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Star Wars: Galactic Racer – All Abilities, Ranked (& Best Strategies)

Star Wars: Galactic Racer Abilities add another layer of complexity to the roguelike racer, as now there are ways to disrupt enemies in different ways or secure the advantage despite unexpected setbacks.

Racing in Star Wars: Galactic Racer is no simple affair, especially in the high-stakes (and very highly illegal) Galactic League where you have to win in whichever way you can – even when you have to use Galactic Racer Abilities to ruin your opponent’s time. That’s right, speed isn’t the only way to play the game. Even if you have kitted up Afterburners and the highly volatile Ramjet, you need to use your Abilities to get ahead as early as you can – and as long as you can.

Unlike action racers, weapons aren’t the only Abilities you can use in Galactic Racer. Some Abilities give you more edge in terms of speed, while others demand more finesse and recommend activation only in specific situations. But with the game offering Abilities through Racer Styles and sometimes even in the store, just which ones do you prioritize?

Autopilot

Most spaceships in Star Wars have some form of auto piloting mechanism, and Autopilot is the equivalent for your vehicle in Galactic Racer gameplay. When activated, the computer takes over and pilots the vehicle for 10 seconds. Your Ramjet won’t heat up as fast while this is happening. 

Among Abilities in the racer, Autopilot almost feels like cheating when you do use it. Autopilot is certainly not an aggressive tool you can use to get ahead, but it’s a nifty tool in case of emergencies. Consider this scenario – you’re about to face a corner you’re not sure if you can handle. Or you’re in a new map and you have no idea how to navigate a specific cavern. Autopilot does the job for you, and you see exactly how the computer does it so you can do it for yourself.

VariantEffect
Overcharged Autopilot
T2, 2000 credits
Autopilot lasts for 20 seconds and you get Overcharged (temporary Energy and Abilities recharge faster)
Overcharged Autopilot 2T3, 4000 credits
Autopilot lasts for 20 seconds and you get Overcharged, but now using an Ability extends Autopilot by another 5 seconds
Surging AutopilotT2, 2000 credits 
Autopilot lasts for 15 seconds and also gives you Surging (faster acceleration)
Surging Autopilot 2T3, 4000 Credits
Autopilot lasts for 15s and you get Surging, this time with a massive speed boost

Concussion Mine

At some point in your Galactic Racer Tour, you’d probably wonder if there’s some way to come out on top without solely relying on speed. Then you’d realize, no one would be faster than you if everyone was slower than you. Now slower you can pull off, and Concussion Mine can do just the trick. When activated, this drops a charge nearby and explodes when near an opponent. Everyone affected will be Concussed (harder to control vehicle) and experience a System Malfunction.

Unlike other armaments in the game, you’d actually drop the Concussion Mine where you activated it. This means someone has to trigger it in order for it to work, which can turn the track into a literal minefield if you know a tricky corner where you can use this and distract a couple of foes.

VariantEffect
Concussion MineT2, 2000 Credits
This is like Concussion Mine but your vehicle drops a second charge with the same effect
Concussion Mine 2T3, 4000 Credits
This is like Concussion Mine but now your vehicle drops a second and then a third charge, increasing the chances of hitting even more foes
Freezing Concussion MineT2, 2000 Credits
This is like a Concussion Mine but when affected enemies recover, they suffer from a temporary Frozen (slow movement) effect
Freezing Concussion Mine 2T3, 4000 Credits
This is like Freezing Concussion Mine but you also recover 1 Energy per affected racer

Ion Bolt

If you want to stop the enemy in a more “controlled” manner, perhaps a targeted strike could do the trick. With Ion Bolt, you can direct an attack to the nearest opponent and temporarily halt their progress. When triggered, this locks onto the nearest target and applies Disrupted. This temporarily stuns them, forcing them to reset.

This is a great Ability to keep on hand if you prefer going head to head with the fastest racers on the track. One perfectly-timed Ion Bolt near a tricky corner or off a cliff can disorient them enough to cause a crash, allowing you to overtake and secure the lead.

