 of 3 random Abilities to install. You can’t buy them one at a time in the shop.

Opening an Ability Pack and picking 1 of 3 Abilities
Surging Shield on the right is offered as an upgrade to the equipped Shield
  • : buy Ability Packs (prices in the table below)
  • Event rewards: Ability Packs show up among the rewards for races and Field Tests
  • Racer Styles: each style starts the tour with certain already equipped
  • : 8 of the tales give you an Ability when you win (see the next section)

Ability Pack Prices and Level Odds

ItemValue
Shop price2,500 . Goes up by 1,000 with each purchase
: “Let’s go for some affordable parts.”Packs cost double (5,000 at first)
: “Let’s get the cheap packs.”Packs cost half (1,250 at first)
: letting go ahead with her theft20% chance that all shop prices go up 1.5x
Level odds of the contentsShop packs Lv1:Lv2:Lv3 = 1:2:2, rewards 1:1:1
ChoicesPick 1 of 3
The Pirate’s Favor ““1 more choice
The Broker’s Favor ““1 fewer choice, with a 20% chance of higher rarity

The game data also lists a price for each individual Ability (1,000 Credits for Lv1, 2,000 for Lv2 and 4,000 for Lv3). But since single never show up in the shop, the pack price is all you ever pay.

Lv2 and Lv3 appear in packs as upgrades to Abilities you have equipped. Cards with the “^^” mark are upgrades. You can equip up to 4, and if you take a new Ability while all your slots are full, it replaces one of them.

The Favor “Feet First” unlocks when you clear the first tale in Tales of Podracing. With it equipped, you get 1 when you clear the first event of a tour (ranking it up extends this to 1 each for the first 2, then the first 3 events).

We cover how to earn Credits and what the shop sells in our beginner’s guide, and each style’s starting Abilities in our guide to all 14 Racer Styles.

Some Parts also speed up Ability reloads. Faster Attachments give +50–200% reload speed, and Supercooled Attachments give +200% only while you’re Cooled. There’s also Scrap Reloader, which instantly reloads all your Abilities when you get a Takedown.

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8 Abilities Unlocked in Tales of Podracing

Tales of Podracing are events where you race ‘s podraces from the old days. They become playable once you reach Act II of the campaign, and you play through all 12 tales in order.

Win any of the 8 tales below and you get that Ability on the spot, and it appears in packs from then on. In each tale you race a vehicle that already has the required Ability, so you can take it on even if you don’t own it yet.

TaleWin ConditionUnlocked Ability
#4
“Day of the Flame Vents”
Finish 1st and hit 3 opponents with
#5
“Whatever It Takes”
Finish 1st and get 3 Takedowns
#6
“Other Weapons Too”
Finish 1st and hit 3 opponents with
#7
“Fear and Respect”
Finish 1st and hit 3 opponents with
#8
“Explosive Inspiration”
Finish 1st and hit 3 opponents with
#9
“A Pretender Approaches”
Finish 1st and run into mines no more than 2 times (playable only after you finish Act II)
#10
“Two Birds With One “
Finish 1st and hit 2 or more opponents with a single
#11
“The More They Come”
Finish 1st and hit 5 opponents with

Until an Ability is unlocked, its Lv2 and Lv3 upgrades won’t appear in packs either. For example, Magnetic Shockwave II only shows up as an upgrade after you unlock Magnetic Shockwave in tale #10.

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