Umamusume Global Reference Document
Umamusume Global Reference Document
~ Global Edition ~
By Erzzy, terms updated with help from Kireina(Discord).
If you play on the Japanese Server, check Uma Musume Reference instead
Quick Links: Support Card Tier List | How To Train | New Player Goals | Builds
How Good is X uma? | Rerolling | Future Sight Info (spoilers)
This guide is aimed towards players who want to optimize performance in competitive PvP
modes. If you only want to read the stories or collect the horse girls, you won’t need this. You
don’t have to read it front to back, just skim the table of contents and find what you’re interested
in reading about.
I wrote some guides for the Prydwen Umamusume section, though not all of it. The CM guides
there are written by someone from my era that I trust a reasonable amount.
If you have a topic you want covered in a video, you can commission one on my ko-fi for 1/10th
the price of a spark. As long as it’s uma related, it’s allowed, outside of doing pulls or breaking
the ToS.
If you’d like to support Erzzy, you can do so here: https://ko-fi.com/erzzy Thank you
MooMooCows, Ossan, Akono, Custard, Elias, Kayabutter, Blargg, Pacco, friend, Aria, sero,
Jango, Killthief99, Taol, Sora, Nonpon, hehehe426, choto, ky, ghostaccq, Freshmin,
NEXGENEEZY, Jess Cruz, yourGMJack, zoo, shiishix, Leo, Ludo, and grateful trainer for the
support! Wow this is getting long I need a better way to do this
Table Of Contents
Changelog
To-Do List/Current Plans:
Current Banner Reviews
Support Banners
Uma Banners
Rerolling
Your First Month In Uma
Tips for New Players
Lessons from the Future
Ideal Support Card Banner Pulls
Umas to Watch For
How Bad is the Power Creep?
How Long Do I Have To Wait For X Uma?
Playing on the JP Server
Gacha
Common Terms JP Players Use
Frequently Asked Questions
Training Umas
Legacies
3 Star Spark Chance
Raising Aptitude
Chance of Inheriting Sparks
Chance of Getting White Sparks
Affinity
Finding Friends
Uma Pure
(Unofficial) Umamusume: Pretty Derby Discord
Official Umamusume: Pretty Derby Discord
Friends to Search For
Adding Friends
Support Card Restrictions
Support Card Tier Lists
Customizing the Tier Lists
Uma Musume Reviews
Notes on Terms
1* Umas
2* Umas
3* Umas
This Month’s Reviews
Support Card Builds
URA Scenario
Unity Cup Scenario
Debuff Builds
What about Guts cards?
Basic Training Strategy
Advanced Training Strategy
URA Scenario
Unity Cup Scenario
Micro-optimizations
Recorded Example A Rank Runs With Bad Cards
Other Recorded Runs
Stats
Stat Importance
Stamina vs Guts
HP
Stamina Calculator
Required Stamina Chart
Recovery Consistency
Stamina vs Speed
Aptitudes
Percentages of Events
Optional Races
Training Events
Crane Game
Acupuncturist
New Years
Raffle
Summer
Fan Checkpoints (and Unique Skill Levels)
Conditions
Positive
Negative
Beginning Breeding Strategy
Advanced Breeding Strategy
Parents to Try Making
Uma-Specific Tips
What umas are worth leveling?
Currencies
Jewels (Carats)
Friend Points
Club Points
Cleats
Clovers
Statues
Shoes, Banners, and Dream Glimmer
Showing Love to your Favourite Uma
PvP - Team Trials
Format
1 and 2 Star Teams
Uma Distances / Styles
Promotion / Demotion
Items
Team Trials Race Frequencies
Sprint
Mile
Medium
Long
Dirt
Other Qualities
PvP - Champions Meeting
Brackets
Rounds
Strategy Considerations
Analyzing Tracks
Using the Umalator
Checking Stamina
Finding Good Skills
G1 Track Spurt Starts
How to Win
Spurt Speed Carry-over
Making a Team
Unusual Strategies
Current Parameters
Recommendations for Cancer Cup
Preparing For CM (For Lazy People)
Clubs
Ranking Rewards
Support Cards In Detail
Stat Stick Passives
Other Passives
Pal Card Passives
Gold Skill Rates
Race Bonus Benefits
Calculating Training Stat Gain
Skills
Conditions
Green and Purple Skills
Blue (Recovery) Skills
Gold Recovery Rankings
Red (Debuff) Skills
Orange Skills
Unique Skills
Calculating Effectiveness of Skills
Speed Skills
Acceleration Skills
Team Trials PvP Skill Rankings
Categories
Generic Green Skills
Generic Blue Skills
Generic Orange Skills
Generic Red Skills
Front Runner Skills
Pace Chaser Skills
Late Surger Skills
End Closer Skills
Sprint Skills
Mile Skills
Medium Skills
Long Skills
Random Other Stuff
Uma Gender Differences
Races
How do they work?
Gate Blocks
Uma Racing Styles
Phases
Secret Stat Checks
Technical Information
Feel free to ping or DM me(Kireina) on the Umamusume Project discord if you believe anything
is missing or incorrect. I’m admittedly not a Vet or anything, just wanted to help out where I
could. I’m mostly here to proofread and keep the terminology in-line w/ official Global
translation.
Erzzy’s opinion is largely that most misinformation doesn’t matter. As long as people aren’t
telling you to destroy cards, the most damaging thing being passed around is Victoria’s
parenting advice. Anything else can be easily resolved when you care enough, and those that
care enough can read this document. But, if something’s not clear or you want a fact check, you
can tweet @refdocerzzy and I’ll see it eventually.
teehee
Changelog
09/16/2025
Erzzy
- The new scenario will be coming out in a bit over a month. Brought over the Unity Cup
stuff in advance to prepare for it
08/16/2025
Erzzy
- Playing on the JP Server
08/03/2025
Erzzy
- Using the Umalator
07/27/2025
Erzzy
- Didn’t realize the Stat Stick Passives was outdated on this, specifically the Specialty
Priority, so updated it to explain why Kitasan is 116 instead of 100. Some sites will show
it as 100, doing simple addition, but it’s widely accepted in the JP community that 116 is
correct and that the method explained there is how it’s calculated.
- Updated the front page a bit, mostly in preparation for the next info drop
07/26/2025
Erzzy
- Stat Importance chart
07/23/2025
Erzzy
- Wrote a script to calculate the required stamina and updated the chart with global values
- Made a Nice Nature, put it as a visual reference in Debuffers
07/21/2025:
Kirei
- Updated What umas are worth leveling? To better reflect, costume variants of an uma
rather than simply stating ‘X Uma 3*’ sorry for the confusion. ^^;
- Fixed/updated a small chunk of text errors/old translations with the help of Grey! Ty for
pointing them out. <3
07/18/2025:
- Reupdated the Support Card Tier Lists link again and the section as a whole. Along with
adding another section on how to work and tailor it to your needs. Big thanks to
Euphorys for making an updated ver. For Global!
- Uma Pure now has a global version. Rejoice! Friend finding just got a whole lot easier.
07/15/2025:
Kirei
- Added a recommendation/suggestion on what you should be doing for Kitasan banner a
day early. May whoever you worship, smile upon you, and grant you luck friends o7.
07/14/2025:
Erzzy
- Cleaned up the Champions Meeting section in anticipation of them starting up.
07/11/2025:
Erzzy
- Stamina vs Speed section, please raise your Stamina.
- How Long Do I Have To Wait For X Uma?
- Random Stuff section for random stuff
Kirei
- Updated link in Support Card Tier Lists, to display only global available cards. Credit
goes to SirDerpyHerp for updating this! ^^
07/09/2025:
Erzzy
- Added some more information about how important stamina is because I saw some truly
insane stat goal suggestions being passed around.
- The uma reviews will be more Global-focused soon… soon…
- Bullied pecan into making a global version of the skill visualizer, replaced stuff in
Analyzing Tracks
- Changed the Support Card Builds to use images instead
- Affinity section
Support Banners
There are two kinds of desirable cards. There are cards that give good skills, where you only
need one or two copies, like Bijin, and cards that you use to raise your stats, where you want
them MLB, like Kitasan. Some cards can fulfill either role, like Creek. If you need the card MLB,
you should have two pities before pulling on that banner. If it’s a skill card, pull with one pity
ready, but stop once you get the card. Also, banners with two SSRs are generally better to pull
on, as getting random off-rate support cards is usually not helpful due to SRs outperforming
most low-LB SSRs.
(Oct 30) Nice Nature + Jordan - Can pull if you’re a Late Surger specialist
Nice Nature gives On Your Left! which is a skill Late Surgers use for gambling. Currently, that
skill is only given by Winning Ticket Guts, so switching from Guts to Wit is a big boost.
Especially since 3-4 Wit card builds are common in the next scenario. And she has 15% Race
Bonus at MLB, making her good in the third scenario as well. For non-Late Surger specialists,
there will be more important banners to be saving your gems for.
Rice is also quite strong in Unity Cup, though falls off pretty fast after it. She gives two gold
heals, Maestro and Cooldown, meaning she can fill the role of both Super Creek and McQueen.
You can either use her and inherit Stamina, or use those two and inherit Power when doing runs
for Long distance here.
(Nov 11) Biko + Bakushin - Good Training Cards
Biko is a very good training card. Bakushin is also quite good at this point in the game. If you’re
lacking Speed cards, this could be a worthwhile banner, but there are two banners coming up
with free pulls on Speed cards later, so it’s probably best to save your gems for those unless
you’re a whale who missed Kitasan (but then again, there’s a Kitasan rerun coming up too).
Uma Banners
Pull if you like the uma, rather than if they’re good. Very few umas are worth pulling solely for
strength, the meta shifting often, so having the ones you like is more valuable. If you have to
pity a meta uma, it’s not going to pay back those 30,000 Carats you spent. Most will only be
useful on two CMs a year or so, there are very few generalist meta umas. A meta longevity of 2
years doesn’t mean the uma will be the best in every CM for 2 years, just that it takes that long
for someone to usurp her in her specialty.
There are lots of ways to get umas for free later on, like Daily Legend Races and various pick
tickets, so don’t feel too much pressure to pull umas early on. Of course, you can get them as
off-rates from later pulls, too. This means pulling on uma banners is better the fewer umas you
own, since you have a higher chance of getting new ones off-rate.
For details on the umas, check the reviews here. What will follow is a quick description of the
uma so you can get an idea of what the month has in store.
(Oct 21) Meisho Doto - A gambling Pace Chaser. Not consistent, but if her unique triggers at a
good time, she can steal some wins. Meta Longevity: Never meta
(Oct 30) Eishin Flash - Consistent in Team Trials, but has nothing going for her in Champions
Meeting. Meta Longevity: Never meta
(Nov 6) Full Armour Fuku - Reasonably capable in Long Distance, and a parent option for End
Closers. Meta Longevity: Until Late Surgers catch up to End Closers in Long, four scenarios or
so
(Nov 11) Hishi Akebono - Has a fun strategy where you stack heals and Stamina in Sprint
races to trigger her unique at a good time. Later on she gets reworked so that stops being the
case, but until then, a unique build. Otherwise, a solid Sprint Pace Chaser. Meta Longevity:
Never meta, but usable
(Nov 19) Agnes Digital - Extremely flexible uma. Think OG Oguri Cap, but better, though
limited to backline. She’s strong everywhere. Meta Longevity: Top tier early on, and always
usable I think
(Nov 24) Halloween Creek - Her unique is very similar to OG Pasa’s, and so, she becomes the
second parent option for Fronts and Paces on those tracks, which are Short and Mile. But, she
has G in those, so she’s not really used as a racer unless you’re going through a lot of effort.
Can also be a Stamina Debuffer. Meta Longevity: Good parent (though very annoying to get
with a Sprint Pink), stamina debuffers fall off in a few scenarios
(Nov 24) Halloween Rice - Another debuffer type, but runs as Pace or Front instead of Late or
End like other debuffers do. Front users will sometimes have her as a second Front to give their
ace someone to compete with while incidentally debuffing. Her unique is also, technically, a very
small stamina debuff if you want to inherit it. Meta Longevity: Never meta
Rerolling
Rerolling in Uma Musume is extremely fast, as you don’t have to redownload the game and can
skip the tutorial after the first time, so it’s highly recommended.
When rerolling, you should spend everything on Support Cards. They are what determine the
power of your account. Even the most meta umas can’t perform well in PvP with Rare cards. If
the banner uma is someone you really like, you can try to get both it and a good starting card.
If you don’t get what you’re looking for, return to the title screen and delete your account data
from the menu, then you can start again.
This is easier during free pull events, of course. This process takes a long time and if you’re
new to the game, it’s difficult to clear out those races, but if the banner is good, like Kitasan
Black, it will set you up for success for a long time. Speed and Wit cards are the best targets for
this. To estimate how many accounts it will take, use a Binomial Distribution calculator. p is
0.0075, n is how many pulls you start with, and x is how many copies you want to start with.
P(X>=x) is the chance of succeeding. For example, starting with 3 copies in 60 pulls is about a
1% chance.
Later on, the game adds crystals you can use to limit break SSRs of your choice, so even if you
end up with 3LB, you can finish it up with that.
2) Join a Club as soon as you can, preferably one with many members. These are like
guilds. By giving people the shoes they request, you will receive Club Points, which can
be used to limit break the story SSR cards.
3) Don’t buy anything from the random shops that sometimes appear, except for clocks.
Money is very precious in this game and the items in the shops are not very valuable.
The pennants can be worth it if you absolutely know you need that certain pennant.
● If you collect 150 pieces for a 3* uma, you can exchange them to get that uma.
This is quite expensive, costing over 2 million money per uma, and would take
years. If you don’t pull on umas, getting the 1* and 2* shards to unlock their outfit
is fine. Once Daily Legend Races are added, you can buy pieces to accelerate
the ones you’re targeting.
4) Borrow other players’ umas as parents whenever you can. You can do this three
times a day. At the start, your parents will give +15 stats, while a borrowed parent can
give +63 stats. There are also the two Inspiration events, so your own give roughly 45
total, while the rented ones give roughly 189 total. Additionally, any uma you make with
the rented +63 parents will give at least +31 stats (~+91 total), making your start much
better.
5) SR cards are strong. They’re easy to get duplicates of, so typically you’ll be using limit
broken SRs rather than 0LB SSRs (unless you want the gold skills from those SSRs).
Some MLB SRs are even stronger than MLB SSRs. My suggestion is generally to pull
on support cards until you get usable MLB SRs, then save your jewels for umas you like
or to do a large amount of rolls on good SSRs (on average it takes 400 rolls to MLB an
SSR card).
6) Don’t use auto for anything. Whether it’s picking decks, picking parents, or picking
your PvP team, the game’s pretty bad at it. Learn how to do them yourself as soon as
you can.
Lessons from the Future
As we’ve played the Japanese server for many years, we can look back and think about what
we would have done
Support Cards
There are very few must-pull support cards early in the game. Kitasan Black, Fine Motion,
Super Creek are the earliest ones - and Fine Motion doesn’t even get a banner. A bit later,
Maruzensky and Fuku Speed, Nice Nature and CB Wits are good though style-specific. The
card quality really starts going up around the fifth scenario, Grandmasters. So, you have a lot of
leeway to pull on umas you like early on.
Pal and Group cards are an interesting thing. They are usually the most powerful cards in their
scenario. In scenarios 2 (Unity Cup) and 4 (Grand Live), the Rare version of them is perfectly
serviceable, but after that, the SSRs start becoming mandatory. You can either pull them
yourself, or borrow them for 4 months. Having them yourself means you can borrow other things
so is generally advised starting in scenario 5, Grandmasters. The initial banners for scenarios
also usually have a lot of free pulls to help you reach the pity.
Throne is a Group card that released about 2 weeks before the end of scenario 3. She was
extremely meta defining for those two weeks, but then disappeared off the face of the earth. If
they release her near the start of scenario 3 this time around, maybe you want her.
Umas
Don’t chase the meta racing umas. Even if you pull the uma with the longest streak of
dominance, Christmas Oguri, winning a Champions Meeting event is only +1500 Carats over
coming in last. With a pity costing 30,000 Carats, it takes far too many wins to offset the
potential investment. Most of them are only good on a few tracks, too. And with the accelerated
Global pace, they’ll probably have even less places to shine. Chasing meta umas is for whales.
So, pull the umas you like. I (Erzzy) built Mejiro Dober for every single Champions Meeting after
her release, and I know people who did the same for Haru Urara. Though, Christmas Oguri is a
unique and fun uma to build…
You can also aim for the good parent umas, to strengthen the umas you like. Ones with
acceleration ultimates tend to be best early on, such as Seiun Sky, Mejiro Dober, and so on.
There are often two+ ultimates you want to inherit, so having them yourself is good, and they
last longer than racing-focused umas. Many of them are added as Daily Legend Races though,
so you can get them from that instead of pulling for them.
Ideal Support Card Banner Pulls
Some of the competitive Uma JP players looked through the past banners to see what they
would pull on as free to play players, in retrospect. The banners on EN may not be exactly the
same, but this can give you an idea of what to look out for. Unless otherwise noted, Roll
generally means 400 pulls or until MLB, whichever comes first.
★: We had 50~100 free pulls on this banner on the Japanese server
- URA -
(Re)roll on Kitasan/Dia for Kitasan - can last you up until L’Arc
Roll on Creek/Tazuna if you need SRs. You can MLB Creek with SSR pick tickets over time so
she’s not a high priority, but if you want to do early pulls this is the banner for it
- Unity Cup -
★?Roll on Riko/Rice a little, 0LB Riko SSR is fine and Rice is useful for double heals. Riko
remains meta in MANT and could even be used in Grand Live, Rice is mostly only for Unity Cup
★Roll on Fuku/Ayabe for Fuku if you can, otherwise roll the Top Road banner
- MANT -
★Roll on Narita Top Road if you didn’t roll Fuku, you want at least one of them for this scenario.
The Ayabe SR card from this banner is also great in MANT
If Throne banner is moved to the start of MANT, you probably want to pull for it
- Grand Live -
★Roll on Hello/Tachyon - Scenario Banner. Tachyon falls off, so just 1 pity here for Hello
Roll on Maru/Fine Motion - this was a rerun banner, so maybe it’ll be skipped
- Grandmasters -
★Roll on Ramonu - Becomes best Wit card
Roll on Goddess - Scenario card. One pity, 200 pulls
★Roll on Bourbon/Laurel for 1LB Bourbon for the Front Runners skill (LoH meta)
- L’Arc -
★Roll on Pasa/Mei - Scenario Banner. Pasa basically directly power creeps Kitasan
Maybe roll on McQueen - Better than Ramonu, but Pace Chaser focused, not a huge upgrade
Roll on Sounds of Earth - Strong card that can give a good speed skill. Creek is still usable, but
sometimes you want a Stamina card but not a heal
★Roll on Duramente/Dia for Dura if your free rolls are good, not a huge upgrade
- UAF - (from here on, scenarios went from 6 months long to 4 months)
★Roll on Orfe/Ryoka - Scenario Banner, both very strong
- GFF -
★Roll on Nishino/Yayoi - Scenario Banner, both very strong
Roll on Falco/Rickey for 1LB Falco for the Front Runners skill (LoH meta)
★Roll on Still In Love - Upgrade for Speed
- Mecha -
★Roll on Shakur/Daiwa - Shakur becomes best Stamina, Long decks Shakur+Creek/SoE
★Roll on Rudolf/Ardan - Rudolf replaces Ramonu/McQueen as best Wit
- Twinkle Legends -
★Roll on Almond Eye/Legends - Scenario Banner, Almond Eye mostly power creeps Pasa
Umas to Watch For
Here are notable umas that released throughout the game, mainly ones that are good parents
for a long time. Meta racing umas are replaced frequently. Parent umas have better value for
free to play players. Note that there are many ways to get umas. Daily Legend Races, pick
tickets, and sometimes banners where you can spark (almost) any uma. So, you don’t have to
roll for them when they come up. Plus, you can borrow parents, or work them into your legacies
as grandparents. You don’t need every parent uma yourself.
These are umas that are still used as parents even today on the Japanese server, five years
into the game’s life. There are other good parents, but they get replaced by better options or are
only used once ever. An uma in italics is just notable as being a particularly strong racing uma.
- URA -
Taiki Shuttle - Sprint/Mile Pace/Late parent
Mejiro McQueen - Often a decent parent for frontlines (Front/Pace)
Maruzensky - Frequent parent for certain tracks, for various styles depending on the track
Special Week - Often a decent parent for Pace/Late umas
Narita Brian - Surprisingly frequently used parent for non-Front umas
Seiun Sky - Forever useful and meta Front Runner parent
Fuji Kiseki - After accel becomes common, a good frontline parent
- Unity Cup -
Mejiro Dober - Meta defining Late/End parent for like 3 years, still comes up sometimes
Christmas Oguri Cap - Dominant racing uma for quite a while on a variety of tracks with a
unique build involving carefully timing recovery skills
New Years TM Opera O - Always a very nice parent for most umas in Medium/Long
Valentine’s Mihono Bourbon - Meta Front Runner uma for… well, forever, so far
- MANT -
Kitasan Black - Long distance Front Runner parent
Ball Seiun Sky - Front Runner parent on tracks where Seiun Sky is bad
Nishino Flower - Similar parent to Taiki with some different tracks
Summer Gold Ship - Best parent for Team Trials and Debuffers
Copano Rickey - Extremely dominant in every Dirt PvP event for years, 2-3 of those per year,
with a unique build involving stacking green skills
- Grand Live -
NY Kitasan Black - Medium distance Front/Pace parent
Hokko Tarumae - Mile Dirt parent mainly for Pace/Late umas
Valentine’s Mejiro Ryan - Great parent on two specific tracks for non-Front umas
- Grandmasters -
Sakura Laurel - Best healing unique to inherit in Long for Pace/Late umas
Neo Universe - Medium distance backline parent and strong racer
Sirius Symboli - Great parent for 2400m races, mainly Pace/Late umas
Summer Agnes Tachyon - Good Medium parent for non-Front umas
- L’Arc -
Note that this scenario is unusually heavy on good support card releases, so these ones are
even more skippable.
Satono Crown - Similar to NY Opera, for Late umas in Medium races
NY Nice Nature - Again similar to NY Opera, for backlines in Medium races
- UAF -
Sigma Agnes Tachyon - Basically the same as NY Nice Nature, also strong as a racer
Jungle Pocket - Semi-limited* uma. Medium Late parent and strong racing uma
- GFF -
Gentildonna - Semi-limited* uma. Meta Pace style racing uma
- Mecha -
Christmas Ayabe - Parent for End umas in 2400m
Christmas Narita Top Road - Almost always a good parent in Medium/Long races
- Twinkle Legends -
Orfevre - Semi-limited* uma. Meta End style racing uma
*Semi-limited umas can still be pulled from the gacha even when not on rate up, but aren’t
available in things like pick tickets. This makes them harder to acquire outside of their banner,
so if you like these umas, definitely go for them when they show up.
How Bad is the Power Creep?