VariantEffect
Concussive BoltT2, 2000 Credits
Lock onto the nearest target and apply Disrupted (temporary stun) and Concussed (temporary hard to control) to their vehicle
Concussive Bolt 2T3, 4000 Credits
Lock onto the nearest and apply Disrupted and Concussed, this time for an extended duration
Multi-BoltT2, 2000 Credits
Similar to Ion Bolt, but this time you lock onto the five nearest targets
Multi Bolt 2T3, 4000 Credits
Similar to Ion Bolt, but now you lock onto the five nearest targets. You get Surging (faster acceleration) for 5s per target you successfully hit

Status Scrubber

Sometimes, the best Abilities in Galactic Racer aren’t necessarily offensive, but rather defense. Or in the case of Status Scrubber, just something that evens out of the playing field. When triggered, this Ability removes any debuffs. And if any debuffs were removed, you gain 1 Energy.

In a game where it’s so easy to be the target of Burned, Frozen, or other forms of debuffs, having a nifty canceler can get you out of tight spots. Not to mention, upgrading this Ability into its auto-activated counterpart or the ones that can give more Energy means it’s a great partner for other Abilities you’d want to spam.

VariantEffect
Multi ScrubberT2, 2000 Credits
This is exactly like Status Scrubber, but now you get 3 Energy whenever any debuffs are removed
Multi Scrubber 2T3, 4000 Credits
This works exactly like Status Scrubber, but now you get 4 Energy whenever any debuffs are removed
Auto ScrubberT2, 2000 Credits
This works exactly like Status Scrubber but it happens automatically on a System Malfunction at the cost of 0 Energy
Auto Scrubber 2T3, 4000 Credits
This works exactly like Auto Scrubber, but now it triggers automatically whenever you get a debuff or a System Malfunction and get 2 Energy after

Ion Blast

Unlike other Abilities, the Ion Blast is a Crash Ability. This means it’s only triggered when you Crash. At first, this seems counterintuitive – why trigger an Ability when you’re closer to getting Wrecked out? But that’s because of what Ion Blast does. When you Crash, you release a blast that applies Disrupted or disables the nearby targets. By the time you reset, you start with a speed boost for every target you hit with the Ion Blast.

Ion Blast is similar to the Ion Bolt but within an AOE, and it happens when you Crash. This means if you’re in a tight spot with other racers trying to conquer a corner, maybe you can deliberately Crash yourself and disable all of them instead.

VariantEffect
Charging BlastT2, 2000 Credits
Similar to Ion Blast, but now the reset also applies Overcharged (temporary Energy, Abilities recharge faster) to you and you get 2 Energy per opponent hit by the Charging Blast
Cooling BlastT2, 2000 Credits
It’s like Ion Blast, but resetting now gives you Cooled (Ramjet overheats much slowly and recharges faster) for 10 seconds. Each opponent hit with the Cooling Blast gives you a speed boost
Shielding BlastT2, 2000 Credits
This is like Ion Blast, but now the reset gives you Shielding (protects from crashes and hits) for 10 seconds. Each opponent you hit also gives you a speed boost

Shockwave

If you prefer being a force of chaos on the battlefield, Shockwave is the Ability that gets the job done. When activated, this releases a blast that applies System Malfunction to all enemies affected. In locations where the racers are forced to get stuck together, this may very well be the go-to Ability to retaking the lead.

The AOE blast around your general vicinity also means goodbye pesky racers who want to knock you out as well. Collisions become just as dangerous to the enemy as they are to you, and with variants like Magnetic Shockwave where you pull opponents inward, you become something they’d hate to get near.

