I'm going to agree with
@ItsAlterity on this one. Unless you're introducing new or complex battle mechanics into your game, you don't need to waste your or the player's time with the basics. Anybody playing your game is already going to know the basics, like "If HP reaches 0, you die...use attack to deal damage, you need MP/TP(whatever you call it) to cast spells" - especially since your UI probably already shows them this.
In my current project, you are able to use the "default" keyboard controls, but you 're also able to use W-A-S-D movement/controls, so in the 1st battle I do mention that to the player because I feel like it's important.
I also give a small tutorial on the healer himself, because he's not your typical rpg healer with direct-healing spells. He not only has your basic MP and TP resources, but he also has a 3rd special resource in the form of a stacking passive buff called "Echo", which is also a requirement for some of his spells. Because this echo mechanic is not something found in most rpg games, I felt it was important to let the player know what it was and how to use it.
Other than cases where you change up the basics, I say let the player figure it out and don't patronize them with information that is pretty common knowledge for rpg games.