The scenarios definitely power creep each other. They want you to always be playing the most
recent few scenarios, with more stats, higher caps, better skills, and so on available in the more
recent ones. Sometimes they’ll be distance specific, like GFF being for Sprint/Mile umas and
then Mecha being for Med/Long, but for the most part you’ll be playing the most recent scenario
if you want to make the best umas. Though, this does mean skipping a scenario isn’t a big deal.
On the left is an uma made by an active competitive JP player with some of the most recent
powerful cards in the DYI scenario, the eleventh one. On the right is an uma I trained with cards
from Kitasan and before. I’m no DYI expert, this was actually my first DYI run (though it is quite
similar to URA in gameplay) so you might be able to push it higher with more experience.
As you can see, the stats aren’t all that different. I brought two Speed cards instead of including
a Guts card, while the others are comparable.
But, the big difference is in the skill quality. I actually ran out of skills to buy on this Dober. She
ended with 5200 SP, and I had to buy various Sprint, Mile, Medium, Long, Late, and Pace skills
just to spend them all. They’re all over the place. The ones she has bad aptitudes for contribute
less score on top of, of course, being useless in actual races.
Even of the useful skills, there are obvious improvements. Super Creek gives a gold heal, but
Shakur (the Stamina on the left) gives a gold heal that also provides a speed boost. Some
support cards even give two gold skills these days, and/or let you choose between two options.
But, overall, I’d say it’s not too bad. If I wanted to catch back up, it would be about 6 months of
playing. Cards worth pulling tend to last 4-12 months before being replaced by better options.
Though, Creek is somehow still usable as a second Stamina card.
On the Uma side, I stopped playing during Grandmasters, and apparently I still have good
enough umas to raise for the competitive events, if I updated my cards. The top tier umas get
replaced frequently, but the “good enough” ones remain good enough.
One of the competitive players gave me the lists of umas they used in the past year of
Champions Meeting events, which is seen as the most competitive PvP format:
2000m Tokyo
Jungle Pocket (2 months old), TM Opera O (42 months old), Yaeno Muteki (28 months old)
2500m Nakayama
Ball Seiun Sky (31 months), Valentine’s Mihono Bourbon (33 months), Christmas Mejiro Palmer
(11 months)
2400m Hanshin
Mecha Narita Taishin (1 month), Win Variation (new), Satono Crown (12 months)
1600m Hanshin
Yamanin Zephyr (28 months), Bamboo Memory (30 months), Durandal (5 months)
3200m Kyoto
Orfevre (1 month), Win Variation (4 months), Narita Taishin (48 months)
2400m Tokyo
Orfevre (3 months), Loves Only You (new), Neo Universe (26 months)
“I very easily made A finals in all of those, won some of them, and the old umas contributed to
all of those instead of just being fodder.”
Don’t use this as a guide for what umas to pull, but rather as more evidence towards pulling
what you like instead of chasing meta umas.
How Long Do I Have To Wait For X Uma?
Here’s an estimation of when every new uma will release. Maybe don’t look at this list if you’re a
Biko fan. It takes their release date on the JP server, reduces the number of days it took them to
release by a third, then adds that to Global’s release date.
With this method, Curren is estimated at an 07-29 release date, but she actually released on 07-
27, so it’s not exact, but it’ll give you an idea.
The umas were added to the Daily Legend Races during anniversaries, which allows you to
farm them over time for free, getting one piece for an available uma each day (getting 150 lets
you redeem the uma). I’m not sure how that will line up with Global’s accelerated schedule.
First, you should wait for a free pulls event to reroll on. They happen at least once every 4
months, at the start of each scenario and on the half- and full anniversaries. That will let you
start with an up-to-date MLB SSR or two. Setting your Stadium team is probably going to get
you a billion jewels as a new player with current umas.
Then, save your jewels for the next free roll banner for another good SSR or two, pull some
umas you think are cute, and you’ll be on your way to competitiveness.
When doing runs for competitive umas, you should generally play the most recent scenario.
Feel free to check out the others for fun, though. There are guides for most of them linked in the
JP ref doc.
You can also use the rental decks, which should be in your list somewhere. For the most part,
you should stick to the first deck, or the last one when training Long since it gives recoveries.
These decks are not that good, but when you have no cards, they’ll be quite serviceable.
Borrow whatever the scenario card is.
There’s also an extra fast skip option in the menu to make runs go faster. You’ll probably want
to set that.
It’s worth noting that the game now has an in-game event viewer. Click the little button at the
bottom right of an event with choices and a popup will show you what each choice gives. No
need to have Gametora open in another tab. The JP ref doc has a section near the top with the
common term translations. Learning Katakana would be a big help in general.
You can also play runs automatically, using the orange button labelled “おまかせ” near
the top right. You’ll want to set your phone’s screen to not automatically turn off, as
it plays through them in real time.
In the auto settings, you’ll want to check all these boxes near the bottom to tell auto to do races
when you need fans and use clocks when you fail:
These umas won’t be competitive, but it’s very useful for making parents or getting event points.
Speaking of making parents, you can reroll your sparks at the end of the run. You can choose
which one to keep after rerolling, so there’s no downside (outside of the TP cost).
Speaking of event points, you may have noticed a new button on the home page.
The suitcase will let you do Expeditions, which generate event points. Even if you don’t do any
runs, you can get most of the event done solely through this. There’s another important new
button over where you do the daily races:
The button on the right is Daily Legend Races. Each one you complete will give you 250 jewels.
You can also repeatedly do one to get pieces for the uma you race against, letting you
eventually unlock the uma for free. The best targets from a meta perspective are Valentine’s
Bourbon, Taiki Shuttle, and Copano Rickey.
Now, over to the story side of things. Find the button that says エクストラ, then within
that, ストーリーエベント. Here’s where you can see the past stories, unlocking them with
the green bookmark item. You can also get the welfare SSRs from here. There are
three notable welfares, Speed Fine Motion, Stamina Biwa, and Int Helios. Also you’re
gonna have to start calling Wit Int. They can fill some gaps while you’re getting
gacha SSRs and upgrading from the rental deck. They’re from these stories:
You should also, of course, grab all the jewels from the main story and stuff while you’re here.
You get two free umas from doing it, Special Week and Rhein Kraft. Kraft is a great parent on
certain tracks, while Spe is reasonable in Arima.
Finally, in the shop, there’s a blue ticket store. You get these from the monthly battle pass thing
that got added. You can exchange them for old cards, which will also help you fill in gaps in your
deck.
The cards you should buy will depend on what cards you rerolled for, but in general aim for
these:
Speed - Jungle Pocket, Maruzensky
Stamina - Super Creek (not filler, she’s still a top tier card)
Int - TM Opera O
Urara from the friend points shop can fill your Guts needs better than any of the cards in this
shop, and none of the Power cards are good.
Gacha
The SSR/3* rates in Umamusume are 3%, with rate-up cards and umas appearing 0.75% of the
time usually. You’ll get the rate-up thing ¼ times you get an SSR/3*. This is the same whether
there are two rate-ups or only one. Each rate-up will be 0.75%, it doesn’t go up to 1.5% for
single rate-ups. Because of this, dual banners tend to be preferred to pull on.
You also get to pick any of the rate-up things after doing 200 pulls, which is known as sparking,
a term originating from Granblue Fantasy. (though, it’s a bit confusing with inheritance also
being sparks on Global…) To get MLB SSRs, you will on average need to spark twice. Pities do
not carry over across banners. If you do 100 pulls on one banner, you will start from 0 on the
next, not from 100.
In terms of USD, if you want to whale, one spark will run you $240 if you get them on sale, and
about $408 at full price, or roughly two dollars per pull. The 2500 pack is the “best value” after
getting all the sales and monthly pass. They renew the sale packs from time to time.
There are no limited umas. You can pull any character, even the summer or Christmas ones, at
any time. Some welfare support cards are event-exclusive, but otherwise there are also no
limited support cards.
Here’s a table showing what you can expect from certain numbers of pulls, pity included, for any
given rate-up.
SSR
Pulls None 0LB 1LB 2LB 3LB MLB
600 0% 0% 0% 1% 5% 94%
Sometimes, there will be an uma banner with no rate up. This happened for New Year’s 2021
on the JP server. In this case, you can spark any uma.
Common Terms JP Players Use
If you read old guides or talk to players who played on the Japanese server, they’ll instinctively
use the terms they’re familiar with sometimes, especially if they haven’t played Global
themselves. Here’s a quick comparison for reference.
Affinity Compatibility
Clubs Circles
Cleats Horseshoes
Why did I lose this race even though all my stats are way higher than the opponents’?
You probably got blocked. Your uma can get surrounded by other umas and be unable to move
sometimes. It just happens, nothing you can really do about it. In story and such you can pick
Front Runner as the style every time to mitigate this, but it can still happen with a late start.
How do I win this race? (eg for a mission, or in the main story, or anything)
The most common issue is lack of Stamina. Refer to the Required Stamina Chart. Lower it by
600 in training, as Career gives you secret stat boosts (so +400 Stamina and Guts). If your
Stamina is fine, Power is probably your issue. Make sure your uma also has A or better for the
surface and distance.
Do debuffs stack?
Yes. All skills stack. Yes, even if they have the same name.
Can I check how many races I’ve done while still in training?
Open the menu bottom right and click the button with the trophy icon.
When you go to train an uma, you’ll be greeted with this screen at first, where you select the
uma you want to train.
Umas with a golden border are level 3 or higher, which is raised by trading shoes and pennants.
Stars can be raised by trading pieces, which are acquired by pulling duplicates from the gacha,
trading statues in the shop, and various other things that aren’t consistently available. At three
stars, an uma unlocks her unique racing outfit and gains the ability to pass down her unique skill
through inheritance. Skills at three stars are also notably stronger than their 1 or 2 star
counterparts.
Selecting an uma won’t consume that uma. It makes a fresh copy. Every time you do a training
run, you’ll start with a fresh clone of that uma with the template’s base stats.
Legacies
After selecting an uma, you’ll be presented with the legacy screen. Here, you’ll select umas to,
as the game puts it, “send feelings” to the uma you’re raising. Most people simply refer to these
as the uma’s parents.
Whenever you finish a run with an uma, that uma will receive sparks roughly related to her own
abilities. The uma’s actual stats and skills don’t matter at all for inheritance, only these sparks.
You can also borrow umas from people you follow to use as parents.
If you press and hold on a trained uma, it will bring up their stats page. On the second tab, you
can see the sparks they and their parents have. All of these can be passed down to the uma
you’re training.
As an example, let’s look at the sparks one of my umas has. It’s an Oguri Cap, who had
Symboli Rudolf and Mayano Top Gun as her parents.
Blue sparks are stats. The Mayano and Oguri both have 3 star Speed sparks. The Symboli
Rudolf has a 3 star Stamina spark. A 1 star spark gives +5 to that stat, a 2 star factor gives +12,
and a 3 star gives +21. So, this uma will give +42 Speed and +21 Stamina. We’d refer to her as
a 6* Speed 3* Stamina uma.
Pink sparks are for aptitudes. They’ll raise the letter grade of the related aptitudes, in this case,
Turf and Medium Distance. You can’t raise them above A at the start, but during the two
inspiration events, they might get upgraded to S if there’s a related pink spark in the legacy.
The green and gray sparks are for skills and races. Skill sparks will give hints for the skill of the
same name, while race sparks will give bonus stats. For example, the URA Finale spark can
give +10 Speed/Stamina for each star if it activates during an inspiration event. If this Rudolph’s
triggered, then our uma in training could get +30 extra Speed and Stamina.
The stats of the parent umas don’t matter at all at this point. An A rank uma and a C rank uma
with the same sparks will both give exactly the same inheritance. Though, the higher the rank,
the better the chance of getting good sparks, generally.
One other thing to look out for when selecting inheritance is the affinity, shown in the top right.
A triangle means there’s bad affinity. A circle means there’s good affinity. Two circles means
there’s great affinity. Don’t pick worse parents for better affinity, but if you’re indecisive between
two of them, affinity can be the tie breaker.
3 Star Spark Chance
After finishing a run, the uma gets random sparks to pass down to its future children. The blue
one is chosen randomly between the five stats, and then the stars are chosen based on how
high that stat is. The pink is chosen randomly between all aptitudes the uma has at A or higher
(so, avoid raising more to A if you’re targeting a specific pink). Here’s a chart of the chance to
get a 3 star spark based on what the stat is.
After finishing an uma, a stat is randomly chosen, and then the stars for that stat are chosen.
So, if you had 1200 Speed, the chance of getting a 3 star Speed spark would be 20% (the
chance of it picking Speed) * 10% (the chance of it being 3 star) for a total of ~2%. It doesn’t
matter if you win the run or not.
Raising Aptitude
During the initial inheritance, the amount the aptitude increases is based on the number of total
stars among the pink sparks of the parents and grandparents. Raising it by one rank requires 1
star, then each subsequent rank requires another three stars. You can raise each aptitude a
total of four ranks in this way, so an F rank aptitude could only go to B during the initial
inheritance, even with 18 total stars.
As an example, Mayano Top Gun has an E rank Dirt aptitude and a D rank Mile aptitude. In
order to raise her for Dirt PvP, you would need to raise both to A. Getting Mile to C takes one
star, then 3 to get to B, and 3 more to get to A, for a total of 7. The Dirt aptitude requires one
more step, so it requires 10 total stars.
In total, this is 17, but it’s not possible to do all at the start since one uma can’t have two
different pink aptitudes. You could do 7 Mile and 9 Dirt (3+3+1, 3+3+3), or 6 Mile and 10 Dirt
(3+3, 1+3+3+3). One of them will have to be left at B and raised through an inspiration event.
Chance of Inheriting Sparks
The chance of inheriting sparks is influenced by your individual affinity with each uma and
whether the uma is a parent or grandparent. Here’s a table I stole from Crazyfellow.
Pink 1% 3% 5%
Race Whites 1% 2% 3%
Other Whites 3% 6% 9%
These numbers are then increased by a % equalling your affinity. So, if you had 30 affinity with
your parent that had a 3 star skill white, you would have a 9% * 1.3 = ~12% chance of inheriting
it instead of 9%.
Grandparents have their inheritance rates halved (though I’d imagine not for blues?).
Other white sparks, such as race and scenario sparks, follow the same pattern, counting as
white skills (so 20% base chance).
For stars, it’s 50% for 1 star, 45% for 2 stars, and 5% for 3 stars. These change to 20% for 1
star, 70% for 2 star, and 10% for 3 star if the uma is SS rank or higher.
Affinity
The better the affinity, the higher the chance of getting a lot of inherited sparks during the two
inspiration events during the training, which happen in early April.
The affinity is decided by a variety of things. At a baseline, each uma has hard-coded affinity
with every other uma, which is derived from various things usually related to the real-life umas.
Dirt racers tend to have good affinity with other Dirt racers and such. This affinity applies
between the uma you’re training and her parents, and between her and her grandparents. Every
uma has 0 affinity with themselves, which is significant for grandparents. You can check these
numbers on Gametora.
Triangle is 50 or less affinity, double circle is greater than 150 affinity. There’s no significant
jump here, 149 affinity isn’t massively worse than 151. Affinity is linearly useful, 149->150 is the
same increase as 150->151. But, the double circle is a good target when you don’t want to
bother calculating everything.
You can increase this affinity by doing races. Currently, you get +1 affinity for each graded race
you win on both the parent and the grandparent. So, if you won 10 graded races on Oguri, then
trained a Teio with the Oguri as a parent and did those same 10 races, you would get +10
affinity for the Teio parent, making it easier to get double circle affinity for your runs. If the other
grandparent also did those 10 races, you would have +20 affinity.
If both parents did the race, there’s another bonus. So, if the other parent was a Mayano who
did those 10 races, it would be another +10 affinity, for +30 total. Doing races is also good since
it gives you more SP, which means more skills, which means more chances for white sparks.
However, later on this gets changed to be +3 per matching G1, with G2s and G3s no longer
counting. This applies retroactively, so your parents’ affinities might change after that update. As
such, just focus on the G1s when making your parents in this way. They give good stats
anyway, you should be doing them with some frequency even on normal runs.
Finding Friends
Uma Pure
https://uma-global.pure-db.com/#/search
Fairly self explanatory. Powerful friend searching tool where you can filter by anything you’d
ever want, including representative sparks. It does use the JP terms for many things though.
If the button is gray, either you’re capped on follows, or the person has reached the follower
cap. You can unfollow someone if it’s the former. In the middle part of the first image, the follow
count can be seen at the bottom left, which for me is 9/15. If you’re not capped, then that means
they are, and you’ll have to find someone else.
Support Card Restrictions
There are a few different reasons why you might not be able to use a support card.
The message above the second support card is saying that you can’t use it while training that
uma. Since the uma being trained is King Halo, I cannot use King Halo’s support cards.
The message above the third support card is saying that another support card of the same uma
is present. The deck already contains the Speed version of Special Week, so I can’t add the
Guts version of Special Week.
The message above the first support card is simply saying that the card is already present in the
deck.
Support Card Tier Lists
Check out the Tier List here: https://euophrys.github.io/uma-tiers/#/global
Pick a preset or enter the cards you know you’ll be using and it will show you the best cards to
add to that deck, stats-wise. You may want other cards for their skills, like Super Creek.
The scores shown are for adding the card to the currently selected deck. If you have 0 Power
cards, then the scores are for when that card is the only Power card. If you have 2 Power cards,
then the scores are for when that card is the third Power card, and so on.
You can enter the exact deck you’re using to see a fully customized ranking for your situation.
Or, if you just want to see a general overview, you can use the Presets below the deck display.
For Bond Rate, you can increase it if you have cards you don’t want to bond. For example, in
Racing decks, there are typically two cards that don’t get bonded at all, such as Nishino Flower
SR. You can count these as 7 extra bonus bond per turn or so.
The Optional Races should be self-explanatory. If you use a racing agenda, you can copy the
numbers over.
Rainbow Multiplier is for MANT runs. You can ignore it for now. It defaults to 1.4, which would
be a mid-tier megaphone. If you only train with multiple items, you could increase it to 1.7 or
even 1.9 (mid + weight).
The Stat Weights section is setup in a fairly standard way. Guts is an exception, with Speed and
Power being given doubled weight. Increase the stats you care about, decrease the stats you
don’t. For example, maybe on a Sprint uma, you would minimize Stamina’s weight.
Average Motivation is what it says. If you train on orange a lot due to racing, you could lower it
to 15% or 10%.
For the Stat Cap, you can increase it if you cap the stat early on in most of your runs.
Minimum Training Value will prune out undesirable trainings. If you only train on double
rainbows, this can be raised. The number includes skill points and is calculated before items.
Runners:
1 - Pet Pick. There’s no reason to use this character except for character love.
2 - Usable. Worse than umas in 3, but can still compete.
3 - Average. More or less the same strength as Summer Maruzensky in the best case.
4 - Strong. Significantly stronger than Summer Maruzensky on certain tracks.
5 - Meta. In the top 5 umas for at least one track, or has similar strength to them.
Other styles are the same, except OG Oguri Cap instead of Summer Maruzensky. Summer
Maruzensky releases later and is a strong Front Runner, but with nothing special going for her.
Basically becoming the default choice when nobody else works particularly well.
Team Trials:
1 - This uma’s unique and both golds are inconsistent.
2 - This uma’s unique is inconsistent but one gold is consistent. (1200 points)
3 - This uma’s unique is consistent or both golds are consistent. (2400 points)
4 - This uma’s unique and one of her golds are consistent. (3600 points)
5 - This uma’s unique and both golds are perfectly consistent. (4800 points)
Parents:
1 - This skill isn’t worth buying.
2 - The skill is a consistent 0.15 speed or equivalent usefulness.
3 - The skill is a consistent 0.25 speed or equivalent usefulness.
4 - The skill is highly desirable for some umas, but not among the best available.
5 - The skill is the best inherit for some style on some track, basically mandatory.
Debuffer: Separated into the different types of debuffers, then a number given to show the total
reduction the debuffer can provide with her kit.
While reading, use the character pages on Gametora as reference for what their skills,
aptitudes, and bonuses are. These entries are currently ordered by release date. You can use
CTRL+F to find the uma you’re looking for easier. Note that any mention of special events won’t
occur in the MANT or Arc scenarios.
These reviews will frequently mention carry-over. If you don’t know what that is, check this
section. If you’re not sure why acceleration is significant, check How Races Work.
Notes on Terms
These reviews are from later in the game’s life (around Scenario 5 for most of them), so there
are some things that aren’t present in the current version of the game. Some umas also
received buffs to their ultimates during one anniversary or another.
Evolutions - The gold skills umas start with later get special pink versions, which are more
powerful and unique to the uma. This makes some umas much better. It happened around the
second anniversary, with the Grandmasters scenario.
Parents - There are key parent umas that frequently get compared to, such as Dober and
Nishino Flower who aren’t yet in the game. They’re meta defining as parents once they do
release.
Christmas Oguri - This uma triggers her unique after using 3 healing skills. She’s one of the
most dominant competitive umas for a long time, with the puzzle being finding which heals to
use to make her unique trigger at the best time. Umas with healing ults will frequently be looked
at through the lens of her. She does fall off after evolutions come out though, as she doesn’t get
good ones.
Gambler - An uma who stacks up a bunch of random acceleration skills and hopes one of them
triggers at a good time.
Runaway - A fifth racing style, which is Front Runner taken to a new extreme. Technically added
during MANT, but not really usable until Grand Live. On Global, this releases during the Unity
Cup scenario.
Daily Legend Race - A feature added later where you can get 1 piece for certain umas each
day. 150 pieces lets you get the uma, so this feature allows you to get an uma of your choice
every 5 months. (plus 2x events)
1* Umas
Sakura Bakushin O (1*)
Ratings: Pace Chaser 4 (Sprint), Team Trials 4 (Sprint), Parent 2
Bakushin’s Staggering Lead gold is pretty much impossible to activate as a normal Front
Runner, you don’t have to awaken her all the way to potential lv5. Since she has Pace Chaser
Straightaways and Countermeasure, it’s better to just make her a Pace Chaser. Her unique skill
is also more difficult to activate as a Front Runner. Turbo Sprint is a great skill for Sprints,
though other umas can get the gold from her card.
Ryan is exclusively used as a parent. On tracks where the spurt starts on a corner, she’s almost
always used for all Late Surgers and End Closers. Even though Dober outshines her on some
tracks, with two uniques to inherit, it’s usually Ryan + Dober as your parents. Killer Tunes is for
Pace Chasers/Front Runners, so it’s not something that helps her. You’d rather run her as a
Late Surger for Rising Dragon and the chance of triggering her unique. Though, her unique is
way too specific to be consistent in Team Trials (need exactly 8th place).
Tachyon isn’t used universally as a parent, but on some tracks, her unique is used by Christmas
Oguri as a fourth heal, which improves her consistency. For Team Trials, her debuff evolves into
a perfectly consistent skill, but before that it doesn’t fit with her Pace Chaser role. Her heal and
unique are both consistent enough. Having a unique heal and a gold heal means you get to
skimp on Stamina while training her. However, she’s not amazing in a CM context, her best
track being Kyoto 2200m.