VariantEffect
Vectored ShockwaveT2, 2000 Credits
This is the same as Shockwave, but now it propels you forward and upward as the blast happens
Vectored Shockwave 2T3, 4000 Credits
This is just like Vectored Shockwave, but with a much stronger propulsion effect
Magnetic ShockwaveT2, 2000 Credits
This is like Shockwave but now nearby enemies are pulled closer before the blast
Magnetic Shockwave 2T3, 4000 Credits
This is like Magnetic Shockwave but now the blast also applies Concussed (harder to control the vehicle) to opponents

Surge

If you want something more straightforward, Surge is a great Ability to give you an even greater “push” – perfect for when you desperately need to bridge that gap. When activated, you apply Surging to your vehicle. This gives your machine a much-needed speed and acceleration boost. This lasts for 10 seconds, and overtaking an opponent extends the duration.

Surge is a must-have if you prefer staying close to enemies. Just proc Surge when you’re near a cluster of opponents and see yourself taking the lead quickly. This becomes especially effective when you factor in slipstream (getting behind an opponent for a speed boost).  

VariantEffect
Impact SurgeT2, 2000 Credits
This is like Surge, but now collisions and even takedowns will extend the duration
Impact Surge 2T3, 4000 Credits
This is like Impact Surge but takedowns now recover Energy as well
Overtaking SurgeT2, 2000 Credits
This is like Surge but overtakes now add duration and a stronger effect. The Surging effect is lost in an impact
Overtaking Surge 2T3, 4000 Credits
This is like Overtaking Surge but it now lasts for 20 seconds at base

Shield

Shield is the first Ability you will get in Galactic Racer, and it gives you much-needed protection for when opponents try to bully you early on in your Tours. When you activate this Ability, you get a Shield for 10 seconds. This can protect you from collisions and crashes.

If you feel like playing aggro, Shield is a nifty defensive measure. Shield also pays for itself when you upgrade it to its Impact variant, as it punishes opponents for even getting hostile.

VariantEffect
Surging ShieldT2, 2000 Credits
This is just like Shield but now you get Surging (faster acceleration) for 5 seconds
Surging Shield 2T3, 4000 Credits
This is exactly like Surging Shield but now the shield stays until it gets broken
Impact ShieldT2, 2000 Credits
This is like Shield but now collisions with rivals will trigger System Malfunction on their vehicle
Impact Shield 2T3, 4000 Credits 
This is exactly like Impact Shield but collisions now extend the shield duration

Vent

Vent becomes a go-to Ability if you’re the type to use your Ramjet a lot. While the Ramjet provides a ridiculous speed boost, it’s prone to overheating. Ergo, one wrong move and your ride goes bust – making that speed boost kaput.

When you activate Vent, your Ramjet reduces its heat and you get the Cooled effect. With this buff, you can use your Ramjet for longer and doesn’t overheat as fast. And when you upgrade Vent into its other variants, you can activate it automatically or even punish opponents near you.

VariantEffect
Vent 2T2, 2000 Credits
This is like Vent but the Cooled effect will last for a longer duration
Auto VentT2, 2000 Credits
This is Vent that automatically activates when you are about to reach the end of the Redlining Zone
Flame VentT3, 4000 Credits
This is Vent but now your vehicle emits Burning (Ramjet overheats faster) and System Malfunction to nearby opponents
Supercooled VentT3, 4000 Credits
This is like Vent but now you get Frozen over time. The Vent fully disengages when your vehicle gets fully Frozen. Although this slows you down, you get a Ramjet with zero limits (since the Freezing counteracts any overheating you suffer)
Corrosive VentT3, 4000 Credits
This is like Flame Vent but instead of Burning, you apply Corroded (disables Ramjet, makes them ready for explosion) to nearby opponents

Frequently Asked Questions about Abilities in Galactic Racer

How many Galactic Racer Abilities can I equip?

You can equip around 3-4 Galactic Racer Abilities at any given time. Usually you start with a free Ability from your Racer Style (if available), and you can get more as they become available to purchase or as a reward. Some Abilities also “expand” into a more specific variant that adds a condition or a secondary use.

Can I remove a Galactic Racer Ability if I don’t like it?

There is no complete way to “remove” a Galactic Racer Ability, but you can certainly replace or even upgrade it into another variant.


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