Nice Nature is the quintessential Stamina Debuffer, having both important golds. That’s
basically her only use in Champions Meeting. See the Debuff Builds section for details. Her
evolution skills are both bad, but the All-Seeing Eyes evolution is more consistent for Team
Trials. Never gets used as an actual CM racer, even after the evolutions update.
King Halo (1*)
Ratings: Late Surger 2, Team Trials 2, Parent 1
OG King Halo is an unfortunate uma. Her unique is essentially OG Oguri’s but worse. Her vision
gold is consistent but unusable outside of Team Trials. Blinding Flash is inconsistent and weak
when Turbo Sprint exists. An uma that’s entirely outclassed. But, might be your only option in
early Sprint CMs.
Winning Ticket has nothing exciting in her kit. A speed unique on the final straight combined
with one useless and one decent gold. At least the golds are consistent. Her unique might be
more consistent in Mile, but she starts with Mile F. “blocked_side” final corner uniques are
difficult ever since First Anniversary added the spreading on final corner. She’s fine, but there
are many better umas.
Matikanefukukitaru (1*)
Ratings: Late Surger 1, Team Trials 4 (Long), Parent 1
Fuku’s unique is more consistent in longer tracks. However, she has no built-in gold heals, so
it’s harder to build her for them. Her long gold is consistent but her green gold is anything but. In
CM, it triggers 1/9 times, and in Team Trials, it triggers 1/12 times.
Urara is full of recoveries. Since Dirt Team Trials is all Mile, and she has Medium G anyway,
they’re not very useful. However, they are fairly consistent, and for free-to-play players, she’s
one of the only options for Dirt Team Trials. You can make her an End Closer if you want her
unique to be a bit more consistent, maybe. Her unique isn’t normally something you want to
inherit, however, there are some edge cases where you can inherit it on a Late Surger/End
Closer Christmas Oguri. She’s also sometimes used for weird strategies that involve having one
very bad uma due to her bad aptitudes.
2* Umas
Gold Ship (2*)
Ratings: End Closer 4, Team Trials 4 (Medium/Long), Parent 1
Gold Ship is a good baseline End Closer. When End Closers are good, she’s a fine option to
bring, but she’ll always be outclassed by at least one other End Closer. Early on, that’s Narita
Taishin. Her vision buff is a consistent gold for Team Trials but does nothing in CM, as always
with vision skills. Downhills for her recovery happen more in Medium Team Trials (68%) than in
2500~2600 Long Team Trials (57%).
Vodka (2*)
Ratings: Late Surger 3, Team Trials 4 (Mile), Parent 1
In CM, Vodka’s Furious Feat evolution makes her a good gambler. If it triggers well she’ll have a
good chance to win. Pair it with other gambling skills like On Your Left!. In Team Trials, the 6
NPCs make it very hard to trigger. Her heal is consistent in both cases, though it can trigger too
late before the buff. Her unique is a worse version of OG Oguri’s.
Daiwa’s unique has accel on it, which is always a sign that you should look to see if you can
take advantage of it. Early on in the JP server, she used to be known as the “Daiwa Rocket” in
Medium. She triggers Killer Tunes, gains speed, and that triggers her unique, which makes her
accel, ideally near the start of the spurt. If it’s a bad track for Front Runners, she can be a Pace
Chaser. She’s a great F2P option in Medium CMs. For Team Trials, her unique is much more
consistent as a Front Runner, so just make her a Front Runner and ignore her heal.
Grass Wonder is generally used as a combination Speed Debuffer and Gambler in CM. With
her built-in On Your Left!, she can sometimes get lucky and steal a win. On the races she
doesn’t get lucky, Monopolizer slows down the enemies to help your other umas win. In Team
Trials, On Your Left! can be a bit inconsistent, but her Monopolizer evolution is perfectly
consistent.
Pasa is a really weird uma. Her unique is great for CM Front Runners when the spurt starts on
or near the final straight. However, she has Front Runner E, so it’s really difficult to raise her for
that herself. She’s usually relegated to a parent for that reason, but she can get lucky as a Pace
Chaser if there are few or no Front Runners. In Team Trials, she’s generally used for Dirt due to
the lack of umas for that, but she has a Medium gold. But, in Medium, she needs more Stamina
so she can use her unique, and her unique will only work if she’s actually winning. Just use her
as a Dirt uma until you get someone better.
Air Groove’s awakenings and unique don’t quite match. Her unique requires her to be 4th or
worse and pass someone, which is hard for a Team Trials Pace Chaser, but she has a Pace
Chaser gold. It’s better to make her a Late Surger, since uniques are worth two golds. In CM,
she has nothing going for her over other umas, but she does come with two End Closer debuffs.
She’s a low-effort option if you want to debuff End Closers.
Mayano has great awakenings. Breath of Fresh Air is a consistent heal and No Stopping Me! is
a strong skill on many CMs. Her aptitudes mean she can race on anything as anything, though
Dirt Mile is a bit difficult. If Pace Chasers are good, she can be a Pace Chaser, if End Closers
are good, she can be an End Closer. She’s definitely an uma you want to invest in as a F2P
player. In Team Trials, No Stopping Me! isn’t consistent. Her unique is also a final corner
“blocked_side” unique, which is difficult to achieve after the First Anniversary change to make
umas spread out on the final corner. I’m not sure how consistent it is in Team Trials.
Mayano receives a second paragraph to talk about her events. Her Shapeshifter event (win a
G1 as each style) even gives her a good accel for every style, but isn’t added until later. She
also gets Fast Learner guaranteed if she has 500+ Wit when “Maya’s Love Advice?!” triggers,
making her appealing for chasing high scores. Normally, getting Fast Learner on a run is like a
4% chance (outside of the MANT scenario). You can just quit your Mayano runs when they hit
that event early and try again, once you’re able to do Wit builds (or inherit it).
Super Creek has a crazy amount of recovery in her kit. Her unique and evolved Maestro total to
be nearly 3 golds worth. However, her unique is inconsistent, requiring her to be 3~4 in CM or
3~5 in Team Trials at a random point in the middle leg. If there end up being a lot of Front
Runners / Pace Chasers it’s difficult to trigger. After the buffs, it’s a good heal when inherited, so
she’s sometimes used as a parent for Pace Chasers who want some safety vs debuffs. Pace
Chasers often don’t have good things to inherit, especially if it’s not a Nishino track, so she’s a
good parent to have around.
3* Umas
Rice Shower (Original)
Ratings: Pace Chaser 2, Team Trials 5 (Long), Parent 2
Rice is a very popular uma, but not a very good one. Her unique and golds are all consistent
enough for Long Team Trials though, and since she has a built-in recovery, training her for it
isn’t difficult. Her bonuses can sometimes make training painful. She has Determined Descent
which is good on some tracks, but the other umas with it are much better, and others can just
inherit the white or get the gold from a card.
Rudolf’s evolutions mean that her unique and both golds are perfectly consistent, making her a
great option for a Medium Team Trials. Though, one of those golds is Professor, which you get
from the very popular Kitasan Black Speed card. If you regularly use Kitasan, she loses value
and can be considered Team Trials 4 due to having a duplicated gold. Her unique is very
consistent and decently strong for Late Surgers and End Closers. She can be a good parent
when Dober and/or Ryan aren’t good parents for the track, such as in Long Distance, or as a
grandparent. As a Debuffer, Rudolf isn’t desirable as she can’t use her own card, which is the
best card for Debuffers, so she can fill a hybrid role like Grass Wonder does. In CM she’s just
average, but being around Oguri’s strength is still strong.
McQueen received a bit of redemption with her evolutions, but not enough to make her
generally good in CM. However, everything is consistent for Team Trials. There is a very
specific strategy with McQueen as a Late Surger in CM which is fairly strong. You pair her with
Urara or a similar poor performer to make her unique always trigger, and when that results in
carrying speed over into the spurt, she becomes quite powerful. Her unique is also pretty good
for Long, especially after it gets buffed.
Taiki’s unique is very strong on certain tracks, and it gives acceleration, so she’s a highly
desirable parent. On tracks where she’s good, her ult is paired with Nishino Flower’s, taking up
both parent slots. Because of this, if you don’t have either of them, you should consider
prioritising Taiki from daily legend races. However, her unique isn’t consistent enough for Team
Trials. Her golds both get better with buffs that come later, and then she becomes a strong racer
in her own right, still usable today on the JP server.
Oguri is a great all-rounder uma. She’s decently strong in basically any track, and her unique
can be inherited on non-Front Runners for a consistent 0.25 speed. Using Oguri is never a bad
choice. In Team Trials, everything is consistent, and you can put her anywhere you need her. Of
course, that’s usually Dirt, but if you have Dirt umas and lack Sprint umas, she can fill that. Her
great flexibility and good strength is why she’s recommended for the initial pick ticket, even
though other umas are sometimes stronger. Her heal is consistent when she’s a Pace Chaser
and her acceleration skill can sometimes be used for gambling.
Maruzensky (Original)
Ratings: Front Runner 2, Team Trials 5 (Mile Pace Chaser), Parent 5
Maruzensky is primarily a parent uma. For Front Runners and Pace Chasers, she’s good for
Osaka Hai, Oaks, Japan Derby, and Japan Cup. These are all Medium tracks, so she herself
isn’t very good on them, due to having Mile skills. On other final corner tracks, her unique
typically triggers too early to do anything, but she can be inherited on Late Surgers/End Closers,
who can pass into 5th to trigger it later and get the accel. On such tracks, Dober isn’t a good
inherit, so she can replace Dober as a parent. In Team Trials, she has consistent skills and a
consistent unique, just don’t evolve Accel Full Throttle. It requires first place when evolved,
which isn’t consistent even for Front Runner. Her inherited unique is also very consistent for all
styles and can be inherited on anyone in Team Trials for points.
Early on, Tokai Teio is quite weak, but the evolutions and a buff to her unique saves her. She
becomes a very strong uma in Medium distance. Her winrate in competitive matchmaking rivals
NY Kitasan and Christmas Oguri in some CMs. As a parent, she’s a consistent 0.25 speed. She
also has strong Secret Events for winning the Triple Crown and the Spring Triple Crown.
Suzuka is used for her Runaway ability, once that’s introduced. In Team Trials, this means she
has an extra gold skill. Concentration is also a great skill in Team Trials since it gets you more
good start bonuses. In CM, she’s used often, as Front Runners are frequently strong and a
Runaway makes it much harder for Front Runners to win. It also serves as a way to buff your
Pace Chasers. When the spurt is on the final corner, her Unrestrained skill can help her win.
Her inherited unique basically only works on other Runaway and there are better options.
TM Opera O (Original)
Ratings: Pace Chaser 4+, Team Trials 5 (Medium Pace Chaser), Parent 2
Early on, Opera’s unique is very hard to trigger, but it gets buffed later. Opera has a heap of
consistent skills for Team Trials. In CM, she can be strong when the spurt starts after the final
corner starts and both of her evolutions are great. Her unique and Speed Star both trigger on
the final corner. If they give her carryover, she’s strong. Tracks that fit this are Tennosho
Autumn and, later, Longchamp 2400m. Also keep in mind her Fall Triple Crown secret event
both years, which gives all stats up and is affected by Race Bonus.
Bourbon is outclassed by many Front Runners in a CM context, but in Team Trials, her skills are
pretty consistent. You’d want to get Concentration on her to improve her unique’s consistency,
or at least Focus. Her unique won’t trigger if she has a bad start, and Concentration prevents
those. Having a Medium Distance Recovery built in makes her easy to train. Her Valentine’s alt
is arguably the strongest generic Front Runner uma, so look forward to that if you’re a Bourbon
fan.
Biwa’s similar to Super Creek. She has an insane amount of recovery, almost three golds worth
with both her evolutions, and everything is consistent for Team Trials. However, she has nothing
exciting in her kit for CM except maybe carryover on her unique in Tennosho Fall.
Bird McQueen doesn’t really have anything going for her in CM, but at least she’s consistent in
Stadium and has a heal for Long. She’s outclassed when her unique carries over and can’t
compete in Long CMs against the meta Pace Chasers or Fronts until her buffs which come
much later. Though, after those buffs, she is quite strong.
Curren is a gambler in Sprints. If her unique triggers late enough to bring the accel into the
spurt, she’s pretty strong. However, Sprint CMs tend to be dominated by Front Runners and
End Closers, so she’s not quite meta. She’s probably good in Team Trials, her golds are
consistent and her unique should trigger most of the time.
Taishin is the original holder of Encroaching Shadow, one of the strongest End Closer skills.
Even after other End Closers outclass her in Long, she remains meta for certain Mile tracks.
However, she has a debilitating training event that lowers her mood and gives her Bad Practice
that’s a pain to work around sometimes. But after that, there’s an event in Late March that gives
her all stats.
Smart Falcon is the best Dirt uma on release, but later, is generally outclassed by Copano
Rickey. Still, even after Rickey’s release, she can still hold her own. There are certain tracks
where her unique can get accel during the spurt. All her skills are consistent for Team Trials.
You’re likely to see Falcon or one of her alts in every Dirt CM forever. Her first alt is roughly the
same strength as her. You could also raise her for Turf if you were particularly motivated, and
she’s capable at that for a while.
Brian has very plain, consistent skills. Just an average uma. After buffs, her unique is pretty
strong to inherit on non-Front umas and has some tracks where it’s particularly strong, like
Hanshin 1600m.
Wedding Mayano can gamble with her unique as a backliner. If she passes at the right time,
and the track’s spurt starts on the final corner, she’ll get a bunch of accel. She’s also the second
best option for a Stamina Debuffer after Nice Nature, as Mystifying Murmur is the best Stamina
debuff. Though, it’s not consistent in Team Trials. Sometimes, she gets built as a hybrid uma,
with enough stats to win but also carrying debuffs. Seeing her win in CM even as a debuffer
happens surprisingly often.
Wedding Groove is a solidly strong Leader after the first anniversary buffs. When Taiki/Nishino
are viable uniques to inherit for a Mile CM, Wedding Groove is one of the best ones to take
advantage of them thanks to her midleg speed unique and gold. Before her buff, she’s
extremely bad.
Seiun Sky revolutionised Fronts with her unique. In basically every Medium and Mile track as
well as some others, Fronts will want to use her as a parent. Even some Paces want her
unique. However, she herself is very lacking. She doesn’t have the skills required to keep up
with the other Fronts and won’t be able to use her unique. However, if Fronts are bad on a track,
she can be good. In a Pace meta, Seiun is generally the only Front that can actually compete
with them, as long as there aren’t any other Fronts around to ruin her day.
Amazon’s unique isn’t consistent for Team Trials, but her golds are. Her first evolved skill can
help her trigger her unique and could be good on some tracks like Tennosho Autumn. Storm
and Stress is basically Heart and Soul so it’s not very desirable. Having both End Closer
Corners and Straights built in is nice. But, overall, one of the worst End Closers in the game.
Fantasy Pasa gets accel when trying to overtake someone on the final corner. So, when the last
spurt is on the final corner, she can luck into some accel. You’ll most likely want to pair her with
speed skills that trigger on the final corner to trigger overtake mode, though most such skills are
for Pace Chasers. Her unique can be inherited for accel purposes, but there’s generally going to
be better options. Both her golds are a little inconsistent in Team Trials, especially Furious Feat,
but Furious Feat can be used as another gambling skill in Mile CM.
Fuji is basically a clone of Oguri. She has a similar unique, a Pace heal, and a gold Mile speed
skill instead of a generic gold accel skill. You can use her in Mile CMs if you want. Her unique is
0.25 when inherited, making it quite good.
Gold City is a gambling uma, similar to Curren Chan. If she starts trying to overtake someone
late in the middle leg, her unique will trigger and let her carry accel into the spurt. You’ll want to
pair her with skills that trigger around there, which vary based on the track. She can further
gamble with her built-in Switch-up Pro. Her gold heal later becomes a speed debuff, but if you
want a Mile speed debuffer, you’ll usually just use Grass Wonder and get that gold heal from the
Gold City card. Also, note that every race you do after Tennosho Spring on Gold City will give
you all stats and extra SP. This can let you get much higher SP counts, allowing you to buy a
ton of skills for Team Trials.
Maruzensky (Summer)
Ratings: Front 3, Team Trials 4 (Mile Front), Parent 4
Summer Maruzensky is the benchmark for Runner umas. She has a gold heal and a midleg
speed unique. She used to be the best, but became outclassed with Valentines Bourbon’s
release. These days, Runners usually come with either Fortune or Groundwork, while S.Maru
has neither, making her difficult to raise. Her unique is good to inherit on other Runners when
there aren’t two mandatory parents. In Stadium, hills in Mile aren’t always there, so her gold
recovery often won’t trigger. Make sure you have a backup heal.
Summer Spe has a boring kit, but it’s overall decently strong. Both of her golds evolve into 4s
duration ones, which is very good. Her unique is very easy to trigger and is a gold heal, making
her easy to raise for Mid and Long. Inherited, it’s only a white heal.
This Month’s Reviews
Doto gets acceleration when she passes someone in the final leg or beyond. So, if she gets
lucky, she can zoom. It’s not consistent though, so she’s just a gambling uma. Everything is
consistent enough in Team Trials.
Eishin has been bullied by recent scenarios. In Grand Live, you get Magician of the Lane for
free, and in Grandmasters, you get Heart and Soul for free. She’ll often have a duplicated gold,
making her less ideal for Stadium training. For CM, she has nothing special.
Back when End Closers were the meta in Long tracks, FA Fuku had her uses. When the End
Closers moved forward in mid leg, they would trigger her unique and make her run faster. Once
Late Surgers are equal to or greater than End Closers in Long, this is less ideal, but she’s still
quite good. Her lack of heals makes her a bit hard to train for Long as well.
Akebono is a solid Sprint Pace Chaser. Her unique is a mid leg speed unique if you don’t do
anything special, which is pretty good. You can stack Stamina on her to make her unique trigger
later and get the acceleration from it into the spurt, but it takes like 1000 Stamina with heals to
do that. Generally it’s not worth it, but it’s a fun meme strategy.
If Digital was on the initial ticket, she’d be the one to pick instead of Oguri. She has the flexibility
to go either Turf or Dirt, is strong everywhere, and on many tracks, she’s extremely strong and
makes it into the top 5 of umas for that track. Her unique is best when the spurt starts before the
final corner, but the final corner starts shortly after. Umas spread out on the final corner, and her
unique has lane movement speed. When you’re moving side to side with a lane movement
speed buff active, you get +0.5 speed. So, you want her to use her unique before the spreading
happens to have it active while spreading. It can also be inherited for other backlines on tracks
where it works. Her Front Row gold is a good gambling skill for Dirt and everything is consistent.
She’s a priority pick in Daily Legend Races.
Super Creek (Halloween)
Ratings: Pace Chaser 2, Team Trials 3, Parent 5, Stamina Debuffer (-3%)
Mummy Creek is a mandatory parent for Fronts and Paces whenever Pasa also is. However, all
of those tracks are Short and Mile, which Creek has G in. So, she’s not good as a racer herself.
On Sprint tracks where Seiun doesn’t work, Pasa and H.Creek are the mandatory parents. She
can be used as a second Stamina Debuffer if you don’t have Mayano Bride.
Halloween Rice is a bit different from usual Stamina Debuffers, who are backliners. She instead
goes Pace or Front. Typically if she’s being used, it’s to give your Front someone to compete
with while also having debuffs. Her kit is good but not special, and her debuff isn’t consistent in
Stadium since someone needs to kakari.
Support Card Builds
These are made with PvP in mind. Winning Career is pretty simple with decent cards. The
enemy umas aren’t very strong, and you have a secret +400 All Stats boost which makes
Stamina much less important during training. In terms of importance with these goals, it’s
Stamina > Speed > Power > Wit > Guts, for every distance. Stamina is the most important
stat, but it has a hard cap on each distance after which it does nothing. When you’re far below
that cap, getting more Stamina is better than more Speed.
URA Scenario
In general, you shouldn’t have more than two types of cards in your URA deck (Pal cards
aside; you can replace a Speed with Tazuna/Aoi in these). In such a low strength scenario, it’s
better to stay focused. It’s also very hard to use Wit cards in URA and make competitive umas,
unless you’re whaling every card. Save those for later.
Disclaimer: These builds are for the URA Scenario specifically. In the future, with more
powerful scenarios, Wit cards are used everywhere, Guts cards have their times to shine, and in
MANT, the types of the cards don't even matter, only their race bonus. Things will change as
the game goes on. Don't destroy your Wit and Guts cards just because they're not shown here
yet.
Sprint
Mile / Dirt
Medium
Inherit Power. Target: 1200/900/800/300/400 + Swinging Maestro
A full Stamina inherit along with the Vodka power card for a recovery might also work.
Long
That may seem extreme, but I can’t stress enough, Stamina is more important than Speed.
1200 Speed 500 Stamina is 3 seconds (~30 lengths) slower than 500 Speed 1200 Stamina
on Tennosho Spring (3200m). You lose so much speed when out of stamina. You can win
Career with less, but your performance in PvP will be much worse. See Stamina vs Speed.
Sprint
Mile / Dirt
Use this build when you have MLB Wit cards. Inherit Power and some Stamina.
Stat goal: 1200/700/900/300/1200, or 550 Stamina with a Gold Recovery.
Mid
This build is best done on umas that have a recovery built in, such as Mayano Top Gun. It’s
mainly for Team Trials where scoring is important. You can include a recovery-granting Speed
or Wit card when they release, which would be Christmas Mayano Speed for Fronts, Special
Week Speed for Paces, Halloween Zenno Rob Roy Speed for Lates, and Narita Taishin Wit for
Ends. The Fuku Wit SR is very good here, as the scenario link gives a consistent gold for
Medium Team Trials.
Inherit based on your cards. Stat Goal: 1200/500-600/800/300/1000 + 2 Gold Recoveries
Long
This build must be done in Unity Cup, as Rice gives two Gold Recoveries in that mode. Rare
Riko works if you don’t have the SSR version, her Rare is very strong.
Inherit Stamina. Stat Goal: 1200/900/1000/400/400 + 2 Gold Recoveries
Use this if you don’t have Rice or can’t reach the Stamina goal while using her.
Inherit Stamina and a bit of Power. Stat Goal: 1200/900/700/400/400 + 2 Gold Recoveries
This build is best done on umas that have two recoveries built in, such as Agnes Tachyon. It’s
mainly for Team Trials where scoring is important. You can include a recovery-granting Speed
or Wit card when they release, which would be Christmas Mayano Speed for Fronts, Special
Week Speed for Paces, Halloween Zenno Rob Roy Speed for Lates, and Narita Taishin Wit for
Ends. Particularly recovery-heavy umas can even drop Rice from the build.
Inherit anything. Stat Goal: 1000/600/800/300/1000 + 3-4 Gold Recoveries
The inheritance on the Gold Ship was 21 Stamina 94 Power. The Bourbon was 84 Stamina 42
Power.
3 Pal cards also seems possible, though I haven’t seen it give as good results.
Debuff Builds
Debuff builds are typically only used in Champions Meeting settings. For normal Team Trials
PvP, they aren’t desirable. They give up on winning to help your other umas win. Debuffers are
usually trained in the URA Scenario, as the flames within Unity Cup hide the hint indicators.
These builds don’t need any stat other than Wit and enough Power to stay in the race. Speed,
Stamina, and Guts don’t matter, though you want enough of them to win the training, to have
the most turns to get hints and maximum skill points. Aoi is also useful, as her dates give a ton
of skill points for days when you have no rainbows, especially since winning G1s is hard.
There are two types of debuffers. Speed debuffers, which slow down the enemies, and Stamina
debuffers, which try to completely kill the enemies. Speed debuffs always work, while Stamina
debuffs are stronger when they do work. Speed debuffs are generally the same strength as a
negative speed skill, while Stamina debuffs can completely ruin the uma.
Both kinds of debuffers can get the whites for both strategies. For Speed debuffs, the whites are
called Hesitant. For Stamina, they are Flustered and Subdued. To find which cards give
these, you can check Gametora and search for these terms, then click the “More.” A notable
card is Symboli Rudolf, who gives all four Subdued skills from hints. When training, you mostly
click any hint that can give a debuff. If it gives a different skill, buy it to take it out of the pool.
Here’s a chart of what cards give what debuffs. Build your deck depending on who you want to
debuff, and how. You can also make/borrow parents with white sparks for the debuffs your deck
won’t provide.
The best Speed debuffers tend to be End Closers, as they can get Petrifying Gaze. There are
two notable Distance-specific Speed debuffs, Dominator for Medium and Keen Eye for Mile
(once buffed). The best umas in this role have either Petrifying Gaze or Dominator, so umas like
Sweep Tosho, Grass Wonder, Nice Nature (Cheerleader), Symboli Rudolf, and so on.
The best Stamina debuffers tend to be Late Surgers, as they can get All-Seeing Eyes. There
are also two notable Distance-specific Stamina debuffs, Mystifying Murmur for Medium and
Stamina Siphon for Long. Mystifying Murmur is the strongest, so umas like Nice Nature and
Mayano (Wedding) are great for this role.
Debuffers will almost always want to inherit Summer Gold Ship’s unique, 564, once she
releases. The unique activates a random gold skill. Your debuffers should avoid buying any gold
skills other than debuffs. This unique can let you use more debuffs. For example, Grass Wonder
in Medium distance can borrow Gold City Speed to get Keen Eye (gains a speed debuff in a
later update), then use 564 to trigger it. Even if all your golds can activate on the track, you still
want 564, as it can trigger a debuff that failed a Wit check, increasing your consistency.
The other debuff skills, such as Trick or Frenzied, aren’t as impactful and you don’t have to
worry about getting them. Frenzied extends the Rushed debuff and actually makes your
opponents stronger if they survive (as Rushed increases speed).
Another style in End Closer-heavy metas can be to purposely lower your Power to below 100 by
failing trainings. This makes it so the End Closers can’t trigger the Sleeping Lion recovery, but
makes All-Seeing Eyes much worse. You can also just pick an uma who has bad aptitudes for
the track, like Urara.
One exception is Ines Fujin, who gives a Golden Recovery Skill that’s exclusive to Front
Runners. Also, the free Urara card is pretty generically good, you can just throw her into a build
to replace a weak card and not click Guts – she’s basically a Pal card and is quite useful in
upcoming scenarios.
Basic Training Strategy
In the early phase of training, most people focus on raising the bond of their supports. These
can be seen in the top right when you select a training. Once every card is bonded, you wait for
rainbows, and train Wit or do races if there’s no rainbow, leading to this flowchart:
As you get more experienced you’ll learn what risks you’re willing to take, when to do rainbows
instead of bonding, when to raise mood, and so on.
Advanced Training Strategy
URA Scenario
Bonding
The first phase of training is getting your supports to orange bond so you can get rainbows.
Picking the one with the most supports on it is a fine start, but there’s a lot more optimization
you can do.
When you do a training four times, it levels up, increasing the stats it gives for the rest of the
run. Because of this, you should prioritize the trainings that you want to focus on. For example,
if you’re doing a Speed/Power build, you can choose Speed/Power training while bonding even
if it’s slightly worse in terms of bond.
Wit training is also very useful, as it doesn’t cost any energy. All other things being equal, you
should probably pick the Wit training. Guts training costs the most energy and is the least
desirable stat, so it should be avoided unless it’s very good.
Hints also influence things. Each hint gives +5 bond, so having a hint on a training is almost as
good as having an extra support there. You should also consider the level of bond for each
card. If you get everyone to orange, except one who is still at one bar, it’s going to be very
annoying to raise that one to orange.
Mood
Mood is important to keep high, as every increase results in around a 1.16 multiplier to your
stats gained, depending on your support cards. However, you also lose a day of training by
going out on a date to raise it, so it’s sometimes hard to judge when to raise it.
If we consider the multiplier to be 1.16, then we can roughly say that if we raise mood and then
have 6 turns of good training, it’s worth giving up a turn. Considering rests and races, that’s
more like 8-10 turns. Though, if there was nothing better to do on the turn anyway, might as
well. Dates can sometimes raise your mood by two steps, so if you’re in a neutral mood it’s even
more worth it, and there’s the potential energy gain / crane game to consider.
There are a few set mood ups during training. Classic Year Late March, the New Year’s Raffle
in Senior Year Late January, the fan meeting in Senior Year Early April, and some uma-specific
ones (such as Senior Year Late April for Oguri Cap). If you’re close to these dates, you can use
them to raise your mood and not worry about it. The rests during Summer also raises mood.
Other things to consider are how many mood events you have left from your support cards.
Kitasan’s first two events raise mood, for example, so if you haven’t seen those you might avoid
dating and hope it shows up. Doing an optional race can also raise mood sometimes, and if
you’re racing, you also don’t need to raise mood. For example, if you’re doing the Fall Triple
Crown, which is Late October, Late November, and Late December, that’s three turns in a 6 turn
stretch where you won’t be training. You can put off dating and hope you get a mood up from
one of the races.
Races
Races are fairly efficient, especially G1s. They give 10 stats and 45 skill points base if you win
them, which with 35% race bonus becomes around 13 stats and 60 skill points for the cost of 15
energy. If we count skill points as half a stat, that’s 43 points for 15 energy, 2.86 per energy. For
a level 3 Speed training to be better than that, it would have to give 66 points.
Race Type Reward (35% Bonus) Points per Energy Lv3 Training Equivalent
In general this means that if it’s a G1 race day, and you don’t have a triple rainbow or strong
double rainbow, you should do the G1. More Race Bonus will naturally make races more
valuable. Races are more important when raising a Team Trials uma (as you want the skill
points for more skills and more points) and less important when raising a Champions Meeting
uma.
Rainbows
When you have multiple rainbows, choosing which one to do can be a little complicated, and
depends a lot on the deck you’ve brought. For example, if you have a 5 Speed 1 Power deck,
Speed rainbows will be very common while Power rainbows will be rare. If it’s a single or double
Speed rainbow and a single Power rainbow, you’d typically choose the Power.
With decks like that, you might even ignore single Speed rainbows at times. You’ll have at least
one rainbow like two-thirds of the time with a 5 Speed deck, so a single rainbow isn’t particularly
special. This is especially true if it would reduce your energy to the point where you have a fail
chance. If a good rainbow shows up the next turn with a fail chance, that’s sad.
Sometimes you even ignore rainbows to train other stats. If your Stamina is too low, this is
pretty much necessary. Summer is a good time to do this, thanks to all the trainings being level
5.
As for fail chance, a general rule of thumb is that if the stats you gain are less than double the
fail chance, don’t do it. For example, if the fail chance is 27%, and the stats are +35 Speed +16
Power, 27 * 2 = 54 and 35 + 16 = 51, so don’t do the training, rest instead. But, you can be
riskier or safer as your preference dictates.
In general, you should try to avoid doing a training that doesn’t have a flame on it, until the third
year when your trainings are levelled. You can break this rule if you have a particularly good
training, such as a triple rainbow. Additionally, optional races aren’t done as much in Unity Cup
due to the importance of the flames.
Here’s a chart of the stats gained from explosions for your supporters.
Explosion Type +Speed +Stamina +Power +Guts +Wit
Guts 90 80 90 150 70
The above chart is affected by your uma’s growth bonuses. For example, if you were training
Oguri Cap who has a 20% Speed bonus, Speed explosions would give +180 Speed.
The training levels are based on the average stat of your umas. Speed training is based on their
average Speed stat, etc. The uma’s stats cap out around 750-800 depending on their type.
Training Level 2 3 4 5
Winning an Unity Cup race gives all your teammates +50 all stats. Losing or drawing gives them
+10 all stats. Losing an Unity Cup race is very damaging to your progress. If you miss 40 all
stats on all your umas, that could be 40 * 5 stats * 15 umas = 3000 total stats lost. Your training
levels will immediately fall behind.
To achieve the top rank, you need to fight the top team at least three times, with the fourth being
either the middle or top. Typically you’ll choose the top team for the first three races, then the
middle for the fourth. If you’re confident, you can choose top for the fourth to get some extra
stats on your uma. If you had a bad start, you could do middle top top top instead. You want to
minimize the chance of losing as much as possible.
Micro-optimizations
Racing Energy
After winning a race, you have a choice between taking a consistent amount of energy, or
gambling on less or more. They average out to be the same on average in the long run,
meaning the better result is 1/3 and the worse is 2/3. There are some situations where it’s
optimal to pick one over the other, though. This is most relevant in the third scenario, MANT,
where doing 30+ races in a run is normal.
If you race on zero energy, you can be punished. Thus, if one option has the chance to set you
to 0 energy, or the chance to keep you above 0 energy, you should choose accordingly. In
MANT, on a win, the top option is -20 energy, and the bottom option is either -10 or -25. If you
currently have 11~20 energy, then choosing the bottom option is clearly best, as you have a
chance to stay above 0. If you have 21~25, then choosing top is best, since getting the -25
energy outcome would put you to 0.
It gets a bit more complicated when you have multiple races in a row. If you’re planning to race
three times, and you’re at 41~45 energy, then picking top on the first two races will guarantee
you have energy remaining for the third race. If you pick bottom and get -25, then you’re now at
16~20 energy and have to gamble on bottom again and get -10 in order to avoid hitting 0
energy. On the other hand, if you’re at 46+, you can still be at 21+ after a -25, then you can
choose the top to remain above 0. Choosing the bottom is best here, since getting -10 twice in a
row will help a lot.
Note that you can’t get punished for races that happen on the final turn before an objective, or
races that are objectives. In MANT, this means the races at the end of the year. Even if you do
Arima Kinen as your third race and have 0 energy, you won’t receive any downside. The same
applies in other scenarios, for example in Unity Cup Oguri Cap won’t get punished after
Takarazuka Kinen in Senior Year, since it’s her objective turn.
Hint Pruning
You can’t get hints for skills you already own. This applies both to actual hints from cards, and
later scenario mechanics like Unity Cup Explosions or MANT Rivals. Thus, you can buy skills
early to take them out of the hint pool, to increase the chance of getting the other skills. The
downside of doing this is that they won’t get discounted by Fast Learner if you obtain it later in
the run.
Note that you also can’t get hints for skills that are already at hint level 5, so if that happens,
there’s no rush to buy them.
This is mainly used for Debuffer umas. Cards like Rudolf have many hints. Buying them as you
get them will increase the chance of getting other debuff hints in the future. However, it can also
be used for other umas. In MANT, you can buy things like Pace Chaser Straightaways to make
it more likely to get Pace Chaser Corners, for instance. Naturally, for racing umas, you’ll only
want to buy skills you actually want, unlike Debuffers who will buy anything the cards give them.
You should also keep in mind what mechanics the scenarios use to give you hints. For example,
in Unity Cup, the explosions give you hints for aptitudes you have at A, so it’s optimal to have as
few A rank aptitudes as possible, making umas like Manhattan Cafe better.
In a deck with 6 SSRs, each SSR will finish their chain less often than if it was a deck with 3
SSRs and 3 SRs, for example. If you just wanted to finish one chain (for gallery completion, or
for a mission, etc) you could take 1 SSR and 5 Rs to make it highly likely.
As a side note, this is why speedruns use 6 R cards. There are no chain events to take up time.
Cards that can end their chain early are also good for this, such as Mayano Top Gun or Curren
Chan. Ending the chain removes the later two events from the pool, raising the chance you’ll
see the others. Cards with dates, either Pal or Group cards, also don’t have chain events, but
their event where they ask to date you counts as one.
Extra Training
Extra Training is the event that comes up after doing a training, where you can choose to get +5
energy or +5 of the stat you trained and -5 energy. For the most part, you should always choose
the energy, unless you’re in a situation where you don’t need energy. For example, a Wit build
can usually afford the -5 energy, since their trainings restore energy. Or, if you’re about to rest,
or are the day before an energy-restoring event that would put you to full (e.g. the New Years
event).
However, the bond you gain from doing the extra training can be helpful in some situations. For
example, you need the chairman’s bond to be at green in order to get your unique skill level up
in Senior Year. You’ll also get more stats at the end if she’s fully bonded. If you know you’re low
on bond with her, you can do the extra training.
Later scenarios give you hints for the style you ran the race as so you’ll generally just do the
style you want the uma to eventually be in every one of those races.
Many of them take Iron Will just because there aren’t any good skills to buy with these cards.
With better cards (aka almost any other cards), you’ll have more wiggle room to do more races
or train secondary stats, as well as be able to buy better skills.
King Halo is considered the hardest Sprint uma to raise. Borrowing a 9* Stamina uma from a
friend gives her enough Stamina for PvP Sprint as well as to survive the early longer races.
https://www.youtube.com/watch?v=3KlScA9VsKM
This run was quite lucky in terms of events, but unlucky in terms of rainbows. The inheritance is
the same as the Daiwa, all in Stamina. Super Creek is typically required for Medium, borrow her
if you don’t own her.
https://www.youtube.com/watch?v=V9xWHQRqR10
Matikanefukukitaru has a 20% Stamina bonus, so a 4 Stamina build takes advantage of that,
inheriting a lot of Speed. Without using Kitasan, the Power is quite low, which is why I
purchased the Good Condition green early on, for the +40 Power. Unfortunately I can’t unlevel
my McQueen SSR, but it only takes ten days with a good circle to get it to 2LB anyway.
At the time of writing this, the Legend Race vs McQueen is going on, a 3200m race. This
Matikanefukukitaru is able to take first place in it.
https://www.youtube.com/watch?v=7bjyGVpigOI
Other Recorded Runs
A+ Mile Oguri Cap With MLB SRs - 4 Speed 2 Power
Once you get MLB SR cards, making A+ umas becomes pretty easy. This run took me two tries.
The first attempt, she got sick, didn’t cure it with two hospital visits, and lost 5 mood in the
meantime, so I quit it at the start of second year. This run was better, though I did forget to do
Satsuki Sho. Skill points help a lot with rank. https://www.youtube.com/watch?v=BZnhmxj0cy8
In order for an uma to receive a 3* blue spark, she must have 600 or more in that stat. This build
aims for exactly that, getting 600 in every stat. Other things to look out for in legacy farms are
races that the parents also did, to improve affinity. I did a poor job of this, only doing 16 races.
You should also try to get skills that you want white factors for. I was unlucky with this and only
received Medium Straightaways, while also looking for Medium Corners, Late Surger Corners,
and Late Surger Straightaways. The uniques are also all aimed for Late Surgers, with Teio,
Rudolf, and Oguri having strong uniques for Late Surgers to inherit.
https://www.youtube.com/watch?v=yFmcRye_pIA
Something to note is that when a stat reaches 1100, the chance of it giving a 3* blue factor
doubles. You could raise Speed more for that, but I didn’t want a Speed blue anyway.
Stats
Speed is always an important stat. You will want as much of it as possible, as it increases your
top speed during the last spurt.
BaseSpeed = (20 - (CourseLength - 2000) / 1000) * PhaseModifier
FinalLegSpeed = BaseSpeed + sqrt(500 * Speed) * DistanceAptitude * 0.002
MaxSpurtSpeed = (FinalLegSpeed + 0.01 * BaseSpeed) * 1.05 + sqrt(500 * Speed) *
DistanceAptitude * 0.002
Stamina is necessary up to a point, and then starts to fall off depending on distance. How much
you need is based on a variety of factors. The lower your speed, the less you’ll need. Pace
Chasers also receive an 11% Stamina penalty. For a target stamina for each style in each
distance, see the Required Stamina Chart below.
Long distance has a wide variety of distances, from 2500m up to 3600m. If you’re targeting
ones on the shorter end, you can skimp more on stamina. They’re 2600m or lower over half of
the time, with the other half being 3000+m in Team Trials.
On top of causing you to lose Speed when you run out of HP, your remaining HP also affects
how long and how fast your last spurt will be. If you lack Stamina, your uma will start her last
spurt later or run slower to use her HP more efficiently. If you completely run out of HP, you’ll
quickly decelerate.
Power is more important in shorter distances, but always helps out. It affects how quickly you
accelerate to your top speed. In longer races, you have more time to accelerate, so having a
high acceleration doesn’t have as big of an impact. For the most part, if you meet your stamina
goal, you’ll focus as much on speed as possible, then power second.
Power also affects your speed on uphills. When going uphill, you receive a speed penalty of |
100 * tan(angle in radians)| * 200 / Power.
It also affects how quickly you change lanes. Your lane change speed is 0.02 * (0.3 + 0.001 *
Power) m/s.
Guts isn’t useful in large numbers, but you need a small amount of it. Umas will want to have
~300 guts, but rarely more than 400. Up to 400, it’s close to equivalent to stamina, while after, it
falls off. See the Stamina vs Guts section for details.
Wit also affects the chance that the uma suffers from “Rushed” debuff. Whether the uma will
suffer Rushed is determined at the start of the race based on a Wisdom check. The chance is
(6.5 / log10(0.1*Wit+1))^2 percent.
Rushed will occur at a mostly random point in the first half of the course. It lasts for 12 seconds,
but you have a 55% chance to break free every 3 seconds. While under Rushed, the uma will
consume HP 60% faster and switch their style to a more aggressive one (eg, a Late Surger
might act as a Pace Chaser or a Front Runner, Front Runner acts like Twin Turbo).
Wit can also give you a chance to increase your speed on downhills. The speed boost you get
from downhills is 0.3 + |100 * tan(angle in radians)| / 10, and the chance you receive it is 0.04%
* Wisdom. So, 4% per 100 Wit. Every second, this has a 20% chance to end.
Another other thing Wit does is help determine your target speed at each section of the race.
There are 24 such sections, and in each of them, your uma applies a random modifier to her
target speed, with the help of your Wit.
Acceleration makes Power less important. For example, if the Sprint uma is Pasa, then Speed
outperforms Power. And, training Speed raises Power, while training Power raises Stamina, so
even in Sprint, Speed wins out in the end. Power is also stronger the more Speed you have, as
the higher your top speed, the more you need to accelerate. And vice versa, since having higher
Power lets you accelerate to your top speed faster, getting more out of your Speed stat.
Stamina and Guts are extremely powerful when giving you more effective HP, but useless
otherwise, with Guts being a spicy version of Stamina. (see next page) Wit also gets better
when you lack Stamina, as it makes your spurts better and can reduce HP consumption on
downhills, acting as bonus Stamina.
Each distance has a “target” Guts. Below this number, each point of Guts lost is worth more
than losing a point of Stamina. Above, each point of Guts gained is worth less than gaining a
point of Stamina.
Guts is only slightly worse than Stamina while going 50 over this threshold point. Those 50
points of Guts will be worth 43~46 Stamina. The next 50 will be worth 33~37 Stamina. The 50
after that is only worth 30~31.
On the other hand, Guts is better than Stamina when below the threshold. If you’re 50 below,
then adding 50 Guts is like adding 55~62 Stamina. If you’re 100 below, adding 50 is like adding
66~83. At 150 below, the 50 Guts would be worth 82~106 Stamina. It’s more impactful in the
shorter distances.
HP
The HP calculation formula is (Track Distance) + (Stamina * 0.8) * (Style Modifier).
Front Runners have a multiplier of 0.95, or 95%, while Pace Chasers have one of 0.89, Late
Surgers have one of 1, and End Closers have one of 0.995.
You might ask how Guts fits into this. Guts lowers your HP consumption at the end of the race.
The multiplier for HP consumed is 1 + (200 / sqrt(600 * Guts)). More Guts means a lower HP
consumption. You can see a graph of this here.
The track condition also affects this. The worst condition will give a 1.02 multiplier to HP
consumed throughout the race, while the second worst gives 1.02 on Turf and 1.01 on Dirt.
While in Rushed, HP consumed is multiplied by 1.6. When you trigger the downhill boost, it’s
multiplied by 0.4. When the uma enters pace down mode, it’s multiplied by 0.6. Front umas
never enter pace down.
Recovery skills heal a percentage of your HP. A golden one will restore 5.5%, while a white will
restore 1.5%. For Unique skills, if the uma is below 3 stars, it will restore 3.5%, otherwise, 5.5%.
Stamina Calculator
To determine whether your uma has enough stamina, use this spreadsheet, which isn’t track-
specific but works fine. Most notably, it doesn’t consider hills, so will often overestimate your
required stamina. You’ll want to leave the “consider skill proc rate” option off. Average doesn’t
make sense for heals, you get them or you don’t, so the “chance of failure” is the important stat
rather than your average.
You could also plug their information into this calculator. The options, despite looking like they’re
all off, actually default to on, so you’ll have to turn them on and back off again to get closer to
Global. There are probably various differences in the code, from updated mechanics (like Guts)
to updated course data, so it will be more accurate the more time passes.
Or, you can use the Umalator, which is sometimes a bit more work. There’s a section on using it
to check stamina here. All three will usually give results within 100-200 Stamina of each other.
The numbers seem extreme, but Stamina is more important than Speed if you lack Stamina.
1200 Speed 500 Stamina is 3 seconds (~30 lengths) slower than 500 Speed 1200 Stamina
on Tennosho Spring (3200m). You lose so much speed when out of stamina. In Career Mode,
the invisible +400 All Stats bonus makes these much lower. See Stamina vs Speed.
These numbers are calculated with 1200 Speed, 1200 Power, and 600 Wit, on tracks with no
downhills, and with no skills other than heals. For Sprint/Mile, it uses 300 Guts, and for
Med/Long, 400 Guts. See Stamina vs Guts. The existence of downhills can lower these
numbers, and the existence of Debuffers can raise them. Skills can also cause you to spend
more stamina due to running faster, but it tends to be minor, like 10-30 Stamina.
Required Stamina Front Runner Pace Chaser Late Surger End Closer
Risky Mile - 1800m 540 + 1 gold 620 + 1 gold 580 + 1 gold 590 + 1 gold
Risky Med - 2400m 770 + 1 gold 880 + 1 gold 820 + 1 gold 830 + 1 gold
Long - 3200m 940 + 2 golds 1070 + 2 golds 980 + 2 golds 1000 + 2 golds
Long - 3600m 1020 + 3 golds 1160 + 3 golds 1090 + 3 golds 1110 + 3 golds
Note that the more gold recoveries you rely on, the less consistent you’ll be, as each one only
has a roughly 70-80% chance to activate. Check out the chart below to judge how often your
uma might end up failing due to missed skill activations.
Recovery Consistency
Required Stamina recommendations will list the required stamina based on the number of
recoveries, but it assumes those recoveries activate. Here’s the chance of that happening
based on your Wit stat and how many recoveries you have.
Note that some recoveries are also inherently unreliable. For example, it’s very rare for Iron Will
to trigger, Breath of Fresh Air can trigger too early or late to do anything, and Adrenaline Rush
never does anything even if it does trigger. See Gold Recovery Rankings.
Stamina vs Speed
So, how important is reaching the Stamina requirement, really? Surely skimping on Stamina and
increasing Speed will make the uma run faster, right? How bad could it be?
Well, here are some comparisons. They assume both umas have 1200 Power, 250 Guts, and
1000 Wit, and are verified over 100 1v1 races. The umas have no skills, other than recoveries
when mentioned, and their uniques do not trigger. They race on tracks with no downhills, and
are both Pace Chasers. There is one Front Runner to keep the pace, but it doesn’t influence
anything else. The umas never get blocked or anything. It’s just Speed vs Stamina.
Overall with these three, we can roughly say that being 300 Stamina below the recommendation
turns your Speed stat into a decoration when compared with healthy umas, and if you’re 100
under, then each point of Stamina is worth three points of Speed. Going above the Stamina
recommendation will do very little, except insulate you against Debuffers and Rushed, but
reaching it is very important. On the flip side, this shows how strong Debuffers are. Reducing
the enemy’s Stamina by 100 is like reducing their Speed by 300, and Nice Nature can reduce it
by like 200~400.
Long (3600m, just for fun. Very difficult to have too much Stamina here)
1200 Speed 1000 Stamina loses to 200 Speed 1200 Stamina
1200 Speed 1700 Stamina + 3 Golds loses to 1000 Speed 1700 Stamina + 4 Golds
1200 Speed 1200 Stamina + 3 Golds loses to 700 Speed 1200 Stamina + 4 Golds
1200 Speed 1150 Stamina + 2 Golds loses to 200 Speed 1200 Stamina + 4 Golds
Aptitudes
These letters mean different things depending on what row they’re in. An A is the baseline and
gives no benefit or penalty. If you’re below A, you will be penalized, while if you’re at an S, you’ll
receive a small bonus.
The first row is for the surface type, either Turf or Dirt. This rank affects your acceleration. If you
have an S, you’ll receive a 5% boost. B will give -10%.
The second row is for distance. This rank affects your speed. The rates are the same as the
surface type. If you have an S, you’ll receive a 5% boost. B will give -10%. If you have an E or
lower, it will also reduce your acceleration by a significant amount, but you shouldn’t put an uma
through that.
The third row is for style. It affects your Wit. An S is a 10% boost, while a B gives -15%.
However, this does not affect your chance of triggering skills, only all the other things Wit does.
Getting S in style is fairly minor but does increase your team score in Team Trials.
Type S A B C D E F G
The +5% to your raw speed or acceleration converts to +10.25% Speed/Power stat (about 120
at 1200 Speed/Power). A -10% would convert to -19% Speed/Power (about -230 at 1200
Speed/Power).
Percentages of Events
Resting
70 Energy Rest: 25% Chance
50 Energy Rest: 62.5% Chance
30 Energy Rest: 10% Chance
30 Energy Rest + Night Owl: 2.5% Chance
Recreation
Karaoke (+2 Mood): 35% Chance
Stroll (+1 Mood, +10 Energy): 30% Chance
Shrine (+1 Mood, +10 Energy): 20% Chance
Shrine (+1 Mood, +20 Energy): 10% Chance
Shrine (+1 Mood, +30 Energy): 5% Chance
Bonus Crane game event afterwards: 25% Chance
Fast Learner
Event for all uma that gives +5 all stats, +2 mood: 40% Chance per run
Obtaining Fast Learner from this event: 10% Chance
Slow Metabolism
Obtaining Slow Metabolism when choosing the +30 energy option: 10% Chance
*Certain character specific event outcomes will guarantee Slow Metabolism
Curing Slow Metabolism after a successful training: 10% Chance
Slacker
Obtaining Slacker when its event occurs: 6% Chance
Skipping training: 25% Chance
-1 mood when skipping training occurs: ~23% Chance
Migraine
Obtaining Slacker when its event occurs: 6% Chance
Night Owl
-10 energy event: 25% Chance
-1 mood when -10 energy event occurs: ~23% Chance
Extra Training
Occurrence after a successful training: 6% Chance
Curing a debuff after choosing the +5 stat, -5 energy option: 20% Chance
Failed trainings that consume energy
Worst outcome event for failure percentages 1-19%: 0% Chance
Worst outcome event for failure percentages 20-79%: ~30% Chance
Worst outcome event for failure percentages 80-100%: 100% Chance
Pal Cards
Post training event: 40% Chance
+1 mood from post training event: ~8% Chance
Optional Races
For some umas, you need to get a certain number of fans by a certain date. For others, the
races they have to do have a fan requirement to be allowed to participate.
If you have to meet one of these conditions, you can see it in the top bar.
If you ever see this, make sure to do optional races to fulfill the count, otherwise you will fail the
run. The game will give you multiple warnings, so hopefully you won’t ever fail your run.
By selecting the bottom right button, you can partake in optional races. These give fans, skill
points, and some stats, along with other occasional benefits such as skill hints or, for G1 races,
possible inheritance factors. Make sure to select races your uma is suited for.
The stars mean your uma has good aptitude for the race. In this case, the uma doesn’t have
good Turf aptitude, so the bottom race only has one star. The uma will perform very poorly in
races it lacks the aptitude for, so only do races that have two stars, like the top race in this
picture.
The stats and skill points you gain from winning an optional race are as such:
G1 - +10 to a stat, +45 skill points.
G2/G3 - +8 to a stat, +35 skill points
OP/Pre-op - +5 to a stat, +35 skill points
If you come in 2nd-5th, the rewards will be lessened, and then lessened again if 6th or worse.
These are all increased by the Race Bonus of your support cards.
When you win, if it was a turf race, you have a 10% chance to get a hint for a skill. If it was a dirt
race, it’s 20% instead. These will be chosen between the greens that work on the track and
some other random whites.
If you race multiple times in a row, you can be punished. You can also be punished for racing on
zero energy. These punishments won’t happen if it’s a mandatory race, so you can race twice in
a row, then do a mandatory race, and receive no penalty despite doing 3 in a row. The random
stat loss lowers three stats by 10.
Any Energy 1st Race 2nd Race 3rd Race 4th Race+
To play it, you press and hold the button, then release it when the claw is in the location you
want.
Sometimes, the plushies will have extra plushies hanging onto them. You can sometimes see
these through the pile. Plushies further to the right have a greater chance of having extras, while
plushies further to the left are easier to secure.
When trying to pick up a plushie, aim for the center of the plushie. Ones that are standing up
straight are easier to secure.
If you get six small plushies, or one big plushy and two small plushies, it is a big success. If you
get any plushies, it’s a small success. Successes will raise Mood, restore energy, and give a
skill hint.
Acupuncturist
There is a 10% chance this random event can happen during a training run. Each option has a
potential upside, and a potential downside.
1. +20 to all stats + Mood up, or -15 to all stats + Mood down + Night Owl.
50% Success Rate
2. Straightaway Recovery and Corner Recovery learned, or -20 Energy and Mood down.
60% Success Rate.
3. +12 max Energy and +40 Energy, or -20 Energy + Mood down + Practice Poor.
80% Success Rate.
4. +20 Energy + Mood up + Charming, or -10 Energy + Mood down or -20 Energy + Mood
down + Practice Poor.
90% Success Rate.
5. +10 energy.
100% Success Rate.
Typically, if you’re early in the run, you’ll choose the charm chakra, as Charming gives +2 bond
gain which helps get your supports to orange bar faster. This option succeeds fairly often.
If it’s later in the run, typically you choose the second option for the free recoveries, which are
worth about 320 skill points. They both activate consistently for Team Trials points, and the
downside for this option is the most tame out of all of them, as it doesn’t give a debuff. Or, if
you’re building for CM and don’t need the recoveries, the third option to get some extra energy.
New Years
New Years happens twice during the game. The first time, the top option gives stats, the middle
option gives energy, and the bottom option gives skill points. The second time, the top option
gives energy, the middle option gives stats, and the bottom option gives skill points.
First Year
1. +10 to a Stat
2. +20 Energy
3. +20 Skill Points
Second Year
1. +30 Energy
2. +5 All Stats
3. +35 Skill Points
Typically, you should choose the energy option, unless your energy is full. In that case, skill
points are usually more desirable. 30 energy is more than enough to do a training, and any
good training will give you more than 25 stats. Not to mention 5 of those stats are going to Guts
and 5 going to Speed which you’re usually capping regardless once you have a decent deck.
Raffle
🥲
After the second New Years, you’ll do one training, then go to the raffle. There are a few
outcomes here, which are random.
Since you usually gain energy from this, try not to have full energy before it. Sometimes they run
events that double the chance of the Hot Spring Ticket.
Summer
The summer training camp starts in Early July(7 月前半) in the second and third year. Tazuna
will tell you about it two turns ahead of time. Rest up and try to have full energy and mood going
in. Ideally all your supports will have high bond and be able to rainbow, too.
During summer, all of the trainings are increased to Level 5. So, while it’s a good time to get big
rainbows, it’s also the perfect time to fix your stats that are falling behind. If you’re missing
stamina, guts, or wit, you can gain a lot of it quickly during summer.
The infirmary in the summer camp can’t fix all illnesses, only some of them.
Fan Checkpoints (and Unique Skill Levels)
There are three points during training where you need to meet certain conditions to upgrade
your unique skill, all in the third year.
Feb 1st Half (Valentine’s Day) requires 60,000 fans. For Urara and Falcon, this is 40,000.
Apr 1st Half (Fan Fest) requires 70,000 fans. For Urara and Falcon, this is 60,000. Your bond
with the President also has to be at least green.
Dec 2nd Half (Christmas) requires 120,000 fans. For Urara and Falcon, this is 80,000.
There’s another fan checkpoint in the second year, in November. If you have 50,000 fans, Aoi
will give you 20 Wisdom, 20 Skill Points, and a mostly useless gold skill.
At the end of Classic Year, if you have 100k fans, you will receive +30 Skill Points. The same is
true in Senior Year, but it requires 240k fans.
Conditions
Positive
Positive conditions appear in orange on your uma’s status page. They last forever, unless
something makes you lose it.
Negative
Negative conditions appear in blue on your uma’s status page.
Many people will just never cure Poor Practice and hope to avoid the 2% fail for the entire run,
but for the others, typically you should go to the hospital as soon as possible to cure the
conditions when you get them. The hospital also gives +20 energy, so for the tamer ones, you
can wait until your energy isn’t full.
Beginning Breeding Strategy
Sparks other than blues are nice, but not necessary in the beginning, so we’re only focusing on
blue sparks here. When talking about umas used for breeding, we call them X* umas, where X
is the total number of stars on all of their blue sparks. A 9* Speed uma has a 3* blue Speed
spark, and both of her parents also have 3* blue Speed sparks.
As you play through the game and raise umas, you’ll eventually end up with one that has a 2*
blue spark for one of these stats.
Raise umas with that uma as a parent, along with a guest 3* base uma. By “base,” I mean the
sparks on the uma herself, disregarding her parents. When umas raised this way hit 2* sparks,
you’ll obtain 7* umas, which will be quite capable parents.
If you hit a 3* spark while training this way, you’ll obtain an 8* uma. You can then use her and a
guest 3* base, and then any 2* spark will become an 8* uma, and hitting a 3* uma will get you
the 9* uma.
1. When doing runs, only use own 2* base parent and guest 3* base parent.
2. If that uma hits a 2* base spark, now you have a 7* total uma (45 stats).
3. Repeat until you hit a 3* base spark, now you have an 8* total uma (54 stats).
4. When doing runs, use your uma with a 3* base and guest 3* base parent.
5. Any 2* base sparks now result in 8* umas.
6. Repeat until you hit a 3* base spark, now you have a 9* total uma (63 stats).
7. When doing runs, use your uma with a 3* base and a guest 3* base parent, or your other
3* base uma.
8. Repeat until you hit a 3* base spark, now you have a second 9* total uma.
9. You can now raise umas with 18* total inheritance without using guests.
10. Continue using guests to produce more 9* umas with different distributions.
You don’t have to train umas specifically for inheritance purposes. These steps will happen as
you play normally, training umas you want to use for your PvP teams. Loop breeding isn’t
necessary and doesn’t increase the chance of getting good factors in any way.
Advanced Breeding Strategy
For additional reading I recommend Crazyfellow’s guide.
Parents are made and used to save skill points though hint levels and providing hints where the
scenario and your cards cannot, and once you reach the endgame, you may also want to breed
uma for specific purposes. Maybe you want an uma that can raise others to Dirt A, maybe you
want one that can give Haru Urara a double circle, maybe you want to inherit a specific skill.
Making uma like this takes a long time, but once you hit your limits there’s not much else to do.
Intentionally made parents are generally better due to race affinity. Since higher affinity will
increase the chance of inheriting factors overall, there is an incentive to win as many races as
possible during the parent making process. While a normally trained uma with good factors is
certainly usable as a parent, affinity will vary uma to uma, but race affinity bonus will always
exist.
The basic process is to rent an uma with ideal representative factors to repeatedly raise a
certain uma until she gets the factors you want, then use her and the guest legacy to raise
another uma repeatedly until she also gets the factors you want. You can be as greedy as you
want with the representative factors since the grandparents will be bred out, but the ideal
minmax option would give you access to more races by raising distance/surface aptitudes. You
do not need to raise aptitudes all the way to A for you to win races during training for most
cases unless you want the chance for those factors.
You can set your sights very high, but the higher you aim, the more attempts it will take to
succeed. Dirt 9 isn’t that hard, but Dirt 9 with strong uniques and 9* blue factors and 5+*
Scenario factors will take a long time. In general it’s probably better to sacrifice blue stars for
more scenario factors and better pinks, if you want to save time.
To get a 3* blue, it’s a 1% chance per 600 stat, but 2* blues are more like 50%. You then have
to multiply those by the pink ratios (if your uma has 5 A aptitudes and you’re okay with 3 of
them, it’s 3/5), and multiply again by the chance of URA, and so on.
Another thing you can do is train an intermediary uma with acceptable, but not great factors. For
example, if you want a 9* Sprint Curren, then you can train a 2* Sprint Curren, then use her to
train a Taiki until the Taiki gets 3* Sprint. Then you’ll have an 8* Sprint inheritance you can use
while you try to get the 9* Sprint Curren.
Let’s use myself as an example here. Say I want to make an uma that will be a good parent for
Mejiro Dober. Mejiro Dober is a Late Surger, so I want to use uma with good Late Surger
uniques and ones that have good affinity with her.
Tokai Teio, Symboli Rudolf, and Oguri Cap all have very strong inherited uniques for Late
Surgers, so those are the ones I’ll choose. Oguri Cap has the highest affinity, so she’ll be the
base parent.
The next step is planning the pinks. Dober runs mainly in Mile and Medium Turf races, so the
pinks should be Mile or Medium and Turf. To get a pink, they need A in that aptitude. Symboli
Rudolf has C Mile and Teio has E Mile, so those will need to be raised in order to enable the
Mile pink.
Oguri and Teio both have Long B. Since pinks are chosen randomly from your A aptitudes,
keeping these at B will increase the chance of getting something desirable. If possible, there
shouldn’t be any Long factors in the family tree. Similarly with Oguri’s Dirt B, or Rudolf’s Front
Runner B.
We also want whites that could be useful. Late Surger skills, Medium skills, and Mile skills can
be taken, from Eishin Flash, Agnes Tachyon, and so on, to possibly inherit them down as hints.
The deck can be Eishin Flash, Narita Brian, Agnes Tachyon, Mejiro Dober, Daitaku Helios or
Winning Ticket, and then another strong Speed card to make the runs easier (Kitasan).
Through the power of guest legacies, we only need to raise two of the umas. Oguri will be the
base uma, so I have to raise her. Between Rudolf and Teio, I find Teio easier to raise. Distance
pinks are better than surface pinks, so the guest legacy will have a 3* distance pink. Naturally,
she’ll also have a 3* blue and 3* Unity Cup. Stamina is the blue I most want.
Agnes Tachyon
If you run Satsuki Sho (the third goal) with your mood at normal or below, the fourth goal will
change to NHK Mile. Since Agnes has a D in Mile normally, this isn’t ideal, so make sure your
mood is up.
Curren Chan
In late May of Senior Year, there’s an event with the President. After this, there are three
races, which if you win them all gives you bonus points. These are Hakodate Sprint Stakes
(Late June), Keeneland Cup (Late August), and Centaur Stakes (Early September).
Winning these will give you 25 energy, a mood up, 15 Speed and Power, and a hint for Sprint
Gear. Since these are all in or around summer, it’s likely only worth doing if you have bad
summer training options.
Gold Ship
Sometimes, Gold Ship locks out 4 of the training options. When this happens, you can go for a
race, rest, or date if the training isn’t appealing.
If you win the Takarazuka Kinen (Late June) twice, then you will receive a mood up. The
bottom conversation in the event will either give Charming, or the “Gatekept” skill. The skill isn’t
harmful for Gold Ship and reduces your score, so it can be something to go for if trying to make
a B uma for Champions Meeting.
Haru Urara
To reach the fan goals required for the unique skill level ups, the JBC Sprint in Early
November and the Champion’s Cup in Early December are enough if you come in first in
both. You need 12,000 fans to enter these races.
Mejiro McQueen
If you win the Fall Triple Crown in Senior Year, you’ll receive +15 Speed, Stamina, Guts, and
Skill Points. These races are Tenno Sho Fall (Late October), Japan Cup (Late November),
and Arima Kinen (Late December).
Narita Taishin
In early December of Classic Year, there’s an event where Taishin receives 3 mood downs
and Poor Practice. After Nikkei Sho, the next goal, the Poor Practice will be cured, and you’ll
receive 15 all stats and 63 Skill Points. However, if you cure the Poor Practice trait, then you’ll
receive Practice Perfect◎ (練習上手◎), a more powerful version of Practice Perfect, and 20 all
stats and 70 Skill Points instead. It can be tempting to not cure Poor Practice when you get it,
but in this case, you should deal with it for the benefits. These numbers are affected by your
Race Bonus.
Rice Shower
The race that most often kills Rice Shower runs is Tenno Sho Spring, her sixth objective. Make
sure to have 600 stamina by this point. If you have less, you might have to buy recovery skills
for safety.
TM Opera O
If you win the Fall Triple Crown, you’ll receive +10 all stats and 20 skill points. These races are
Tenno Sho Fall (Late October), Japan Cup (Late November), and Arima Kinen (Late
December). You can do this both in Classic Year and in Senior Year.
Tokai Teio
Completing the Spring Triple Crown in Senior Year will give you +25 Speed and Power. These
are Osaka Hai (Late March), Tenno Sho Spring (Late April), and the Takarazuka Kinen
(Late June).
Vodka
Winning the Queen Elizabeth II Cup will give you a mood up.
What umas are worth leveling?
Each awakening will be given a grade based on Team Trials, explained in the list below.
Naturally, if an uma has good awakenings, but you don’t use that uma, there’s no need to level
them.
Non-Renewable Sources
Missions - Translated here.
Trophies - Each G3 or above race you win for the first time will give you jewels. There are 30
G1, 36 G2, and 69 G3. Refer to this list to see when they are.
Levels - Every level up gives you 50 jewels. You get EXP from talking to umas, seeing their
events in the training runs, training umas, and a bunch of other random things. Check your level
now and then to collect any jewels you might have received.
Stories - As you raise your bond with umas, you’ll unlock more of their stories. Reading them
rewards gems. The first four give 20 jewels each, while the last three give 50 jewels each. You
can read the first four stories of an uma during their banner, so make sure to check it out for the
free 80 jewels. There’re also the main stories which also unlock free SSR cards.
Shop Deals - There’s a 1500 paid jewels package you can buy twice, and a 7500 paid jewels
package you can buy three times. These get refreshed from time to time.
Renewable Sources
Daily Missions - 30 jewels per day.
Daily Login Bonus - 110 jewels per week.
Weekly PvP Rewards - Up to 250 jewels per week.
Monthly Club Rewards - Up to 3000 jewels per month, but more realistically 150~1200.
Champions Meeting - Up to 3600 jewels per month, if you win everything in Graded League, or
up to 1940 for winning everything in Open League.
Legend Races - Winning gives 250 jewels each.
Bingo Events - Usually one per month, unless there’s a different event. 450 jewels from the
bingo cards, 600 from the event points, and 210 from the stories gives 1260 jewels total.
Monthly Pass - Gives you 500 paid jewels immediately, then 50 free jewels per day for a month.
Friend Points
Friend points are acquired when people use the Support Card you set in your profile during a
run. You also get quite a bit of them from PvP, 5000 from remaining in Class 6 or 4000 from
remaining in Class 5.
People won’t typically use Support Cards that are below max limit break. It’s difficult to gain
Friend Points through people using your card without an MLB SSR.
The Friend Point Shop sometimes has Pieces added to it, which you use to increase the
number of stars an uma has. It typically costs around 20,000 points to purchase the full stack of
Pieces.
Club Points
Club Points are acquired when people use the uma you set in your profile as a parent during
their run. You get 10 each time this happens, up to 100 per day. You can also acquire them by
giving people in your Club shoes, which is 5 points per shoe, up to 100 per day. Join a
populated Club early to start building up a supply.
People won’t typically borrow an uma with less than 9* in blue sparks. Stamina and Power
sparks tend to be more desirable than Speed. Having a high amount of URA Scenario factors
also adds to your uma’s appeal, as well as uncommon pink sparks like Dirt or Sprint, and
desirable unique skills.
The main use of Club Points is to limit break the story welfare SSRs. Pieces are also sometimes
added to the Club Points Shop, with a cost of 600 per 5 Pieces, up to ten times. The limit breaks
are typically more important.
The price of the extra SSR copies goes 100, 900, 2000, 3000. You should generally prioritize
them in the order Mejiro McQueen 3LB (for Long) > Narita Brian 3LB (decent Speed) > Rice
Shower 2LB (for debuffers) > MLB Brian and McQueen > Winning Ticket.
Cleats
Cleats are gained from destroying duplicate copies of Support Cards. They’ll usually be spent to
purchase gacha tickets. You can get one SR ticket per month per type of Cleat, as well as two R
and 1* tickets.
You can destroy duplicates of cards even if that card isn’t at max limit break, but I wouldn’t
recommend it. Absolutely do not destroy the Urara Guts SSR.
Clovers
Clovers are gained from pulling on a banner, then having the banner change. You get 1 Clover
per pull you did. If you do a spark (200 pulls to get a copy of the rate up SSR), you won’t get
Clovers for those 200 pulls. You can also sell excess Pieces for them.
Statues
Statues are primarily gained from pulling duplicate umas from the gacha. You can exchange
them for Pieces.
The ratio starts at 1 Statue to 1 Piece. After 25, it goes to 2:1, then after another 25, it goes to
3:1, eventually capping at 5:1.
Here’s how many statues you need to upgrade an Uma’s stars based on their starting point.
These materials are all for increasing the level of your umas, which unlocks skills that you can
then purchase in training.
Shoes are gained from doing G3 or higher races of a certain category. Pink comes from Sprint
races, Green from Mile races, Orange from Medium races, Blue from Long races, and Red from
Dirt races.
The banners come from winning the race on the name of the banner. Typically, if an uma needs
a banner for her level ups, she can get them from her mandatory races.
Dream Glimmer is obtained as a random drop from the URA Finals and often as event rewards.
Showing Love to your Favourite Uma
Do you love one uma particularly much? Here are some notable things you can do!
Later on, Hint Books are added, which let you start the run with discounts on your starting skills.
These are quite precious and using them on umas makes them significantly better, but if you’re
a super die hard fan, maybe you max hint all of your favourite uma’s skills. Other people can’t
see that you did it, though.
Borrows
You get to set a guest legacy as well as a borrowable support card on your profile. I’m sure you
see where I’m going with this. Make your favourite uma into the best parent you can! MLB one
of her SSR cards! Fill your profile with her! Scare anyone who clicks on it! Of course, this will
lead to you getting less rewards from people using them, so you probably don’t want to actually
do this if you still need those.
Raising Friendship
Putting umas in your Team Trials team is the easiest way to raise friendship, and there are
events for increased friendship sometimes. There are also events later on where you can go on
walks with your umas to gain friendship points and see unique scenes that are very cute.
Valentine’s Chocolate
On Valentine’s (in real life, not in training, though I’m not sure if holidays will line up properly
with the different schedule), you can receive chocolates from a few umas of your choice. If your
uma is at friendship level 9 or higher, you’ll get a special scene and chocolates! You can also
choose one uma to get a special chocolate from even without the friendship, so if your favourite
releases close to Valentine’s, don’t panic! These act as TP restores but most people just build
them up in their inventory to show off.
Casual Clothes
A later update will let you have your home screen uma wear her casual clothes. To unlock them,
you need your uma to be at friendship level 11. It currently caps out at 10, but carries over once
the limit is raised, so if you overcap it by 1600 points it’ll be at 11 immediately. It will be raised
up to 12, which would require overcapping by 3200, but level 12 just gives you 50 Carats.
Titles
There are a few different titles you can display on your profile to show character love.
GameTora doesn’t have the English ones up yet, but here’s what they look like on JP.
In the Trophy Room, you can filter by uma to see which ones you’re missing. The Legend Race
trophies also show up here, so you can go for each of those with your favourite uma too if you
want the completion. Older races will be added as Daily Legend Races eventually if you miss
some.
Event Titles: The titles for completing events will feature the umas within them, so you can also
use those. Sometimes, these titles come out before the uma(s) themselves, so they’re your only
choice for a while. Often, they’re the prettiest titles to display.
Scenario Titles: A few umas are present in the titles given by certain scenarios. If your favourite
uma is an NPC, this might be your only option. I don’t think Happy Meek gets one, though…
You can’t duplicate umas within your team. You can only use each uma once, so you’ll
eventually need to train fifteen unique umas. If an uma has two different versions, like Mejiro
McQueen and Mejiro McQueen (End of Sky), you can’t use both either.
From left to right, the categories are Sprint, Mile, Medium, Long, and Dirt. The Dirt races have
Mile distances. Even though Short and Medium Dirt races exist, in Team Trials, they are always
Mile.
The PvP results aren’t entirely based on winning or losing. You’re scored by how many points
you achieve, which can be gained from many things. Having a good start, using a lot of skills,
having a close race, having a dominant race, being the best performing uma of your style, and
so on. For more information on PvP scoring, see this article.
1 and 2 Star Teams
While some distances have many umas that can fulfill them, others are quite limited. For an
example, here’s a setup that only uses 1 and 2 star umas. The “Good Positioning” bonus points
make it desirable to have each uma on a team using a different style.
Sprint
There aren’t any options here.
Front Runner - Sakura Bakushin O
Pace Chaser - Air Groove (inherit Sprint Distance aptitude)
Late Surger - King Halo
Mile
With the umas we’ve been forced to use for Sprint and Dirt, we’re left with few options for Mile.
Front Runner - Daiwa Scarlet
Pace Chaser - Vodka
Late Surger - Grass Wonder
Medium
Agnes Tachyon, Nice Nature, Winning Ticket, Mejiro Ryan are the leftovers. The hardest part is
getting them to have three different styles. You can raise Nice Nature to be an End Closer if you
don’t care for her Late Surger-only debuffs.
Pace Chaser - Agnes Tachyon
Late Surger - Winning Ticket / Mejiro Ryan
End Closer - Nice Nature (inherit End Closer aptitude)
Long
Stamina is the most important in long, so we prioritize umas with a stamina bonus for this.
Pace Chaser - Super Creek
Late Surger - Matikanefukukitaru
End Closer - Gold Ship
Dirt
Also no options here. Dirt races are always Mile in Team Trials.
Front Runner - Mayano Top Gun (inherit Dirt and Mile aptitude)
Pace Chaser - El Condor Pasa (inherit Dirt aptitude)
Late Surger/End Closer - Haru Urara (inherit Mile aptitude)
Raising Mayano Top Gun’s aptitude is the most challenging part of this, and is partially why
most people suggest using the select 3* ticket to choose an uma with good Dirt aptitude, such
as Oguri Cap or Taiki Shuttle. You can then use Mayano as a Front Runner for Long/Medium.
Agnes Tachyon
Typical Distance: Medium
Preferred Style: Pace Chaser
Air Groove
Typical Distance: Sprint
Preferred Style: Late Surger, Pace Chaser
Biwa Hayahide
Typical Distance: Long, Medium
Preferred Style: Pace Chaser
Curren Chan
Typical Distance: Sprint
Preferred Style: Pace Chaser
Daiwa Scarlet
Typical Distance: Mile, Medium sometimes
Preferred Style: Front Runner
El Condor Pasa
Typical Distance: Mile, Dirt
Preferred Style: Pace Chaser, Front Runner
El Condor Pasa 3*
Typical Distance: Mile, Dirt
Preferred Style: Late Surger
Gold City
Typical Distance: Mile
Preferred Style: Late Surger
Gold Ship
Typical Distance: Long
Preferred Style: End Closer
Grass Wonder
Typical Distance: Mile, Medium
Preferred Style: Late Surger, End Closer
Grass Wonder 3*
Typical Distance: Long
Preferred Style: Late Surger
Haru Urara
Typical Distance: Dirt
Preferred Style: End Closer, Late Surger
Hishi Amazon
Typical Distance: Mile, Sprint, Medium
Preferred Style: End Closer
King Halo
Typical Distance: Sprint
Preferred Style: End Closer, Late Surger
Maruzensky
Typical Distance: Mile, Dirt
Preferred Style: Front Runner
Maruzensky (Summer)
Typical Distance: Medium, Mile, Dirt, Long
Preferred Style: Front Runner
Matikanefukukitaru
Typical Distance: Long, Medium
Preferred Style: Late Surger
Mejiro McQueen
Typical Distance: Long, Medium
Preferred Style: Front Runner is best, Pace Chaser works
Mejiro Ryan
Typical Distance: Medium
Preferred Style: Late Surger, End Closer
Mihono Bourbon
Typical Distance: Medium, Long
Preferred Style: Front Runner
Narita Brian
Typical Distance: Medium, Long
Preferred Style: Late Surger, End Closer
Narita Taishin
Typical Distance: Medium
Preferred Style: End Closer
Since Gold Ship is in Long, Taishin usually goes to Medium to avoid overlapping styles.
Nice Nature
Typical Distance: Medium
Preferred Style: Late Surger
Oguri Cap
Typical Distance: Dirt, Mile
Preferred Style: Late Surger is best, Pace Chaser is okay
Oguri needs to be in 2nd to 5th at the 200m remaining mark. Pace Chaser will work better if you
have a strong Front Runner to stay ahead of her.
Rice Shower
Typical Distance: Medium, Long
Preferred Style: Pace Chaser, Front Runner, Late Surger
Sakura Bakushin O
Typical Distance: Sprint
Preferred Style: Front Runner
Seiun Sky
Typical Distance: Medium, Mile
Preferred Style: Front Runner
Her unique doesn’t activate at a good time in Long courses.
Silence Suzuka
Typical Distance: Mile, Medium
Preferred Style: Front Runner
Smart Falcon
Typical Distance: Dirt
Preferred Style: Front Runner
Special Week
Typical Distance: Medium, Long
Preferred Style: Pace Chaser, Late Surger
Super Creek
Typical Distance: Medium, Long
Preferred Style: Pace Chaser
Symboli Rudolf
Typical Distance: Medium, Long
Preferred Style: Late Surger, End Closer
TM Opera O
Typical Distance: Medium, Long
Preferred Style: Pace Chaser
Taiki Shuttle
Typical Distance: Dirt, Mile
Preferred Style: Pace Chaser
Tokai Teio
Typical Distance: Medium
Preferred Style: Late Surger is best, Pace Chaser is okay
Vodka
Typical Distance: Mile
Preferred Style: Late Surger
Winning Ticket
Typical Distance: Medium
Preferred Style: Late Surger
Promotion / Demotion
On the main screen for PvP, you’ll see something like this.
The golden number in the center (63,217) is your placement in your class. The number below
that (118,979) is your current high score.
Underneath the golden numbers are the cutoffs. To stay in Class 6, you currently need to be
better than 137,217th place, which is a high score of 493,950 points. If you’re below the cutoff,
you demote, if you’re above, you promote (or remain, in the case of Class 6). There’s actually a
small band for remaining in the same class, but the game doesn’t display the requirements.
Items
Sprint
1000m: 8%
1200m: 54%
1400m: 38%
Right-Handed: 60%
Left-Handed: 34.7%
5.3% have no corners.
Mile
1500m: 5.3%
1600m: 36.7%
1800m: 58%
Right-Handed: 81.3%
Left-Handed: 18.7%
Right-Handed: 50.7%
Left-Handed: 49.3%
Long
2500m: 18%
2600m: 37.3%
3000m: 16.7%
3200m: 8%
3400m: 10.7%
3600m: 9.3%
Right-Handed: 77.3%
Left-Handed: 22.7%
Right-Handed: 68%
Left-Handed:32%
Other Qualities
Seasons
Spring: 40%, Summer: 22%, Fall: 12%, Winter: 26%
Weather
Sunny: 58%, Cloudy: 30%, Raining: 11%, Snowing: 1%
Track Condition
Good: 77%, Bad: 11%, Badder: 7%, Baddest: 5%
PvP - Champions Meeting
Champions Meeting is a monthly 3v3v3 PvP tournament where every race takes place on the
same track, so you can make highly specialized umas. The rewards are very good:
There are two different brackets in Champions Meeting, the Graded League and the Open
League. In the Graded League (right, red button), you can use any uma. In the Open League
(left, green button), you can only use umas that are B or worse. After the tournament starts, you
can’t change your decision.
The rewards in the Graded League are much better than the rewards in the Open League. For
example, coming in 3rd during the Grade finals is pretty much as rewarding as coming in 1st
during the Open finals. If you can make A rank umas, the Graded League is likely the better
choice.
Rounds
The first two rounds last for two days each, and you can enter up to 4 times per day, with each
entry being 5 races. So, in each of the first two rounds, you have 8 opportunities to get a good
score. Your best score is all that matters, so don’t be scared to keep using entries after
advancing to Group A.
If you for some reason want to avoid getting into Group A, e.g. you think you wouldn’t be able to
get 2 wins in Round 2 Group A, you can retire the run after getting 2 wins. In Round 2, you
might as well keep going, since 3rd in Group A Finals is almost as good as 1st in Group B
Finals.
The Final Round is only a single race. After Round 2, there will be a 12 hour period where you
can register the umas you’ll use in the Final Round. If you don’t register any, it will use the umas
you used for your last entry. Then, there will be a matching period where the game chooses
who your opponents will be. After that, you can see the results.
You will race against other players, but you may not race them at the same time. People have
raced against my umas in CM while I was asleep before. I’m not sure if it’s always
asynchronous like that or if it only sometimes is (e.g. during long queue times).
Strategy Considerations
You only have to bring 3 umas, unlike the 15 in Team Trials PvP, so you have a lot more
freedom. In Team Trials, Oguri is almost always used for Mile or Dirt, but in Champions Meeting
you can use her freely. There’s also no incentive to keep styles separate, so feel free to
duplicate them.
Since you know the exact track details, you can purchase Green skills that you normally
wouldn’t. For example, the Left-Handed and Fall green skills each give +40 speed, but tracks
that fit those are rare, so you wouldn’t normally take them. However, if the Champions Meeting
is on a Left-Handed track in the Fall, then you can take both and be guaranteed the +80 Speed.
Other, less obvious aspects of the track can also have a big impact, such as when the final
corner is, where the hills are, and how long the final straight is. The Current Parameters section
will call out any exceptionally good umas / skills.
Debuffs are also quite popular during Champions Meetings, so you may wish to have more
stamina than usual, or take a few extra recovery skills. A well-built Nice Nature can remove
more than a Gold Recovery’s worth of Stamina.
In Team Trials, you aim to get as many points as possible, but in Champions Meeting, winning
is all that matters. The best skills change accordingly. Ones that help you accelerate to your top
speed quicker are especially desirable.
If you’re in the Open League, typically Stats are more desirable than having a lot of skills.
During the Taurus Cup (2400m), many B rank umas only took Swinging Maestro as a skill and
the rest of their points were in stats. When raising B rank umas, you should also try to fail the
fan checkpoints so you don’t level your unique skill, which adds points. Similarly, leaving your
umas at low stars also helps optimize here.
Having an S rank aptitude doesn’t increase the uma’s points, so those are also very desirable.
There’s a rank calculator here that you can use to determine whether your uma will be B rank.
Analyzing Tracks
Being able to determine what umas and skills will be good on a track is important. To do that,
we need to know the aspects of the track. You can see a visualizer of the track on this website.
Let’s look at a Sprint G1, the Takamatsu Kinen.
The sloping green at the top shows the track’s elevation. Below that, it shows which parts of the
track are considered hills. Below that, the locations of the Straights and Corners, and finally,
where each of the legs start.
One of the most important aspects of tracks is whether the last spurt starts on a corner or not.
The last spurt starts at the Final Leg. (Yes, it does not start in the Last Spurt. I know it’s
confusing.) When the spurt starts, the umas have to accelerate to top speed. Acceleration skills
at this point will help a lot, while Speed skills will be useless.
Maruzensky’s acceleration unique triggers on the final corner, so it’s useless on this track, it’s
too early. Same for Seiun Sky, Taiki Shuttle, and so on. El Condor Pasa’s unique triggers on the
final straight, so it’s very good, triggering nearly at the same time. Narita Taishin’s
Encroaching Shadow(迫る影) skill is also strong. Umas like Silence Suzuka and Mihono
Bourbon with last straight Speed skills will waste their uniques. If the last spurt started on the
final corner, much of this would be reversed.
Hill skills trigger on the first hill. Since the first uphill happens shortly into the last spurt, the
acceleration from Highlander(登山家) is very strong, while Restless(じゃじゃウマ娘) is useless
(not that you’d take a recovery on a 1200m track). 1,500,000 CC(十万バリキ) is a Speed skill on
uphills, so it triggers too early here. If the hill was later, 1,500,000 CC(十万バリキ) would be
better and Highlander(登山家) bad.
The opening straight is around 300m, while the ending straight is 412m. Straight skills will be
more likely to trigger in the final leg. If this was a longer track, that would make things like
Vodka’s Breath of Fresh Air(好転一息) or McQueen’s Cooldown(クールダウン) very
inconsistent.
Using the Umalator
You can find the umalator here: https://alpha123.github.io/uma-tools/umalator-global/
This simulates races between two umas in a sterile environment. It’s useful for checking the
effectiveness of skills and whether you have enough HP to survive the track.
Note that real umamusume races have a lot of randomness. Blocking, Wit rolls, skill triggers,
umas being nearby or not, position keep, etc. The umalator is quite good at finding average
performance, but it won’t necessarily reflect any individual race.
Checking Stamina
The most straightforward way is to enter your uma and click “compare” on the right side. If
there’s a dip in your speed at the end, you do not have enough HP, such as in this chart:
If both lines are dipping, then the track is too long for the default comparison uma to survive in.
You can also add debuff skills to the second uma. Mystifying Murmur (in Medium) and All-
Seeing Eyes (set the second uma to a Late Surger) are the big ones.
If you want to check the Stamina requirement ahead of time, you can enter your projected other
stats and any recoveries you’ll be taking. Then, click the green arrow at the top right of the uma
sidebar and copy them over to the second side using the “>” button in the middle. You can set
one uma to a target stamina and the other to that +100 or so and click compare. If the
differences are shown as 0, then the stamina is not making any difference. If there is a lengths
difference, then that amount of stamina wouldn’t be enough, and you can raise the stamina of
both umas and check again until you find the point where there is no difference. I wrote a script
to automate that for the Required Stamina Chart.
You could also lower the speed of the other uma to find out how much your lacking stamina is
actually affecting you. I did this in the Stamina vs Speed section if you want a quick reference.
Look through the results for unique skills. In this case, Red Shift and Shooting for Victory! are
unique skills. Add the best ones (that you have available) to your uma, as you’ll be inheriting
them. Once you’ve done that, run it again. You’ll see the skills change a bit, as now you have
acceleration so other acceleration skills will be less good, and max speed greens become better
because you make more use of your top speed with more acceleration.
Now you have a list of good skills. The “Minimum” and “Maximum” values are particularly
notable. Unyielding can trigger too early on this track and have no effect. Do check the
requirements of the skills too, because sometimes they’ll be harder to trigger than the umalator
believes due to various factors, such as the meta on the track. For example, in this chart, it
rated Behold Thine Emperor’s Divine Might highly, but you need to pass three umas for that to
trigger. In a normal situation, that’s doable for a Pace Chaser, but in the first Derby CM, Front
Runners were relatively weak, so the Pace Chasers had fewer umas to pass. You’ll have to use
your brain a bit.
The SP should also be considered, of course. And for the double circles, compare them to their
single circle counterparts to see how much you gain from upgrading it. Similar for the gold skills
and their whites.
G1 Track Spurt Starts
This shows where the spurt starts on each G1, which is what Champions Meeting tracks are
usually taken from. “Late Final Corner” means it’s too far into the final corner for a final corner
acceleration skill like Maruzensky’s or Dober’s to work, “Very Late” means even inherited Taiki
doesn’t (after her rework).
Sprint
Nakayama 1200m (Sprinter’s Stakes) - Late Final Corner
Chukyo 1200m (Takamatsunomiya Kinen) - Final Straight, very inconsistent Downhill, Uphill
Mile
Hanshin 1600m (Asahi Hai, Hanshin JF, Oka Sho) - Very Late Final Corner
Tokyo 1600m (NHK Mile, Yasuda Kinen, Victoria Mile) - Very Late Final Corner, then Final
Straight
Kyoto 1600m (Mile CS) - Late Final Corner
Medium
Nakayama 2000m (Hopeful Stakes, Satsuki Sho) - Corner
Kyoto 2000m (Shuuka Sho) - Downhill + Corner, Final Corner shortly after
Tokyo 2000m (Tenno Sho Fall) - Late Final Corner
Hanshin 2000m (Osaka Hai) - Corner, Final Corner shortly after, inconsistent Downhill
Kyoto 2200m (Queen Elizabeth II Cup) - Downhill + Corner, Final Corner shortly after
Hanshin 2200m (Takarazuka) - Corner, Final Corner after, inconsistent Downhill
Tokyo 2400m (Oaks, Japan Derby, Japan Cup) - Just before Final Corner
Long
Nakayama 2500m (Arima Kinen) - Straight, Corner shortly after
Kyoto 3000m (Kikka Sho) - Straight, Corner shortly after
Kyoto 3200m (Tenno Sho Spring) - Straight
Dirt
Ooi 1200m (JBC Sprint*) - Final Straight
Tokyo 1600m (February Stakes) - Very Late Final Corner, then Final Straight
Ooi 1800m (JBC Ladies Classic*) - Corner, Final Corner shortly after
Chukyo 1800m (Champions Cup) - Final Corner, inconsistent Downhill
Ooi 2000m (JBC Classic*, Japan Dirt Derby, Tokyo Daishoten, Teio Sho) - Corner
* These races can happen on multiple different tracks.
You should also strive for an S aptitude in the distance, as it gives +10% Speed. This helps
Front Runners maintain their lead and helps the other styles catch up. Speed greens are also
useful for the same reason.
Seiun Sky’s unique is the other key acceleration skill and is basically what makes Front Runners
a viable PvP style at all. It works when the last spurt starts on a corner. In order to activate it,
you must be in first place, so you should focus on stacking middle leg speed skills in order to
keep your lead. Skills like Professor of Curvature, Mile/Front Runner Corners, Summer
Maruzensky’s unique, Tail Held High, Escape Artist, and so on.
All Medium and Mile G1 tracks start their spurt on a corner. All Long G1 tracks start their spurt
on a straight. In Long, you can use Kitasan’s unique instead.
Front Runners highly value having a strong Wisdom stat, as it increases their speed early in the
race and helps them activate all of their skills.
This is where Seiun covers come in. This type of uma doesn’t try to win, it just tries to stop the
other Front Runners from using Seiun Sky’s unique. To do this, you focus on capping Power
and Wisdom while mostly ignoring the other stats, just getting enough to finish the training. A
statline like 600/400/1200/200/1200 is fine here. You then stack on as many middle leg skills as
possible to try to keep in front, and/or throw in some debuffs.
Summer Maruzensky is good for this on every track, as her unique always activates in the
middle. Bakushin and Smart Falcon are other good choices, with V.Bourbon also being an easy
option. Their Distance aptitude only has to be D or better, as their speed in the last leg isn’t
important. You’ll rely on your other umas to win.
If the last spurt starts just before the final corner or early into it, then Maruzensky and Taiki
Shuttle’s uniques will be useful for accelerating. If it’s late into the final corner, Nishino Flower’s
unique is good.
If the last spurt starts just before the final straight or early into it, then Nishino Flower’s unique is
good, and to a lesser extent H.Creek’s.
Pace Chasers also have an acceleration skill for downhills. These are good on Kyoto Medium
tracks.
The general accelerations are On Your Left!, Mejiro Ryan/Dober’s unique, and the Burning Spirit
PWR skill. On Your Left! can be acquired from the Nice Nature SSR, which you should borrow if
your uma doesn’t already have it (Gold City, Grass Wonder at level 5). The Burning Spirit PWR
skill comes from the Unity Cup Scenario.
Mejiro Ryan’s unique is the same as Seiun Sky’s. It has the same activation point, however, it
requires you to be 6th instead of 1st. As such, you don’t want your Late Surger to get too far
ahead, so your speed skills will mostly focus on the last leg. Gold City’s unique is another
possible acceleration, and El Condor Pasa (Fantasy) and Mayano Top Gun (Wedding)
sometimes work too. Mejiro Dober’s is often the same as Ryan’s, but allows you to be 5th as
well.
There are some others on specific tracks. For Mile, there’s Furious Feat, which you can get from
the Oguri Cap SSR. Vodka also has it at level 5. For Dirt, there’s Trending in the Charts! from
the Agnes Digital card. In Medium, there’s Rise from the Ashes(?).
In exchange, they get Straightaway Spurt / Encroaching Shadow, which is an acceleration skill
on straights during the last spurt. If the last spurt starts on a straight or shortly before one, then
this skill is useful. The gold version is currently exclusive to Narita Taishin.
Building Debuffers
Many people will make umas that just barely pass the stamina requirements for the track in
order to get more stats elsewhere. Such people are prime targets for debuffers. They’re
especially potent in Medium or above.
Each gold stamina debuff lowers stamina by 3%, with whites lowering it by 1%. On Medium
distance, Nice Nature could lower the stamina of a certain style by 8% on her own. Gold
recoveries are +5.5% for reference.
You can also debuff their speed. Gold speed debuffs give -0.25 m/s, which is equivalent to a
negative Medium Distance Corner ◎ skill. The “Hesitant” skills are -0.15 m/s, which is the same
as a negative white speed skill. The debuffs are always good.
These umas are quite easy to raise, so if you’re lacking time or don’t want to put in the effort to
make a third good uma, a debuff build could be the way to go. Wit is all that matters, so
500/300/900/300/1200 is a perfectly fine statline for any distance. Focus your debuffs on the
roles that the strongest umas for the track are in (usually Front Runner and Late Surger).
On distances from 2000 to 2500, Triple 7s can be used. It triggers after spurt start on 2400 and
2500, but is still very strong. On the Kyoto Mediums, you could also make her a End Closer and
use a downhill recovery. If there’s an uphill, you can be a Front Runner and use the uphill
recovery.
If the spurt starts on a corner, and that corner is the first corner after the halfway point, then you
can use U=ma2 (Agnes Unique) as a Pace Chaser. If it’s the final corner, you can use Super-
Duper Climax! (Urara Unique) as a Late Surger or End Closer.
When nothing else works, you can gamble by having all three of your recoveries be
phase_random, e.g. Race Planner, Gourmand, Burning Spirit STA, and Super Creek unique, or
you can use Drain for Rose (Halloween Rice unique) as a Pace Chaser.
As a Late Surger, A Small Breather can be a fallback plan in case one of your other three
recoveries don’t activate. If it triggers early, you’ll get the accel, and if it triggers late, at least you
get some speed. First Star is also decent on any style, but can trigger early in some cases.
Spurt Speed Carry-over
Speed skills increase your top speed. When the last spurt starts, if you have a speed skill active,
you’ll have a slight headstart on your acceleration. It’s like you accelerated that 0.15m/s early.
Even if the speed skill ends 0.1s later, since they only affect your top speed, it won’t lower your
speed. This gives some extra power to speed skills that can activate at the proper time for this.
Normally, you’ll accel from, say, 20m/s to 25m/s. Starting with a skill active means you’re
accelling from 20.15m/s to 25m/s. You could also think of it as, the speed skill’s duration is
increased by the amount of time you spend accelerating.
Here’s a comparison of the meter gain from various types of skills, assuming the speed skills
are active during the spurt and the accels last until you reach top speed.
Consider also that, since the speed skills only need to be active for a very short amount of time,
they can also give you their speed. For example, in 2000m, a 3s skill lasts for 6s. If a gold used
up 5s before the spurt, that would be 0.35 * 5 = +1.75 additional meters. It has a bit more of an
effect than that due to letting you start accelerating earlier, but it’s close enough as an
approximation.
This is particularly important on tracks where Final Corner accels work, such as in Scorpio Cup
where Late Surger McQueen was viable due to her unique’s speed carry-over.
Making a Team
In general, you don’t have to worry too much about synergy between your team. As long as they
don’t actively work against each other, you can simply add the strongest umas you have.
Front Runners
There are two key things to keep in mind when thinking about your team composition. The
details about why these are the case is related to Position Keep, but knowing the what is
enough, you don’t have to worry about the why.
First, Front Runners perform worse when there is only one of them in the race. Thus, if you are
relying on a Front Runner, you may wish to run two, particularly if it’s a track where Front
Runners aren’t popular. The two will compete to keep the lead, making both of them run faster.
Second, if there are zero Front Runners, one random Pace Chaser will get a huge buff, as the
game will assign them to act as the Front Runner while maintaining their usual Pace Chaser
stats. Thus, if you’re relying on a backliner, you may want a Front Runner on your team simply
to make this possibility less likely. Or, if your Pace Chaser lacks the ability to accelerate while in
first place (e.g., Maruzensky can ult from positions 1~5, but Taiki is only 3~5) you may also want
a Front Runner.
But, if it’s a track where Front Runners are favoured, you don’t have to worry about any of this.
The other players will likely bring one.
Supporters
Debuffers - Fairly obvious, using an uma to lower your opponents’ speed or stamina. On Sprint
or Mile tracks, this will usually be a Speed debuffer. On Medium or Long, they can also debuff
Stamina. End Closers are usually best for this in Sprint or Mile and Late Surgers in Medium or
Long, but you can also use a Front Runner Debuffer to motivate your carry Front Runner.
Sacrificial Front Runner - If you’re using umas who need to pass someone, you can use a Front
Runner with low stamina that dies in the final leg to trigger those uniques. They can double as a
Debuffer.
Seiun Bully - If Seiun scares you, you can make a Front Runner built around preventing her
from using her unique. This involves getting 1200 Power and 1200 Wit while ignoring Speed or
Stamina. Stack up on mid-leg skills to try to take and keep the lead.
Unusual Strategies
Urara + McQueen
If you put Urara on a Turf track, she will fall so far behind that “distance_diff_rate” skills will be
thrown into chaos. For this team, the important one is Mejiro McQueen’s unique, which has
distance_diff_rate<=30. With an Urara in the back, she can activate this even if she’s a Late
Surger or End Closer.
This strategy is most potent when McQueen’s unique lasts into the start of the Spurt. The speed
carry-over is a big help. You can also inherit McQueen’s unique on other umas while doing this.
It doesn’t have to be Urara. You can specifically raise a debuffer to have 100 Power by failing
Power trainings repeatedly in third year. Doing this on Grass Wonder for example lets you get
Dominator to additionally debuff the enemies’ speed.
This also ruins some End Closer-specific skills and makes them impossible to activate, like
Masterful Gambit (仕掛け抜群) and Sleeping Lion (眠れる獅子).
Current Parameters
This track has stat thresholds on Stamina and Guts. You’ll want at least 601 Stamina 301 Guts
for the speed increase, or 627 and 314 to account for mood.
Recommended Team:
If you have Taishin, I’d use her. Front + Taishin + Grass
If you don’t, I’d probably replace her in that team with another gambler or Gold Ship.
Traditionally on the Japanese server, Front Runner strategies have had the highest winrates,
but they’re also the highest effort. It’s also rather difficult right now for real Front Runners to
overcome ones built to deny them, and I’m not sure how many people will be bringing such
deniers. In the next scenario with the rise of Wit builds, regular Fronts can more easily get
strong enough to beat those.
Front Runner: Seiun Sky, El Condor Pasa, any Front denier (eg Bakushin, McQueen, Falcon)
Inherit: Seiun Sky, El Condor Pasa, Mejiro McQueen
This is Seiun’s one chance to be good as a Front. By the next CM, Summer Maru will be in the
game to ruin Seiun’s day. Pasa is also quite strong, but her low Front aptitude makes her hard
to raise if you don’t have the perfect parents for her. Any Front with both uniques inherited will
do great, as long as they’re strong enough to be first at the start of the final leg.
Or you can make high Wit, high Power umas to try to deny any Fronts from taking first. Pasa
can use her unique in second though, so she’s a bit resilient.
Remember, when building Fronts, you want to get Groundwork and three greens that activate
on the track. Here’s a video going over the Front Runner meta, or you can read the start of How
to Win: The New Front Runner Meta - Umamusume Pretty Derby
Late Surger: Grass Wonder, Gold City > Mejiro Ryan, Vodka, Fantasy Pasa, Wedding Mayano
Inherit: Mejiro Ryan, Wedding Mayano, Fantasy Pasa, Maruzensky, Taiki
I’m not actually sure if Gold City will be out in time for this CM. She might release during it.
Anyway, Gold City and Grass Wonder have “On Your Left!” This gambling skill can be combined
with Furious Feat from the Oguri Cap Power card to give you some good chances at a strong
performance. Stack on Ryan and Wedding Mayano’s uniques for even more chances.
Vodka and Fantasy Pasa have Furious Feat, but to get On Your Left! they would need to use
the Winning Ticket Guts card. A Power card is obviously better than a Guts card in Mile, so they
fall below Grass and City in the ranking. And Ryan is just really strong if she hits exactly 6th, a
higher risk gamble.
Here’s a video going over gambling umas: Gambling Umas, the Late Surger Meta -
Umamusume Pretty Derby
The other Ends can get Straightaway Spurt like in Gemini along with Furious Feat. They’ll be
stronger than Late Surgers in the average case, but lack the dominant high rolls of someone like
Grass Wonder.
Recommendations for Leo Cup
There’s a stat threshold on Speed, so if your Speed is above 900, you’ll get a +20% Speed
boost. You should already be achieving this, so it doesn’t really matter. However, the increased
speed will unfortunately raise the stamina requirements even higher.
The final leg doesn’t start on the final corner, but it’s close enough that Maruzensky and Taiki
Shuttle’s uniques still have an effect. You’ll want Maruzensky’s on everyone. Backliners can use
Mejiro Ryan, and Front Runners of course use Seiun Sky.
Required Stamina
Wedding Mayano is now in the game. That means there can be up to four debuffers in your
room. Taurus Cup was absolutely full of debuffers, so I would recommend getting some extra
stamina to account for at least a couple of them. A perfect Nice Nature can debuff 8% HP, and a
perfect Mayano can debuff 6% HP.
It’s not looking good huh. With that in mind, I would suggest 3-4 Speed 2 Stamina builds, like in
Gemini.
Recommended Team: This is a game of chicken you cannot win. If you don’t bring 2 Stamina
Debuffers, and run into two other players who have them, you will be facing 4 debuffers while
each of them is facing 2. Take your favourite uma, preferably one with a heal built in, and 2
Stamina Debuffers.
In Taurus Cup, I ran a team of Taiki/Daiwa/Nature. Because of this, I didn’t even need to train
any parents. I had a 7* Stamina parent lying around and used her along with a borrowed
Maruzensky. Taiki doesn’t need to inherit her own ult, and Daiwa doesn’t need Taiki’s either, so
I had no reason to train a parent.
The number of runs I finished was 3 for Nature, 2 for Daiwa, and 4 for Taiki. Basically, I stop
when I get a run that hits Distance S (and whatever mandatory skills there are, but there were
none this time).
Could I have put in more effort and gotten first? No, I don’t actually think so, my final room was
2 Pace 1 Front (my own umas included), so neither Taiki nor Daiwa were really capable of
winning, and an Oguri won instead. Even if I’d made my Daiwa and Taiki better it wouldn’t have
changed anything, I believe. Heck, maybe Taiki being WORSE would have let her be 3rd place
and use her ult. Or if I ran Nature as a Front? I could have used my pick ticket on Maru and
won, but I’m saving that for a rainy day.
And, even if I could, the difference is like, 500 Carats and two pink tickets. Not something I’m
super motivated to dedicate a lot of time to get, even if it was guaranteed.
First, parenting. In most CMs, you will want to prepare one parent of your own. In the simplest
case, this is a parent with a good unique and with a 2* Pink for the distance. You don’t need a
3* Blue, you don’t need race-specific whites, even affinity doesn’t matter that much though it’s
nice to have. +50 stats aren’t going to change your winrate that much, and you could probably
get them by training your racing uma more times instead of making more parents anyway.
If you were training for Gemini Cup (3200m), then you’d want something like a Rudolf with 2*
Long. When doing this, borrow a parent with 3* Long and a 3* Blue that you want (likely
Stamina in the case of Gemini) to be the grandparent. Or, if you’re making someone like Teio or
Oguri into an End Closer, get 3* End as the pink to raise the aptitude, which is better to do on
grandparents.
Getting the correct 2* Pink will take about twice as many runs as your uma has A aptitudes. So,
about 10 runs on an Oguri, or 6 runs on a Teio, assuming the grandparents didn’t up any of
them to A. You can use that to guide which uma you’re making yourself and which you’re
borrowing. Double these again if you also want a 2* Blue to go along with it. Then, multiply by 5
if you want a specific blue, and you can see how this ends up taking forever.
If you wanted to run Gold Ship in Taurus, the parents you needed were Taiki and Maru. Looking
at their aptitudes, that means a Maru would be 8 runs on average, and a Taiki would be 10
(keeping in mind you need to raise the Medium aptitude to A to get the pink). If you had both,
you could train Maru and then borrow Taiki to save a bit of time.
Sometimes there are required skills. On Gemini, that’s Straightaway Spurt. This is a very
annoying skill to get for umas who aren’t Taishin. Find that on the grandparent as well. (If you
can’t find a perfect candidate for a grandparent, reduce the pink to 2* in your search, then the
white. Don’t ever lower the blue.) You should also put as many cards into your deck that give it
as possible. Hishi Amazon and Gold Ship, in this scenario. If you get the white as a spark, that’s
gonna help your consistency a lot, so it’s a nice bonus.
Pop quiz! What happens if we get the 2* Pink we want, but not the white? Do we keep training
parents until we hit both?
No.
A 3* spark has about a 15% chance to trigger in your run, and you’ll ideally have it on the
borrowed parent. Instead of doing more parent runs, you can just do more CM runs, and you’ll
get the result faster. It’s maybe 6 extra runs to get lucky on the actual run, versus 40 parent runs
to get the pink+white. By the same logic, you could even forgo getting the pink in the first place,
but if you’re using the parent across multiple umas it’s probably worth it and could also be used
in future CMs.
The key idea: Farming for whites/pinks will make your inheritance events more consistent,
meaning more of your runs will be viable. But, the time it takes to get them is greater than the
time it takes to just get lucky. Especially if you’re good enough at training that most of your runs
are reaching the stat goals.
What if we get the white, but not the pink?
Since we need both, extra consistency on the skill is just as good as extra consistency on the S.
Either one is fine, especially if the pink is still useful (matching style or ground type).
There are some exceptions to this for long-lived parents. For example, getting a good Seiun Sky
with the Groundwork white will be useful for a very long time, and it might be worth going out of
your way for one with a Front pink. I’m not really in a hurry though, Scenario 3 parents are much
better than what we can make now. I mean, have you seen what they have on JP? Sheesh.
For an example, this is the parent I used for the Gemini Cup:
Obviously, this isn’t a great parent, but how many runs would it take to get a better one than
this? Quite a bit. I considered this usable, so I went onto training, and 8 Mayano runs later, had
this result, which I then used to get 1st place in Gemini A Finals:
Next, training. As I said before, I basically consider it good when I get all the inheritance luck
required, which is usually Distance S + some skill. Well, you need your support cards to finish
their chains and give you their gold skills too. But once everything goes right like that, I’m done.
However, I do cull runs frequently. Uma fails her debut race? Quit the run. Uma has a bad rest
and gets Night Owl in year 1? Quit the run. One hospital trip doesn’t cure Slow Metabolism?
Yep, I’ll quit the run if it’s still early. When things happen in Year 3 it’s late enough that I’m
willing to finish it and get the parent roll, but anything that ends up costing multiple turns early I’ll
just quit and go again, without something like Charming to offset it.
I know some people who quit even more often. They might quit if the first inheritance event
doesn’t give S, if they didn’t unlock dates with their pal card in year 1, or even if the very first
turn is bad. Adjust to your taste. The scenario will also play a factor. Scenario 3 is extremely
consistent, with very long runs, so quitting if the first inheritance is bad makes more sense there.
Unless you’re really pressing up against the deadline for CM entry, you don’t need to invest your
time into runs that are already bad. Even if all three of your borrowed parent runs crash early,
you still have the next day. Better to spend 15 minutes and move on than 90. If you are near the
deadline, switching your deck to be more consistent is valid, though I imagine if you play like
this you’re already using consistent decks. You could use Aoi when training for Taurus Cup to
make most runs viable, for example.
When it comes to team building, for now, Front Runners are the most intensive to raise. They
have a huge list of skills to get on top of everything else. Groundwork and three greens now,
then after the skill buffs, Position Sense, Dodging Danger, Early Lead... They’re the most
rewarding strategy to put time into, but if you’re extra lazy, you might want to pass on them until
Valentine’s Bourbon’s release, who is both the strongest Front Runner and one of the easiest to
train.
Of course, reusing old umas can also cut down on your time investment needed. You really only
ever need to train each debuffer once now, and then maybe again in Scenario 3 to get every
debuff on each one. They don’t really make more debuff skills after that.
At the end of the day, getting to A finals is not very difficult if you’re using proper strategies, and
if you’re reading this text, you certainly know what those are. Just scroll up to the previous
section. At the finals, it’s just one race, anyone can win or lose. The difference between 3rd and
1st isn’t big enough to be worth burning yourself out to shift the odds a bit in your favour.
Clubs
Clubs are the equivalent of guilds in Uma Musume. At the start of each month, you’ll get a
reward for being in them, and you can trade shoes with the other members to gain club points.
There’s no downside to being in a Club, so you should join one as soon as possible.
Ranking Rewards
In order to receive the rewards, you must have been in the Club for at least two weeks.
Support Cards In Detail
Stat Stick Passives
Support cards will either be used for their skills or as stat sticks. Comparing skills is easy, but
comparing their ability to be a stat stick is more complicated.
Let’s look at what’s widely considered the best support card in the game, Kitasan Black, at max
limit break.
Typically the passives you’ll be interested in for a stat stick are “Friendship Bonus,” “Training
Effectiveness,” “Mood Effect,” “<stat> Bonus” and “Specialty Priority.” “Initial Friendship Gauge”
is also convenient as it reduces the time taken to get them to orange bond.
The Mood Effect is added to the bonus you get from your current mood, which is +/- 10% per
deviation from normal. So, with max mood, it’s +20%. With Kitasan’s +30% Mood Effect, this
gets to +26%. This also applies negatively, so if you’re at bottom mood, it would go from -20%
to -26%.
Training Effectiveness and Friendship Bonus work multiplicatively with this. For unique skills,
mood effect and training effectiveness are additive, while friendship bonus is multiplicative. She
has a 5% training effectiveness from her unique skill, 10% training effectiveness, and 25%
friendship effectiveness. All together, the stat gains will be multiplied by 1.26 * 1.15 * 1.25 for a
total of +81% stats from these passives. Note that friendship and unique friendship will act
multiplicatively with each other, not additively. A card with 25% Friendship Bonus and 10%
unique friendship bonus will give you 37.5%, not 35%.
Specialty Priority increases how often the card will land on its preferred training. Specialty
adds to the weight, while specialty from the uniques multiplies it as if a percent, the same way
Friendship Bonus works. Each stat has a base weight of 100, and not appearing has a weight of
50. These are divided by the total to give the chance of appearing on each training, so 100/550
= 18.18% rainbow rate with 0 specialty. For Kitasan, she has 80 base, so 100 + 80 = 180, then
she has unique specialty, so 180 * 1.2 = 216, which is the same as having 116 base. Her Speed
appearance rate would be 216/666, or 32.4%. (Theoretically, slightly lower due to the chance of
the training being full?)
<Stat> Bonus effects, like Kitasan’s Power Bonus, add 1 to how much the training will give you
of that stat, before all the modifiers. Kitasan’s is Power rather than Speed, which means your
big speed rainbows will also give a lot of power. This will also apply when she appears on
Power or Guts trainings.
Other Passives
Initial <Stat> is somewhat self-explanatory. At the start of training, the number is added to that
stat. This can save you a day or two of training and is particularly useful on cards of types that
you’re only bringing 1 or 2 of, for example the Power cards in a 4 Speed 2 Power deck.
Hint Frequency - increases the chance of there being hints for the support card (the !s that
appear on trainings). Since a hint gives +5 bond, this can help you get rainbows quicker, in
addition to making it easier to access the card’s skills.
Hint Levels - increases the discount on the skills the hints give you, saving you some skill
points if you buy them.
Wit Friendship Recovery - a passive found on Wit (and later Group) cards. When there’s a
rainbow on the Wit training, it will restore extra energy according to this stat (4 for a MLB SR, 5
for a MLB SSR, except Ikuno SR has none).
Race Bonus - increases the amount of stats and skill points you gain from finishing a race. This
includes the +3 all stats from mandatory races and the +10 all stats from URA. No rounding, if
you want to go from +3 all to +4 all you need 34% Race Bonus. On most umas, going from 33%
to 34% would be +10 all stats.
Fan Bonus - is similar, but applies to the fans gained. This is sometimes relevant for umas with
early fan checkpoints, but can usually be ignored.
Failure Protection - reduces the chance of failing a training. With a 35% value, a 9% fail
chance would go to 6%.
Energy Cost Reduction - reduces the energy that the training the card is on costs. A level 5
Speed training costs 25 energy, but with a 20% reduction, it would only be 20 energy.
Event Recovery - increases the energy you gain from the card’s events, most notably the
dates.
Event Effectiveness - increases the other rewards, such as the number of skill points gained.
Gold Skill Rates
Some support cards only have a chance to give you a gold skill at the end of their chain, while
others are guaranteed to. For example, Fine Motion can either give you Speed Star, or the white
version of it. Us JP players called getting the white skill “agemasen” (“will not give”) for short,
based on the anime scene where Special Week refuses to give McQueen a thing. “Card didn’t
give me the gold” is a bit of a mouthful. The chance of it happening is dependent on how high
your stat is of the card’s type. So, for Fine Motion, it would be based on your Wit. Since the final
chains happen sort of randomly, you can’t really control this, but it’ll let you know if you’re
justified in complaining at least?
Stats 351 351 372 372 393 393 414 461 482
There’s a big jump between 30% and 35% race bonus. In actuality, this jump happens at 34%. If
you can pick your supports in a way that gets you to >=34% race bonus, you’ll get a good chunk
of extra stats. You can use this as a way to break ties between cards that are otherwise similar.
Calculating Training Stat Gain
These charts give the base values for each training at each level. The energy cost also goes up
by 1 at levels 2 and 3, and by 2 at levels 4 and 5. MANT uses the Unity Cup table.
Friendship Bonus will only be applied if the support is at orange or higher bond (aka
rainbowing).
The MoodMultiplier is 0 at neutral mood, and goes up or down by 0.1 per mood up/down.
Skills
https://gametora.com/umamusume/skills
Many skills will have a style or distance requirement, seen in parentheses in the skill
description, such as (Medium) or (Pace Chaser). Naturally, you shouldn’t take any skills that
don’t match your style or distance, as they won’t do anything.
Conditions
Every skill has certain conditions it must meet in order to be able to activate. After meeting
these conditions, if it’s not a green skill, it will do a check against your wisdom to see if the skill
activates. An @ indicates an “or” condition, while an & indicates an “and” condition. In the order
of operations, & comes before @. You know, P&MD@S.
running_style - This means the skill will only trigger with a certain running style. The skill
description will tell you which style.
distance_type - This means the skill will only trigger on a certain distance.
order - Order refers to your current placement. An order>=2 condition means you have to be
2nd or worse.
order_rate - This indicates a percentage of the racers you have to be ahead or behind of. An
order_rate<=50 means you have to be in the top 50% of racers.
distance_rate - This skill will activate in a portion of the track dictated by the number.
distance_rate>=50 means the latter half of the track.
change_order_onetime - This condition is for when your order changes. If this condition is
positive (eg change_order_onetime>0) it requires you to be passed, and negative requires you
to pass someone else.
straight_random - This picks a random point on a straight to check the other conditions.
corner_random - This picks a random point on a corner to check the other conditions.
phase_random - Skills with this condition check a random spot in the indicated phase (0 for
Opening Leg, 1 for Middle Leg, 2 for Final Leg) to check the rest of the conditions.
accumulatetime - This shows how many seconds have to have passed before the skill is
allowed to be activated.
● A phase_random==0 skill with an accumulatetime condition might pick a point to check
that’s so early in the race that enough time hasn’t passed, making it impossible to
activate. Skills with those two conditions are less desirable for this reason.
near_count - This condition checks the number of other nearby umas.
is_finalcorner - As you may be able to guess, this checks if it’s the final corner. Includes the
final straight.
corner - This condition checks if you’re on a corner. It will be corner!=0 for corner, or corner!=1
for no corner.
slope - This condition checks if you’re on a slope, 1 for uphill 2 for downhill.
is_overtake - This condition checks if you’re currently passing another uma.
Green and Purple Skills
The green skills grant you a small buff to your stats if you meet their conditions. The purple ones
are the opposite, giving a small penalty. These are typically the lowest-priority skills to purchase.
At the first level, this is +40, and at the second, +60, or -40 in the case of purples. So, it’s better
to only level them once if at all.
The icon on the skill reflects what stat it increases. From left to right in the picture above, Speed,
Stamina, Power, Guts, Wisdom, All, Speed. Green skills can increase your stats above the cap.
The value of a green skill relies on how often it activates. Refer to the Races section of this
document to check for the distance your uma runs. For example, let’s look at the Standard
Distance skills.
If we check the Races section, 90% of Dirt races are on Non-Standard Distances, while 75% of
Medium races are on Standard Distances. These skills have wildly different activation rates on
those distances.
Another interesting thing about this skill in particular is that it gives +40 stamina. Therefore, you
could use it to give your uma a boost on the longest tracks of a category. In Mile, the longest is
1800m, a Non-Standard Distance. If you’re good on stamina for 1600m but a bit short for
1800m, this skill can help make up for it. Likewise for the other categories.
Other skills of note are the Savvy(コツ) skills. These activate based on a style, so they will
always activate if you purchase the correct one. They also give a vision bonus in addition to the
wisdom bonus.
Blue (Recovery) Skills
Recovery skills, as the name implies, restores your uma’s HP during the race. Golden
recoveries will restore 5.5% of your HP, while white recoveries restore 1.5%. As such, golden
recoveries are far more important than white ones.
The best recovery skills are the ones that restore HP at a consistent time, such as Gourmand
seen above. Corner recoveries are also very good. Straight recoveries aren’t ideal, as they
could trigger at the start or the end of the race where they have less impact.
Unusable
Before the First Anniversary buffs, these skills do nothing. Your spurt is decided at the start of
the final leg, and healing after that only protects you against debuffs.
Adrenaline Rush (activates at HP 0), Relax (activates in Final Leg)
Red (Debuff) Skills
These skills affect the other umas in the race. They won’t affect friendly umas, so don’t worry
about sabotaging your own teammates with them.
Similar to the green skills, the best debuffs will be the ones that consistently have an effect on
your opponents. Dedicated debuffers will just get them all, but getting ones for your own
strategy can help you break out of the pack. Front umas in particular would enjoy reducing the
speed of other Fronts.
Different debuffs do different things. From left to right on the image above, it’s Speed(Velocity)
down, Acceleration down, Rushed extension, STA/HP(Fatigue) down, Vision down.
Orange Skills
The first two icons here are for Speed and Acceleration, respectively. The best are the ones
with good activation times and long durations. For example, compare these two skills:
They both increase Speed, and both by the same amount. However, Beeline Burst only
increases your Speed for 0.9 seconds, while Professor of Curvature increases it for 1.8
seconds.
Speed skills won’t do anything if you’re not at top Speed, and Acceleration skills won’t do
anything if you are at top Speed.
The third type of skill is a lane change skill, which increases the speed at which the uma
changes lanes. Lane changes are outward in the last leg, and inward otherwise.
The fourth type improves your starts. The white version isn’t very impactful, but the golden
version is very good and used very often, especially for Front Runners. There’s also a purple
version that makes your starts worse, which Gold Ship can get access to by winning
Takarazuka Kinen twice.
The fifth type affects Vision, which doesn’t actually do anything (unless you’ve had your vision
debuffed) due to the hard cap on vision being set at the same distance as the default.
Unique Skills
Unique Skills are unique to each uma. If the uma is 3 star or better, she can pass them down
through inheritance. However, unique skills passed down this way are much worse, and their
price prevents them from being an appealing option. They’re essentially white skills with weird
conditions and longer durations.
There are a few that retain some strength and are stronger than a normal white skill with a
longer duration, so can be worth taking. These are Oguri Cap’s Triumphant Pulse(勝利の鼓動),
Symboli Rudolf’s Behold Thine Emperor's Divine Might(汝、皇帝の神威を見よ), Tokai Teio’s
Sky-High Teio Step(究極テイオーステップ), King Halo’s Prideful King(Pride of KING), and Fuji
Kiseki’s Glittering Star Vaudeville(煌星のヴォードヴィル).
The level of a unique skill increases its strength. For recovery skills, it’s increased by 2% per
level. So, a level 4 Unique recovery would restore 5.83% HP instead of 5.5%. For other skills,
it’s increased by 1% on the first level up, then 3% on each subsequent level up.
Speed Skills
Speed is simple to calculate. Distance is speed multiplied by time, so we can multiply the skill’s
effectiveness by the duration. Note that the duration is multiplied by track length / 1000, so on
longer tracks, the effectiveness will go up.
Acceleration Skills
Acceleration is more complicated. You have to calculate how long you’d normally take to
accelerate to top speed, as well as how much distance you cover in that time, then compare
that to the numbers when accelerating. For these examples we’ll assume 1200 Speed and 1000
Power, which is fairly realistic.
With 1000 Power, the acceleration is 0.424m/s/s, ignoring Phase Multipliers..
Time to get to top speed is (Top Speed - Starting Speed) / Acceleration.
Distance is 0.5 * Time * (Top Speed + Starting Speed)
Speed is Starting Speed + Acceleration * Time
For distance skills, they will be marked with FPLE, for Front Runner - Pace Chaser - Late
Surger - End Closer, to show which can make ideal use of the skill. If they’re in parentheses, it
will be considered Good. So, (F)PL would mean it’s Good for Front Runners, Best for Pace
Chasers/Late Surgers, and Bad for End Closers.
In general, if a skill has multiple levels, like Front Runner Savvy○ (逃げのコツ○) to Front Runner
Savvy◎ (逃げのコツ◎), you should only take the first level, as the second level won’t give you any
extra points. In Team Trials, it’s quantity over quality. You want as many skills to activate as
possible.
Good
Shake it Out (ふり絞り)
● Requires 3 other skills to be used in the Final Leg.
Bad
Calm in a Crowd (ウマ込み冷静) / Unruffled (どこ吹く風)
Lay Low (隠れ蓑) / Iron Will (鋼の意志)
Pace Strategy (ペースキープ) / Indomitable (不屈の心)
Generic Orange Skills
Best
Corner Adept○ (コーナー巧者○) / Professor of Curvature (弧線のプロフェッサー)
Homestretch Haste (末脚) / In Body and Mind (全身全霊)
Straightaway Adept (直線巧者) / Beeline Burst (ハヤテ一文字)
Corner Acceleration○ (コーナー加速○) / Corner Connoisseur (曲線のソムリエ)
Straightaway Acceleration (直線加速) / Rushing Gale! (陣の風)
Prudent Positioning (ポジションセンス) / Center Stage (注目の踊り子)
● These are sometimes considered to be detrimental to your performance, but they do
activate consistently.
Go with the Flow (臨機応変) / Lane Legerdemain (レーンの魔術師)
Focus (集中力) / Concentration (コンセントレーション)
Good
Slipstream (スリップストリーム)
● Can trigger twice in the same race sometimes
Tail Held High (尻尾上がり)
Groundwork (地固め)
● The above 2 require 3 other skills to be activated in the appropriate leg
Playtime’s Over! (遊びはおしまいっ!)
Highlander (登山家)
Bad
Uma Stan (ウマ好み)
Nimble Navigator (垂れウマ回避) / No Stopping Me! (ノンストップガール)
Trick (Front) [トリック(前)] will obviously be better for Front Runners or Pace Chasers.
Trick (Back) [トリック(後)] will obviously be better for Late Surgers or End Closers.
Front Runner Skills
Best
Front Runner Savvy○ (逃げのコツ○)
Front Runner Corners○ (逃げコーナー○)
Front Runner Straightaways○ (逃げ直線○)
Fast-Paced (急ぎ足) / Escape Artist (脱出術)
Early Lead (先駆け) / Taking The Lead (先手必勝)
Good
Final Push (押し切り準備) / Unrestrained (逃亡者)
Leader’s Pride (先頭プライド)
Moxie (勢い任せ) / Restless (じゃじゃウマ娘)
● This skill will trigger more often in longer races, which are more likely to have hills.
Bad
Second Wind (二の矢)
Dodging Danger (危険回避) / Sixth Sense (シックスセンス)
Restart (リスタート)
Good
Stamina to Spare (スタミナキープ) / Calm and Collected (余裕綽々)
● This has a combination of phase_random and accumulatetime that means it will
sometimes be impossible to activate, with it being more likely to fail in shorter distances.
Straight Descent (直滑降) / Determined Descent (決意の直滑降)
Bad
Tactical Tweak (まき直し) / Shatterproof (くじけぬ精神)
Late Surger Skills
Best
Late Surger Savvy○ (差しのコツ○)
A Small Breather (小休憩 / Relax リラックス)
● This skill essentially does nothing, but it does give you points.
Late Surger Corners○ (差しコーナー○)
Late Surger Straightaways○ (差し直線○)
Fighter (がんばり屋) / Hard Worker (努力家)
Studious (読解力) / The Bigger Picture (大局観)
Sharp Gaze (鋭い眼光) / All-Seeing Eyes (八方にらみ)
Good
1,500,000 CC (十万バリキ) / 15,000,000 CC (百万バリキ)
Outer Swell (外差し準備) / Rising Dragon (昇り龍)
Slick Surge (差し切り体勢) / On Your Left! (乗り換え上手)
Position Pilfer (位置取り押し上げ) / Fast & Furious (迅速果断)
● This skill requires you to be in the last 50% of umas, which will be easier the fewer other
Late Surgers / End Closers there are.
Good
Standing By (後方待機) / Sleeping Lion (眠れる獅子)
● Requires you to be in the bottom 25% in terms of distance to first place.
After-School Stroll (下校の楽しみ) / Go-Home Specialist (下校後のスペシャリスト)
Strategist (策士) / Crusader (天命士)
Intense Gaze (まなざし) / Petrifying Gaze (熱いまなざし)
Bad
Levelheaded (冷静) / Serenity (冷静沈着)
Masterful Gambit (仕掛け抜群) / Sturm und Drang (疾風怒濤)
● Requires you to be in the bottom 25% in terms of distance to first place during the final
leg, which probably indicates you’re failing.
Sprint Skills
Best for All
Sprint Straightaways○ (短距離直線○)
Sprint Corners○ (短距離コーナー○)
Sprinting Gear (スプリントギア) / Turbo Sprint (スプリントターボ)
Meticulous Measures (仕掛け準備) / Perfect Prep! (準備万全!)
Others
LE | Wait-and-See (様子見)
(F)P | Countermeasure (善後策) / Plan X (プラン X)
F(P) | Intimidate (後方釘付) / Adored by All (悩殺術)
(F) | Huge Lead (大きなリード) / Staggering Lead (圧倒的リード)
(LE) | Stop Right There! (抜け駆け禁止) / You've Got No Shot (逃亡禁止令)
(LE) | Gap Closer (詰め寄り) / Blinding Flash (電撃の煌めき)
Mile Skills
Best for All
Mile Straightaways○ (マイル直線○)
Mile Corners○ (マイルコーナー○)
Unyielding Spirit (負けん気) / Big-Sisterly (姉御肌)
Acceleration (アクセラレーション) / Step on the Gas! (アクセル全開!)
Others
FP | Shifting Gears (ギアシフト) / Changing Gears (ギアチェンジ)
LE | Updrafters (上昇気流) / Furious Feat (豪脚)
(F) | Speed Eater (スピードイーター) / Greed for Speed (スピードグリード)
(F) | Productive Plan (積極策) / Mile Maven (マイルの支配者)
(LE) | Watchful Eye (展開窺い) / Keen Eye (慧眼)
(LE) | Opening Gambit (布石) / Battle Formation (布陣)
Medium Skills
Best for All
Medium Straightaways○ (中距離直線○)
Medium Corners○ (中距離コーナー○)
Hawkeye (ホークアイ) / Clairvoyance (千里眼)
Soft Step (軽やかステップ) / Miraculous Step (神業ステップ)
Others
FP | Up-Tempo (テンポアップ) / Killer Tunes (キラーチューン)
LE | Thunderbolt Step (イナズマステップ) / Lightning Step (ライトニングステップ)
(F) | Rosy Outlook (前途洋々) / Trackblazer (切り開く者)
(LE) | Tether (束縛) / Dominator (独占力)
Long Skills
Best for All
Long Straightaways○ (長距離直線○)
Long Corners○ (長距離コーナー○)
Smoke Screen (目くらまし) / Illusionist (奇術師)
Pressure (追い上げ) / Overwhelming Pressure (怒涛の追い上げ)
Deep Breaths (深呼吸) / Cooldown (クールダウン)
Passing Pro (パス上手)
Bad
Inside Scoop (内弁慶) / Innate Experience (内的体験)
Extra Tank (別腹タンク) / Adrenaline Rush (火事場のバ鹿力)
Others
LE | Stamina Eater (スタミナイーター) / Stamina Siphon (スタミナグリード)
(F) | Keeping the Lead (リードキープ) / Vanguard Spirit (先陣の心得)
Random Other Stuff
This is just where I put random things that don’t really fit anywhere else. They aren’t useful for
playing the game, but perhaps just interesting tidbits.
Umas with decorations mainly on their left ear (the right side when looking at them), like Haru
Urara, Vodka, and Mejiro Dober, are based on female horses. Umas with decorations on their
right ear, like Nice Nature, Mayano, and Grass Wonder, are based on male horses.
One exception is Fine Motion, who has equal decorations on both ears. She wears bloomers.
After she retired, she couldn’t breed, and the reason given was a “chromosome error,” which
some people took to mean that the horse was androgynous. She raced as a mare.
Races
How do they work?
Here’s an example image of a simple track from the simulator, of a Late Surger uma in the Ibis
Summer Dash race. The red line is the uma’s current speed.
There are four phases of a race, but for the most part we can combine the last two. These
phases are: the Opening Leg, which lasts for the first 1/6th; the Middle Leg, which lasts for the
next 3/6ths; the Final Leg, which is the next 1/6th; the Last Spurt, which is the final 1/6th. Skills
refer to these phases, for example, On Your Left! triggers in the Final Leg, and In Body and
Mind triggers in the Last Spurt.
Each uma has a target speed during each phase. For the formulas, check the Technical Doc
linked below. For the most part, you can simply know that umas will run faster in each phase,
except for Front Runners who run slower in the Middle Leg than the Opening Leg. The Final Leg
and Last Spurt use the same numbers, so they can be considered as one phase.
Before the Final Leg, your Speed stat doesn’t affect your target speed. Only Wit affects it
slightly. In the Final Leg, after your uma begins her spurt, both Speed and Guts affect your
speed. The spurt is when your uma starts spending all her energy to try to finish the race.
When you’re not at top speed, you’re accelerating. Power affects how fast you accelerate.
Umas start out stationary at the start of the race, then accelerate to their Opening Leg speed.
They then accelerate to the Middle Leg speed once that phase starts, and then to their Final
Leg speed when that starts. If your uma doesn’t start her spurt immediately when the Final Leg
starts, she’ll later accelerate to her spurt speed. During these periods, Acceleration skills are
useful, but outside of them, Acceleration skills are useless. The reverse is also true. Speed skills
are useless while accelerating, though they can last beyond the acceleration, and if they last
into the accel, then your starting point is raised, saving time. (see Spurt Speed Carry-over)
Your uma’s speed in the final leg is affected by her remaining HP. When the Final Leg starts,
she will decide how fast to run and when to start running fast based on that HP, with higher
Wisdom making her do more optimal decisions.
Let’s see a chart with a late spurt to see the implications. Red will be the healthy uma, and the
blue will be an uma without enough Stamina.
This uma lacks the required Stamina for the track, so she had to delay her spurt. The dip in the
speed at the end is what happens when an uma runs out of HP: their speed quickly drops. If
your uma is severely lacking in HP, she might not spurt at all, making your Speed stat useless.
If an uma uses a recovery during the last two phases, she’ll reconsider her strategy and might
alter it. (This is an update that happens later. This doesn’t happen on Global currently.
Recoveries that happen in the final leg are wasted on Global.) Here’s an example. (The
blue recovery line is covering the red spurt start line)
In the above graph, the uma didn’t have enough HP remaining to start her spurt immediately.
However, the Breath of Fresh Air recovery triggered, restoring 5.5% of her HP. With the
newfound HP, she decided to start her spurt right then. This isn’t as optimal as having the
recovery trigger earlier. As you can see, there’s a plateau before the recovery, where she wasn’t
accelerating. If the recovery had triggered earlier, she would have been accelerating all the
time, like in the first graph. But, it’s still better than in the second graph.
To show the impact of acceleration skills, let’s look at a well-timed Turbo Sprint.
This increased acceleration resulted in the blue uma winning by 3.5 lengths. Acceleration skills
are very powerful when they work and the meta tends to revolve around them for this reason.
Corners: If you remember your high school math classes, the circumference of a circle is Pi * 2
* radius. That means that, the closer you are to the inside of the corner, the less distance you
have to run. Umas will naturally move inside for this reason. As a consequence, it’s harder to
pass someone on a corner, as you have to run a bit more distance than them by going around.
Note that each capsule-shaped track has four corners, not two.
Uphills: It’s harder to run uphill. Umas will slow down when running uphill, though the higher
their Power, the less they slow down. Power becomes more important if there are many uphills.
Downhills: It’s easier to run downhill, but only if you know how. While running downhill, umas
have a chance, based on their Wit, to get a speed boost and use less HP. On tracks with long
downhills, this makes it so high Wit umas have lower Stamina requirements, as well as getting a
lot of bonus speed. Wit becomes more important if there are many downhills.
Final Corner: The final corner is what it says on the tin. It’s the last corner of the race. On the
final corner, the umas will begin to spread out, which helps avoid blocking in the spurt.
Final Straight: The final straight is the straight that comes after the final corner. There must be
a corner for there to be a final straight. On Ibis Summer Dash, the track we were looking at,
there is no corner, and therefore, no final straight.
Gate Blocks
There are eight gate blocks in a race that the umas start in. If there are more than eight umas,
then multiple umas will go into some blocks, starting from the outside. If there are less than
eight umas, then the later blocks don’t exist.
For example, in CM where there are 9 umas, there are two umas in block 8. In the biggest
races, where there are 18 umas, there are three umas in blocks 7 and 8 and two in the rest.
Team Trials has twelve umas, so there are two in blocks 5~8.
This adjusts the activation chance of some skills. For example, one might think that Lucky
Seven is a 1/8 chance, but in CM, it’s 1/9, and in the biggest races, it’s 3/18 or 1/6. Outer Gate
benefits from this quite a bit, being 4/9 in CM and 8/18 in large races, while Inner Gate is 3/9
and 6/18 respectively.
In Team Trials, Lucky Seven is 2/12, Outer Gate is 6/12, and Inner Gate is 3/12.
Though, note that Lucky Seven is only a 50% chance to do something even if you are in gate
seven.
Uma Racing Styles
There are four different styles in the game. These mostly dictate what parts of the race your
uma tries the hardest in. Here’s a quick overview of their performance in each part:
During the first half of the race, the umas participate in a dark ritual known as “Position Keep.”
Each style has a position they want to maintain relative to the furthest-ahead Front Runner. If
they fall out of that position, they’ll speed up to return to it (Pace Up mode), and if they get too
far ahead, they’ll slow down to return to it. (Pace Down mode) For the nitty gritty details, see
the mechanics doc.
The numbers are in meters, but the ones lower than -3 will scale based on the track’s length.
Since the styles all base their position off the 1st uma, the better the uma in 1st is, the faster
everyone else will run, dictating the pace. The better they are, the less likely Pace Down is, and
the more Stamina is needed to finish the race. There are two exceptions:
● No Front Runner in the race. In this case, the Pace Chaser who takes 1st will ignore
Position Keep and start acting like a Front Runner, with everyone else basing their
positions off them. If there are no Pace Chasers too, then a Late Surger, etc. They’ll use
their normal multipliers, so when there’s no Front Runner in the race, Pace Chasers
become very scary.
● A single terrible Front Runner. In this case, say the Front Runner is Urara on a Turf
track. She’ll never be able to keep up with the other umas, but since she’s technically the
first Front Runner, everyone will still try to base their positions off her, leading to
everyone remaining in Pace Down mode until the halfway point in the race. This was
eventually patched on JP after a couple years, but it can reduce the stamina
requirements by a few hundred if you gamble on there being no Front Runners in the
race.
If this is hard to imagine, I made a quick video showing how it works, with the most cutting edge
graphics available: https://www.youtube.com/watch?v=co09NS3BklI
Phases
There are four different phases in a race. The Opening Leg, which covers the first 1/6th, the
Middle Leg, which covers the next 3/6ths, the Last Leg, which is the next 1/6th, and the Last
Spurt, which is the final 1/6th.
During each phase, there’s a multiplier on the uma’s speed and acceleration based on her style.
Technical Information
Refer to this doc, written by KuromiAK, for the nitty gritty details of how racing works:
https://docs.google.com/document/d/15VzW9W2tXBBTibBRbZ8IVpW6HaMX8H0RP03kq6Az7X
g/edit